Venomer (5e Race)

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Venomer[edit]

They call me a traitor, but I am the herald of true nature. Like the serpents, I adapt, poison, and devour. Zehir teaches us that life is an unending hunt, where the cunning thrive.


– Herald of Zehir


Physical Description[edit]

Art by Abner Koenigma

Venomers share similar characteristics with the Yuan-ti, except for the four large snakes that typically emerge from their backs. These snakes are slightly translucent and their colors can vary depending on the type of snake chosen. Venomers naturally control their snakes as they would any other limb.

History[edit]

Venomers are creatures with a strong bond or pact with Zehir, The Great Serpent. They are rarely created through druidic rituals performed by some Yuan-ti tribes, though few are able to maintain a strong bond.

Society[edit]

Venomers do not have a society of their own. Some live within their former tribes, while others choose to become hermits, venturing through the forests and swamps of Chult.

Venomer Names[edit]

Venomers typically bear names in Common or Yuan-ti, depending on their parent culture. Examples of names include Zsuksus, Ssulsuh, Zsahlashlil.

Venomer Traits[edit]

With the blessing of the Great Serpent, these humanoids can wield the power of serpents.
Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Age. Venomers mature at the same rate as Yuan-ti. They can expect to live 200-250 years, showing little sign of physical aging until their final years.
Alignment. Most Venomers are independent and tend toward chaotic alignments.
Size. Venomers are similar in size and weight to Yuan-ti, averaging about 5 to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a climbing speed of 20 feet.
Zehir's Gift. You possess serpents that serve as natural weapons, dealing piercing damage equal to 1d4 + your Dexterity modifier on a hit. These serpents count as unarmed strikes or Martial Arts attacks. They can extend up to 12 feet and can also be used as rudimentary hands to pick up objects, grapple, or manipulate simple tools and mechanisms. Your serpents cannot carry more than 165 pounds, wield weapons, or carry a shield. As long as both serpents are free, you have advantage on any checks made to initiate or maintain a grapple.
Venomous Fangs. Your serpents can secrete venom from their fangs. When you hit a creature with an attack using one of your serpents, you can choose to inject venom. The target must make a DC 15 Constitution saving throw. On a failed save, the creature is poisoned for 1 hour. Once you use this ability, you cannot do so again until you finish a short or long rest.
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. Starting at 3rd level, you can also cast suggestion once with this trait, regaining the ability to do so after a long rest. You can also use any spell slots you have of 2nd level or higher to cast it. Additionally, starting at 3rd level, you can cast find familiar to summon a poisonous snake. The number of times you can do this is equal to your proficiency bonus. Choose Intelligence, Wisdom, or Charisma as your spellcasting ability when you select this race.
Snake Eyes. You have proficiency in Perception due to the multitude of snake eyes giving you a broader field of vision.
Snake Scales. Your body is covered in shiny scales, granting you an Armor Class of 12 + your Dexterity modifier when not wearing armor. You also have resistance to poison damage and the poisoned condition. You can use a shield as normal.
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.
Languages. You can speak, read, and write Common and one other language of your choice.

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