Homebrew Vipervatus Species Details

(Note from the creator. This is being posted publicly and balanced as I go. This is my first attempt to create a balanced DnD related creature from my short stories. I'd appreciate feed back regarding the Race if used in other games. Sub-races are planned. The base form is based of an Adder in design with origins from mythology, 'making a point not to pull from the monster manuals' using classical Limiaia and Naga mythology as a base. Future plans include a more Naga coastal variant, A constrictor, a Spitting cobra and a flying serpent. These however are a way's off. If you like the race and would like me to work on the variant sooner feel free to DM me.) 
 
The Vipervatus are a cold-blooded race of half serpents that can't seem to escape it's tribal roots and bestial nature regardless of situation. Born of clutches of eggs ranging from 2-6 where only 1-3 are often viable to hatch.  The marking on their scales determine their lot in life among their society by denoting their sect and natural affinity. Few go against their sect when choosing skills to learn. While standing in a humanoid position they range from 4-8 ft tall depending on the length of their lower half. They range from 10-17ft long giving them a Large creature status however while standing they only take the space of a medium creature. 

Their upper halves appear humanoid in nature while their heads remain snakelike often in the style of an adder or cobra, The few that look more humanoid tend to wear hoods to emulate their kin. Their entire body is covered in scales granting them a bonus to their natural armor. Depending on their natural habitat they have adapted to their home environments granting natural affinities, regardless of tribe and sect all Vipervatus have a powerful venom as a bite attack and access to thermal vision while boast a resistance to poison. All Vipervatus see in black and white unless using thermal sight during which they only see heat. 

Due to their cold blooded nature they must take great care when traveling into colder areas. Clothing can only do so much when there is no body heat to keep it warm. When in cold environments unless acclimated their body will continue to try to force them into hibernation forcing a constitution save (DC 15) When someone tries to wake them from this state they must make an additional constitution save (DC 10 or continue to sleep) this attempt can only be made once per hour. The save can be avoided by warming them up.

While their unique markings are rarely seen from an outsider's perspective The Vipervatus can be organized into three distinct casts.

  • The Warriors Sect often marked by their darker tinge and thicker hide as well as a larger appearance. Hardier than their brethren who’s natural role within their tribe is to protect their home and their egg-mates. They are larger stronger and are trained from a young age to handle weapons
  • The Mystic Sect often marked by their placid  and multi-colored scales. They are often more quick witted than their kin with unique abilities regarding magic and sorcery. Their mind works in a way they can't even understand or put to words. When they see magic cast that they don’t know they learn it for 24 hours. This for a short period gives them access to that spell. Once per 3 hours while out of combat they may make an attempt to learn a spell from their innate casting list if their class allows for it. Otherwise the magic is treated as innate for the sake of casting and lost once expended. They can only copy a spell seen once per day this way at it's lowest possible casting level. Seeing other spells adds to the list of what they can cast. Dependent on player level they have an independent set of spell slots that may only be filled by spells they have seen. These slots refresh upon a short rest. (extended details given within the sect selection) 
  • The Pittling Sect marked by their plain appearance. The general populace of the tribes while not specialized in any martial skills they are often more adept with tools. Able to quickly and easily craft items and objects. They gain dexterity and are trained to fill crafting, farming and other roles within the tribe. 

Known for their superstitious beliefs while maintaining their guile among other races with a reputation for choosing their words carefully often choosing to not speak unless they have something direct to say when concerning other races. Meanwhile while dealing with other Vipervatus they communicate mostly through non-verbal means with body language being the norm. Those of this race who have more snake-like heads tend to have a hiss while those with more humanoid features do not.

 

Unlike most creatures in the Lizardfolk race group they prefer their meat cooked and tend to have personalities leaning toward trying to prove they are not simply animals. They are still however snakes and can unhinge their jaw to eat small prey whole if desperate.

Tribal structure:

Matron/Patron: They are usually a dryad or an elder of the tribe depending on circumstances within the tribe. Dryad’s due to their long life span are held in high regard. Vipervatus tend to try to live at one with nature and can be either a corrupting or balancing force in a region depending on the leader.

Warrior Sect: The soldiers of the tribe trained from a young age to be the best warriors they can be. Their naturally harder scales and proficiency with weapons leads them to be a force to be reckoned with. 

Mystic Sect: If not leaders than held in high regard if not for their power but the rarity at which they are born. Tribal superstition states that no more than three are born in a generation even if they do not pursue the arcane arts their ability to steal magic from foes allow them to be a force to be feared and respected. Due to their smaller size they are easily distinguishable among the tribe.

Pittling Sect: The general population of the race. Trained in crafting or other necessary skills for the tribe they are exquisite craftsmen. Naturally gifted in crafting this skill is honed from a young age.

Unfortunately due to their seclusion and the fact that they tend to avoid non-monstrous races they see have a hard time seeing anyone who is not of the tribe as people. They strive to be better than the beasts they originate from they consider every other race a beast until proven otherwise. A common phrase within their culture is “beast’s do as the beast does,” to justify the strange behavior of other creatures. 

