Àtemi, Snakes With a Hundred Mage Hands
Legends always have common elements, the valliant hero clad in armor that saves the village and marries the princess, the big evil dragon that previously burned said village, and the priest that heals the wounded and aids the hero. But there is always a little sneaky fellow that slithers behind the curtains, may it be with good or mischievous intent.
Business at Hands
This particular breed of magically altered snakes have obtained an intelligence on par with that of a humanoid race, with the added benefit of being able to control a hundred mage hands to compensate their lack of appendages. They were originally created by a powerful wizard to aid him in his tasks, but much to his surprise their were intelligent enough to set themselves free and roam the world while being normally indistinguishable from any race of snake.
Àtemae Names
Usually working in Thieves' Guilds or in a Wizard Academy each Àtemae chooses an alias or may simply use their real name. Àtemi names are usually structured using snake sounds articulated into names, or merely names with a lot of "s" in them.
Common names: Slithers, Sadhe, Sebes, Seth, Sorok, Savannah, Hisk
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.
Alignment As a reptilian you are mostly self centered, with usually little interest for other creature's sake, tending towards evil alignments.
Size Mature Àtemi can be between 6.5 feet long at a young age and up to 15 feet long upon reaching their latest years. They usually stay coiled on themselves resulting in a small size.
Speed Your base "walking" speed is 30 feet. You also have a climbing speed of 30 feet.
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.
credits
This is an homebrew race made partly as a joke by me (u/JackAVoltaire) inspired by the monster in the tome of beasts 2 by Kobold Press.