hit dice:
1d10
hit points at 1st level:
10 + your Constitution modifier
hit points at higher levels:
1d10 + your Constitution modifier
armor proficiencies:
weapon proficiencies:
Unarmed strikes
tools:
saving throws:
Dexterity, Constitution
skills:
Choose two from Athletics, Perception, Stealth, Survival, Intimidation
starting equipment:
spellcasting:
class features:
Level 1: Basilisk Traits
- Natural Armor: Your scales provide a natural AC of 13 + your Dexterity modifier.
- Bite Attack: You can make a bite attack as a natural weapon. This is a melee weapon attack that deals 1d6 + your Dexterity modifier piercing damage.
- Petrifying Gaze (Limited): As a bonus action, you can focus your gaze on one creature within 30 feet. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or begin to turn to stone. On a failed save, the creature is restrained and must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 1 minute. Once used, you must finish a short or long rest to use this feature again.
Level 2: Agile Movements
- Agile Movements: Your movement speed increases by 10 feet, and you gain proficiency in Dexterity saving throws.
Level 3: Basilisk Instincts
- Subclass: Choose a subclass that represents your evolution: Stone Sentinel or Venomous Predator.
Level 4: Ability Score Improvement
- Increase one ability score of your choice by 2, or two ability scores by 1 each. Alternatively, you can take a feat.
Level 5: Enhanced Gaze
- Petrifying Gaze (Improved): You can now use your Petrifying Gaze twice per short or long rest. The range increases to 60 feet.
Level 6: Evasive Scales
- Evasive Scales: When you are hit by an attack, you can use your reaction to gain a bonus to your AC equal to your Constitution modifier until the start of your next turn, including against the triggering attack. You must choose to use this feature before knowing whether the attack hits or misses.
Level 7: Swift Striker
- Swift Striker: You can make a claw attack as a bonus action. This is a melee weapon attack that deals 1d4 + your Dexterity modifier slashing damage.
Level 8: Ability Score Improvement
Level 9: Quick Reflexes
- Quick Reflexes: You gain advantage on Dexterity (Acrobatics) checks and Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Level 10: Petrifying Mastery
- Petrifying Gaze (Mastered): You can use your Petrifying Gaze an unlimited number of times, but each target can only be affected once per day. The range is now 90 feet.
Level 11: Resilient Form
- Resilient Form: You gain advantage on saving throws against being paralyzed, stunned, or petrified.
Level 12: Ability Score Improvement
Level 13: Swift Predator
- Swift Predator: Your movement speed increases by an additional 10 feet, and you can Dash as a bonus action.
Level 14: Venomous Bite
- Venomous Bite: Your bite attack deals an additional 2d6 poison damage. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be poisoned for 1 minute.
Level 15: Advanced Evasion
- Advanced Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Level 16: Ability Score Improvement
Level 17: Petrifying Aura
- Petrifying Aura: Creatures within 10 feet of you have a disadvantage on saving throws against your Petrifying Gaze.
Level 18: Stoneguard
- Stoneguard: You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks, and your natural armour now provides an AC of 15 + your Dexterity modifier.
Level 19: Ability Score Improvement
Level 20: Apex Basilisk
- Apex Basilisk: Your Dexterity and Constitution scores increase by 4. Your maximum for these scores is now 24.
- Petrifying Gaze (Supreme): Creatures that fail their saving throws against your Petrifying Gaze are petrified indefinitely. Only a Greater Restoration spell or similar magic can reverse the petrification.
subclass options:
Stone Sentinel:
Specializes in defence and controlling the battlefield.
Stone Sentinel Features:
Level 3: Stone Skin: You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
Level 7: Ground Slam: As an action, you can slam the ground, creating a shockwave. Each creature within 15 feet of you must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be knocked prone.
Level 11: Stone Form: You can harden your body to stone temporarily. As a bonus action, you gain temporary hit points equal to your level + your Constitution modifier. These temporary hit points last for 1 minute or until depleted. You can use this feature a number of times equal to your Constitution modifier, regaining all uses after a long rest.
Level 15: Stony Defense: You gain immunity to being petrified and to poison damage.
Level 20: Unyielding: Once per day, when you drop to 0 hit points, you can drop to 1 hit point instead and immediately gain temporary hit points equal to your level + your Constitution modifier.
Venomous Predator:
Focuses on agility and dealing poison damage.
Venomous Predator Features:
Level 3: Venomous Fangs: Your bite attack now deals an additional 1d6 poison damage.
Level 7: Toxic Spray: As an action, you can exhale a spray of venom in a 15-foot cone. Each creature in that area must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 3d6 poison damage and be poisoned until the end of their next turn. On a successful save, they take half damage and are not poisoned. You can use this feature a number of times equal to your Constitution modifier, regaining all uses after a long rest.
Level 11: Quickened Venom: Your venom becomes more potent. Your bite attack's poison damage increases to 2d6.
Level 15: Poison Mastery: You are immune to poison damage and the poisoned condition. Additionally, your Toxic Spray damage increases to 5d6.
Level 20: Venomous Rage: As a bonus action, you can enter a venomous rage for 1 minute. During this time, you gain resistance to all damage, your movement speed increases by 20 feet, and your melee attacks deal an additional 2d6 poison damage. Once you use this feature, you can't use it again until you finish a long rest.
Inferno Wyrm Features:
Level 3: Flame Breath
- Flame Breath: As an action, you can exhale a burst of fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. You can use this feature a number of times equal to your Constitution modifier (minimum of once), regaining all expended uses when you finish a long rest.
- Fire Resistance: You gain resistance to fire damage.
- Level 7: Scorching Bite
- Scorching Bite: Your bite attack now deals an additional 1d6 fire damage. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be ignited. An ignited creature takes 1d6 fire damage at the start of each of its turns until it or another creature uses an action to extinguish the flames.
Level 11: Blazing Aura
- Blazing Aura: As a bonus action, you can ignite a blazing aura around you. For 1 minute, creatures within 10 feet of you take fire damage equal to your Constitution modifier at the start of their turns. Additionally, you shed bright light in a 20-foot radius and dim light for an additional 20 feet. You can use this feature a number of times equal to your Constitution modifier (minimum of once), regaining all expended uses when you finish a long rest.
Level 15: Pyroclastic Resistance
- Pyroclastic Resistance: You gain immunity to fire damage and gain resistance to cold damage. Additionally, whenever you are subjected to an effect that deals fire damage, you can use your reaction to absorb the energy, gaining temporary hit points equal to the fire damage dealt (up to a maximum of your Basilisk level + your Constitution modifier).
Level 20: Inferno Sovereign
- Inferno Sovereign: As an action, you can transform into an avatar of fire for 1 minute. During this time, you gain the following benefits:
- You gain immunity to fire damage.
- Your Flame Breath becomes a 30-foot cone and deals 6d6 fire damage.
- Your melee attacks deal an additional 3d6 fire damage.
- You can fly with a speed of 60 feet.
- Once you use this feature, you can't use it again until you finish a long rest.