Accepted Necromancy: The funeral rights of most tribes are necromantic in nature. Most do not believe in a god or afterlife as such binding a soul to the body to prevent it from passing into the void is seen as respectful. This act is usually only performed with consent except in extreme cases. If they devote space to other races if known they will respect the rights of other races funeral rights. The reason for this distinction is that under thermal vision it is often difficult for a  Vipervatus to tell the difference between the dying and the dead due to body heat.

Vipervatus Traits

Tribal Sect and habitat specialties.

Serpent's Body

Bodily changes:

While Being a Viperavatus has it's perks due to your serpentine body and your cold blooded nature you have a vulnerability to cold and cold climates and must take extra care while passing through cold regions.While under the effects of cold temperatures after a few minutes you're natural instinct to hibernate will take effect where you will be forced to make a con save (DC 15). Once per hour someone may attempt to shake you awake at which point with their assistance another con save may be made (DC 10). this process can be bypassed by bringing you near a heat source and raising your body temperature.

Due to the lower half of your body being a agile tail you are immune to being knocked prone as this status dose not apply to you. Additionally being snake like grants you resistance to poison and immunity to your own venom.  

Venom:

While bearing normal teeth you have retractable fangs. At level 1 you have access to 3 charges of this venom and control the amount injected during your strike, you may chose to inject as much venom as you have access to during a strike or none at all. The charges of this venom are returned upon a long rest.

Size dependency: 5 charges for gargantuan, 4 for huge, 3 for large, 2 for medium 1 for anything smaller. Medium creatures or smaller roll at disadvantage against your venom, Huge or larger roll with advantage against you. Advantage against you can be removed by injecting an additional charge then required. The same in reverse for smaller creatures you can give them normal rolls against you by injecting less. 

your venom can only affect a creature with a beating heart. When attacking with strike deal 1D8 piercing regardless of venom, upon injecting venom into a subject they must pass a con save (DC 17) dealing 2d8 of necrotic damage. on a successful save remove 1/2 of the dice in the additional damage roll. each round they will take and  amount of additional 1D8 necrotic damage based off the dice from the original roll. After which they will be given another con save, on a successful save remove 1d8 from the damage roll The creature is cured and gains immunity to your venom once all dice are removed from the roll. Once cured they are immune to your venom for one week. The venom can also be cured by greater restoration spells or other effects the cleanse poison from the body. 

At Higher levels: at level 3 add an additional charge of venom per day. At level 5 and every odd level following through 11 add an additional charge and 1D8 to the pool of dice for venom damage damage. 

Like any creature with a poison or venom, The venom can be extracted for later use. Unlike normal poison a venom must be used in a way where it enters the blood stream. Ingesting the venom does nothing unless there is a way for the creature ingesting the venom to have it enter their system. IE: broken tooth and spiked drink. Something sharp in a food item laced with the venom ect. 

Tribal Sect

When hatched fate had chosen a path for you. Regardless of if you decide to pursue that path later in life.

  • Warrior Sect: Trained from birth to defend the tribe  you gain proficiency with 2 weapons of your choice as well as benefit from a childhood of training and combat granting a +2 to strength and a +2 to your natural armor class. 
  • Mystic Sect: Encouraged from birth to pursue intellectual endeavors for the good of the tribe you gain a +2 to Intelligence or Wisdom but lose 1 Constitution and gain the Innate casting ability. The innate casting ability gifts a member of the Mystic Sect with an independent section of spell slots and an independent spell book for this ability. Only spells not within your ability currently can be pulled into Innate casting and the Mystic must have seen the spell cast. Spells cast from their Innate ability are always cast at their lowest level regardless of the level they saw it cast at. The number of spell slots and max level of the spell they can cast scales with player level. Spells in innate casting exist for 24 hours in memory or until cast at which the spell slot and spell are expended. If playing a class that can learn spells you may make a check using your primary casting skill (1D20 + spell modifier, against a DC determined by the spells base level, A DC 10 for cantrip first level,  +2 per spell level to 5th. 5th level spells against a DC 20 + 2 per spell level.) to learn the spell. This attempt may be made any time during the 24 hour period this action requires 3 hour per attempt cool down. This does allow you to learn spells outside of your class restrictions. (at GM discretion) 
  • Pittling Sect: Trained in various skills from birth until you were old enough to pick a specialty, you gain proficiency with 2 tools of your choice. Additionally you gain +2 to your choice of Dexterity or Constitution due to your apprenticeships. When crafting armor, weapons, potions, Ect. it takes you half the time and cost of a normal craftsman.

Thermal Vision

As a Vipervatus you see the world normally in black and white. The colors of your eyes are often vibrant and eye catching. However as you blink you may leave a film in place over your eyes altering your vision from black and white to seeing heat. While in this state your vision drops to 60 ft and can be used similar to dark vision if the area allows for it. While the film is in place their eyes are a dark gray or black.  

It is not uncommon for a Vipervatus to flip back and forth between visions when appraising something or when speaking with other people. It's habitual.

This is an At will ability and takes no longer than it does to blink. 

Language

Vipervatus typically communicate through body language. Outside of that they have access to beast speach and Common. 

Common should always be treated as a second language as there are concepts in common that they are not familiar with. 

Previous Versions

Name Date Modified Views Adds Version Actions
9/29/2023 8:32:28 AM
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