Homebrew Feathered Snake Species Details

Slithery Gods. The Snakefolk have various Gods that they might worship each individual making their own choice of worship some of wich are Quetzalcoatl Feathered Serpent God of Wind and Wisdom, Caduceus twin Gods of Balance Commerce and Medicine, Jörmungandr Serpent God of Eternity Rebirth and War.

Snakefolk Traits

Snakefolk have very unique phisiologies, as a Snakefolk you have the following traits:

Footless

You can't use or attune with Magical Items with the word "Boots" in the name

Ability Score Increase

Snakefolks snake traits grants them great insight into the world and nature your Wisdom Score Increases by 2

Bite

Your fanged maw is a natural weapon in which you are proficient in if you hit you deal 1d4+ your Strength modifier piercing damage instead of the regular bludgeoning damage

Coatl Touched

Coatl touched are extremely rare even amongst Snakefolk, this large feathered and winged Snakefolk are said to have been blessed by Quezalcoatl themselves being born with the gift of flight and the mastery of wind it grants, most Coatl Touched dedicate their lives as priests and and Paladins most of them serving under Quetzalcoatl altho some have decided to worship other gods.

Ability Score Increase

Your divine essence has bolstered your body making you resilient to to illnesses, your Constitution increases by 1

Touched by the Divine

Their close connection with Quetzalcoatl grants Coatl Touched glimpses of divine truths, You are proficient in the Religion and Insight skills.

Winged Serpents

You gain a Flying speed equal to your walking Speed.

Prehensile Tails

Your tail muscles are as honed as the rest of your body and have evolved to hold down and inmobilize prey, When you use Your action to make an Unarmed Strike you may use your Bonus Action to attempt to Grapple the target if it's a medium or smaller creature. While grappling a creature in this way your hands are free and you can use your bonus action on subsequent turns to deal 1d6+ your strength modifier bludgeoning damage to the grappled creature. The DC to escape this Grapple is 10+ your Contitution Modifier. You have advatage on attacks against creatures you are Grappling.

 

 

Slithery Doctors

Due to their smaller builds Poison Fangs can often slither silently through the trees or ground, and being naturally venomous they have a natural understanding of poisons and antidotes, you gain proficiency in the Stealth and Medicine skills.

Venomous Bites

Their most unique feature and the one they are named after Poison fangs can inject deadly venom into other creatures through their bites, Whenever you hit a creature with your Bite attack you can use your Bonus action to inject venom into them, if you do they make a Constitution Saving throw the DC of which equals 8 + your proficiency bonus + your Constitution modifier. On a failed save the target takes 1d6+2 poison damage and is poisoned for 1 minute, a creature can repeat it's save at the end of each of it's turn to end the poisoned condition early. Once you use this Feature you can't use it again until you take a Short or Long Rest.

Feathered Snake Traits

Snakefolk Traits

Footless

You can't use or attune with Magical Items with the word "Boots" in the name.

Ability Score Increase

Snakefolks snake traits grants them great insight into the world and nature your Wisdom Score Increases by 2.

Bite

Your fanged maw is a natural weapon in which you are proficient in if you hit you deal 1D4+ your Strength modifier piercing damage instead of the regular bludgeoning damage.

Divine Essence

Your divine essence has bolstered your body making you resilient to to illnesses, your Constitution increases by 1 and your Dexterity increases by 2.

Touched by the Divine

Their close connection with Quetzalcoatl grants Coatl Touched glimpses of divine truths, You are proficient in the Religion and Insight skills.

Winged Serpents

You gain a Flying speed equal to your walking Speed.

Venomous Bites

Their most unique feature and the one they are named after Poison fangs can inject deadly venom into other creatures through their bites, Whenever you hit a creature with your Bite attack you can use your Bonus action to inject venom into them, if you do they make a Constitution Saving throw the DC of which equals 8 + your proficiency bonus + your Constitution modifier. On a failed save the target takes 1d6+2 poison damage and is poisoned for 1 minute, a creature can repeat it's save at the end of each of it's turn to end the poisoned condition early. Once you use this Feature you can't use it again until you take a Short or Long Rest.

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