Homebrew Àtemae Species Details
Business at Hands
Àtemae Traits
Your Àtemae character has the following characteristics.Ability Score Increase
Your Dexterity score increases by 1 and your Intelligence is increased by 2.
Age
Because of your magically altered nature you live longer than a normal snake, and keep growing in length albeit more slowly. Àtemi are considered mature around 10 years and can live up to 200 years.
Magically Crafted
Your creature type is monstrosity instead of humanoid.
Darkvision
Accustomed to the jungle thanks to your ancestors you can clearly see in areas of natural darkness. 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 can’t discern color in darkness, only shades of gray.
Thinly Built
Your snake body is not built to accustom most of the adventurer equipment, armor doesn't fit you unless built specifically for you and your mouth and your tail are your only physical way of interacting with the world.
Enchanted Scales
Your scales retain some of your altered nature, giving a natural armor, if you are not wearing any, equal to 12 + your Dexterity Modifier.
One Hundred Mage Hands
You can innately use the cantrip Mage Hand, your spellcasting ability for it is Intelligence and is modified as follows. You can Effortlessly controll up to a hundred Mage Hands that you can make invisible or visible as you please Each hand can carry an object weighing up to 10 pounds and you can carry larger and multiple objects using more of them. Your carrying capacity is calculated based on your Intelligence instead of your Strength (so it is 15 times your Intelligence in pounds). Your Mage Hands allow you to perform actions that would normally be restricted to creatures with hands, like interacting with objects or performing the somatic component for a spell. You can also make an unarmed attack with your Mage Hands, with which you are proficient, using your Intelligence modifier for the attack and the damage roll. To use weapons effectively you still need to focus so much on the movements that you can't wield more than any humanoid, and you still can't use heavy weapons because of your size.
Fangs
Your bite counts as natural weapon, if you hit you deal piercing damage equal to 1d4 + your Dexterity modifier. Upon hitting the attack you can inject your victim with venom, forcing the creature to make a Constitution Saving Throw becoming poisoned on a fail until the start of your next turn. The DC for this save is equal to 8 + your Constitution modifier + your Proficiency bonus. A creature also takes 1d6 poison damage on a failed save, and half as much damage on a successful one. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. You need to complete a short or long rest before you can use your venom again.
Languages
You can speak, read and write common, and a language of your choice. You can also communicate telepathically with a creature that you share a language with that you can see in a range of 30 feet.
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