Order of the Roll - Dungeons and Dragons Hissfolk - Order of the Roll

Hissfolk

D&D Hissfolk Race

The Hiss­folk live in warm regions, such as deserts. They resem­ble a cross between a human and a snake. Their set­tle­ments usu­al­ly con­sist of sim­ple camps made from sand and worn fab­rics.

Clothing

They often wear black cloth­ing, with a cloth cov­er­ing their head and mouth, leav­ing only their eyes vis­i­ble. This pro­tects them from the harsh sun and sand­storms of their envi­ron­ment.

Variants

There are two main vari­ants of the Hiss­folk:

  • The human-like vari­ant: This has two arms and two legs, but with dis­tinct ser­pen­tine fea­tures.

  • The snake-like vari­ant: This has the low­er body of a snake and no legs, but retains two human-like arms.

Medusa

Hiss­folk often wor­ship the god­dess Medusa, whom they revere as their sacred pro­tec­tor and source of pow­er.

Their faith in Medusa is strong enough for the Hiss­folk to not need to per­form any rit­u­als or tra­di­tions, but they like make stat­ues of the peo­ple they kill. So they will have stone stat­ues of their own hunt­ing tro­phies scream­ing for mer­cy.

Stats

Hiss­folk man­i­fests their ser­pen­tine her­itage in a vari­ety of ways: a forked tongue, snake eyes, a snake­like nose, or some oth­er ophid­i­an char­ac­ter­is­tic. How­ev­er a Hiss­folk looks, they have the pow­er to pur­sue great good or evil in the world or dnd.

  • Abil­i­ty Score Increase. When deter­min­ing your character’s abil­i­ty scores, increase one score by 2 and increase a dif­fer­ent score by 1, or increase three dif­fer­ent scores by 1. You can’t raise any of your scores above 20.

  • Crea­ture Type. You are a Humanoid.

  • Size. You are Medi­um or Small. You choose the size when you select this race.

  • Speed. Your walk­ing speed is 30 feet.

  • 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 dis­cern col­ors in that dark­ness only as shades of gray.

  • Mag­ic Resis­tance. You have advan­tage on sav­ing throws against spells.

  • Poi­son Resilience. You have advan­tage on sav­ing throws you make to avoid or end the poi­soned con­di­tion on your­self. You also have resis­tance to poi­son dam­age.

  • Ser­pen­tine Spell­cast­ing. You know the Poi­son Spray cantrip. You can cast Ani­mal Friend­ship an unlim­it­ed num­ber of times with this trait, but you can tar­get only snakes with it. Start­ing at 3rd lev­el, you can also cast Sug­ges­tion with this trait. Once you cast it, you can’t do so again until you fin­ish a long rest. You can also cast it using any spell slots you have of 2nd lev­el or high­er.
    • Intel­li­gence, Wis­dom, or Charis­ma is your spell­cast­ing abil­i­ty for these spells when you cast them with this trait (choose when you select this race).

  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon, Hiss and one oth­er lan­guage that you want.
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