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Serpentfolk

Shared Racial Traits   Ability Scores: Dex +2, Size: Medium, Speed: 40ft., Climb 20ft., Swim 20ft.   Age. Serpentfolk reach maturity around age 10 and usually live up to 90 years.   Alignment. Most serpentfolk are chaotic. They have a natural habit of involving themselves in matters that are not their own and love to stir chaos in societies and the world as large.   Description. Serpentfolk have the upper body of a humanoid, usually more of a Human appearance and the lower body of a snake. What kind of pattern the snake part represents, is usually part of their subracial species.   Languages. Serpentfolk can speak Common and Reptoid.   Perk Affinity. Primordial.   Size. Serpentfolk are much taller than humans, due to their massive tail, and can reach outstretched lengths of almost 9 feet. Your size is Medium.   Jungle Predators. You have a climbing and swimming speed of 20 feet.   Shed Skin. Similiar to their beastial counterpart, serpentfolk are able to shed their skin in various situations, allowing them to escape dangerous situations. Whenever you are burning, paralyzed, stunned or in the process of being either frozen or petrified at the start of your turn, you can immediatly shed your skin and leave behind your carried and worn equipment, appearing in an unoccupied space within 5ft. of your shedded skin, ending the condition and restoring hit points equal to 1d10 + your Constitution modifier. During this turn all your Stealth checks are made with advantage. In addition your shedded skin remains in a stable position until the start of your next turn, mimicking your posture before you shed your skin, breaking apart if its touched or takes any damage. Once you have used this feature, you can't do so until you have finished a short or long rest.   Slithering Movement. Due to not having any legs, but a long sturdy tail instead, you balance your weight more evenly across the ground, allowing you to move more silently. You do not trigger hazards, mechanisms or traps that require pressure, unless you wish it so, and you have proficiency in Stealth.   Tail. You can grasp things with your tail. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your tail can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
Subracial Traits   Choker
Choker Serpentfolk are the strongest among their kin, representing humanoid constrictor snakes, their tails are particulary strong and precise. They love to torture their prey and boast about their strength and superiority in the Mea'lu jungles.   Ability Scores: Str +1   Constrict. Your large and thick tails allows you to constrict opponents and put them in a dangerous situation. Whenever you grapple a creature with your tail, you can use your bonus action to constrict it futher, making it suffocate, as if the creature was drowning. You have to uphold the suffocating each turn, until it either falls unconscious or breaks free of your grapple.   Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Rattle
Rattle Serpentfolk are physically the weakest of the serpentfolk people, but are masters of confusion and deception, allowing them to avoid dangers and potentially outwit ally and enemy alike. Their giveaway pattern is usually a colorful one and they have a rattle attached to the end of their tail. They are very far traveled and enjoy other cultures, thus being often seen outside of Mea'lu.   Ability Scores: Cha +1   Captivating Voice. To counteract their weaker bodies, they have learned ways to mess with a creatures mind and make them more docile towards them. If you spend at least one minute conversing with another creature, you gain advantage on Charisma ability and skill checks made against the creature for the next hour, unless you harm or threaten its livelyhood, which ends the ability immediatly, or its immune to the charmed condition. You can captivate a number of creatures equal to your Charisma modifier(minimum of 1) and regain all uses after a short or long rest.   Subtle Rythm. Rattle Serpentfolk can shake their tail around, making a subtle rattling noise, most often heard if they move about or are subject to strong winds, but this time its intentional. You can shake your tail, using a bonus action, creating a rythm that messes with the minds of other creatures within 10ft. of you that can hear your rattling sound. Each creature that hears this sound has disadvantage on Constitution saving throws to concentrate on a Spell and opportunity attacks, as long as they remain within the range. You can end the sound any time.
Viper
Viper Serpentfolk are the most impulsive of their kin, usually donning the most natural colors of their people, be it beige, green or yellow, they do not look threatening, but depending on the situation it can quickly change. They are often mercenaries or warriors for their respective clans, some even leave their nests to travel to far corners of the world of Venhum.   Ability Scores: Con +1   Poison Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage.   Venomfang. Your two large fangs are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 2 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. Whenever you hit a creature with your venomfang attack, you can inject venom into your target, dealing either 1d12 poison damage or reducing its movement speed to 0. In addition, you can eject your venom in a 15ft. cone infront of you, using an action, each creature inside the cone has to make a Dexterity saving throw against your DC, calculated using your Constitution modifier, or take poison damage equal to 1d12 + your Constitution modifier and have their speed halved. You can eject or inject your venom a number of times equal to your Constitution modifier(minimum of 1) and regain all uses after you finish a long rest.

Artist: IspynArt on Twitter

 

Owner: Jarod from the Discord Server

 


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