Asplings

Asplings

Asplings are the snake-like children of Tal-Katha. Unlike others of the Ones Within, Tal-Katha holds little direct influence over the lives of Asplings, and most Asplings have drifted far away from her cult.  

General Information

Rarity: Common. (You may play this race without consulting the DM.)   Physical Description: Typically, Asplings have a humanoid appearance, though with clearly golden (or greenish) skin and hair which borders on green, bronze, or shiny obsidian. They also sport pronounced fangs, which can sometimes cause confusion with Dhampirs, though pointing out their darkened skin can assuage such fears. Most have eyes that are yellow or golden in color, with their pupils more slit-like than round, and their tongues are long and forked. Asplings do not typically grow facial hair.   Family Structure: Asplings keep their relationships with their family quite close, as they can often face prejudice in broader society. Their communities tend to be insular, and Asplings rarely find partners outside of their race. Many stem from Vestal, where worship of Tal-Katha has been present, though tolerance of the species still wavers. Asplings outside of Vestal rarely grow up in better environments, and most have been pushed towards caution and distrust of outsiders as a result.   Attitude Toward Society: Asplings tend to form their own communities within cities where a significant population of them lives. This can further increase the ire of native residents. As such, Asplings are generally viewed in a negative capacity similar to Tieflings, though they are uniquely welcome in Trinea. A minority of Asplings - especially women - still follow or show fealty to Tal-Katha, and their rituals are especially distrusted in society.   Attitude Toward Gender: Asplings tend to inherit the rigid gender roles of the human societies that they inhabit. Asplings who continue to worship Tal-Katha, however, are strictly women. Those who were not born as women, but who identify as such, are welcomed by Tal-Katha. Sometimes they are even given preferential positions among her followers, as they came to her of their own volition, rather than by circumstance of birth.   Attitude Toward Relationships: Aspling worshippers of Tal-Katha are forbidden from engaging in relationships with men, and are typically not monogamous. Asplings in the general public inherit the relationship rules of the societies they inhabit, typically living monogamous lives, regardless of what gender they're into.  

Race (5e)

Asplings (5e)

ability score increase: +1 Wisdom
age: Asplings mature around the age of 15. They may live to be up to around 80 years old.
Size: Medium
speed: 30ft
Languages:
race features:
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Snakekind: You contain venom within your sharp fangs, and may drain this venom onto your weapons a number of times per day equivalent to your Constitution modifier. This venom deals an additional 1d4 Poison damage. Additionally, as a reaction to an enemy's attack of opportunity, your coarse hair can shift itself into the form of snakes, and can bite back against the opponent, dealing 1d4 + Dexterity damage.  

Snakesblood

Snakesblood Asplings make up the majority; they are those who have their bloodline influenced by Tal-Katha at some recent point, but who do not directly follow her path.   Silver-Tongued: When attempting to de-escalate a situation, whether it is through lying, diplomacy, or intimidation, you gain advantage. Others have disadvantage when attempting to lie or intimidate you.  

Tal-Kathan

Tal-Kathan Asplings are the worshippers of Tal-Katha, and earn her greater blessings, though they are considered heretical and demonic in most societies.   Serpent Shift: You have the ability to shift your lower body into the form of a snake. This allows you to slither across the ground instead of walking, and thus permits easier navigation across treacherous terrain, gives you advantage on checks made to Swim, and allows you to grapple opponents through constriction, permitting you to use your arms for other actions even while grappling.
 

Versatile Heritage (PF2e)

Asplings

Versatile Heritage
The blood of Tal-Katha slithers through your veins. You gain the Aspling trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from Aspling feats and feats from your ancestry whenever you gain an ancestry feat.
Ancestry Feats
NameTraitsLevelPrerequisitesBenefitsDetails
Aspling LoreAspling1-You are well-versed in Aspling culture.
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You are well-versed in Aspling culture. You gain the trained proficiency in Deception and Occultism. If you would automatically become trained in one of those skills, you instead become trained in a skill of your choice. You also become trained in Aspling Lore.
Cunning HairAspling1-Your hair moves under your control.
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Your hair moves under your control. You can perform simple Interact actions with your hair, such as opening an unlocked door, and you can deliver touch-range spells with it. Your hair can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.
Sharp FangsAspling1-Your teeth are formidable weapons.
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Your teeth are formidable weapons. You gain a fangs unarmed attack that deals 1d8 piercing damage.
VenombloodAspling1-Your blood is toxic and dangerous to others.
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Your blood is poisoned and dangerous to others. Whenever a creature attacks you directly, such as by Grappling you or hitting you with an unarmed attack, or uses a touch-range spell against you, you deal 1d4 poison damage (basic Fortitude save using your class DC or spell DC, whichever is higher). At 3rd level and every 2 levels thereafter, the damage increases by 1d4.
Envenom FangsAspling5Sharp FangsYou envenom your fangs.
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A number of times per day equal to your level, you may envenom your fangs. If the next fangs Strike you make before the end of your next turn hits and deals damage, the Strike deals an additional 1d6 poison damage. On a critical failure, the poison is wasted as normal.
Lunging StrandsAspling5Cunning HairYour hair can lunge forth as if it had its own willpower.
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Your hair can lunge forth as if it had its own willpower. When you use your tongue to deliver touch range spells or perform very simple Interact actions, you can do so at a distance that is 5 feet beyond your usual reach.
Tal-Katha's TongueAspling5-Traditionally, Asplings are exceptionally good at fitting into places they may be unwelcome.
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Traditionally, Asplings are exceptionally good at fitting into places they may be unwelcome. You're also rather good at it. You can cast charm once per day as a 1st-level divine innate spell.
VenomsprayAspling5VenombloodYour blood grows in toxicity, harming others in even small amounts.
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Your blood grows in toxicity, harming others in even small amounts. When you are struck by any melee attack, the effects of Venomblood take effect and damage all characters adjacent to you.
Snake ShiftAspling9-You can turn your lower half into a snake-like form.
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You can turn your lower half into a snake-like form. You gain a tail unarmed attack that deals 1d6 bludgeoning damage, has the sweep trait, and is in the brawling weapon group. You also gain the ability to Slither, using an action to move up to your speed - 10. When you Slither, you slither over every other square between your starting space and ending space, avoiding difficult terrain, hazardous terrain, pressure plates, or any other hazards on the ground or up to a foot above it in the spaces you slithered over.
StrangleholdAspling13Snake ShiftWhile using Snake Shift, you may flail your tail to trip foes and constrict them with your body.
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While using Snake Shift, you may flail your tail to trip foes and constrict them with your body. You gain the Tail Spin ability. Using two actions, you can attempt a single Athletics check to Trip up to two adjacent creatures. if you roll a success against a target, you get a critical success against that target instead. You do not need to have a free hand to grapple or restrain enemies.
You Might...
  • Seek out opportunities to form strong friendships with a diverse array of companions.
  • Live and work in gloomy areas of dim light with plenty of shadows, only providing bright light when expecting visitors.
  • Be prone to bragging, both about your own accomplishments and those of your family or allies.
  Others Probably...
  • View you with suspicion and try to steer clear of you upon the streets.
  • Believe you have shadowy powers.
  • Notice and speculate about your distinctive eyes.