With this origin feat, you lean into your serpentine nature, allowing you to utilize the natural venom and toxins your body can produce. With your Experimental Elixir feature, you gain 1 additional use for each normal use you would get when you finish a long rest. This additional use(s) may only be rolled when it is applied, meaning you do not know of the effect until it is used. These special elixirs can additionally be triggered by being drank by the target or by being poured on or thrown on them (since most of them are negative effects) and their effect is determined with a roll of the below d6 result table.
(Roll 1d6 and use the result to find your effect)
1.) Atrophy. The drinker takes necrotic damage equal to 2d4+ your intelligence modifier and gains a -2 to their attack rolls for 1 minute.
2.) Chilling. The drinker's speed is reduced by half of their maximum speed for 1 hour.
3.) Weakness. The drinker's AC is reduced by your Proficiency bonus for 10 minutes.
4.) Enfeebled. The drinker is affected by the Bane spell for 1 minute.
5.) Sloth. The drinker falls prone at the end of each of their turns.
6.) Shifting. The drinker is affected by the Polymorph spell but the resulting creature is chosen by the DM. (the creature cannot exceed the base creature's CR)
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