Serpentine (5e Race)

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Physical Description[edit]

The Serpentine generally appear as scaly humanoids with snake-like heads. Generals have snake-like tails replacing their legs, which appears to be symbolic of their position; as soon as a different snake takes dominance in a tribe, its legs will become a tail and the conquered Serpentine will have its tail replaced by legs, although every member in the Anacondrai Tribe has tails. It is possible that similar changes would occur if other Serpentine of different ranks fought to increase their standing in the tribe (e.g. a Scout attempting to become a Soldier-ranked Serpentine, or a Soldier attempting to become a Warrior-ranked Serpentine). It is unclear what would happen if a Serpentine General perished without being challenged by a fellow tribes mate—presumably, the next-strongest member of the tribe would become General by default. Members of different tribes likewise possess the ability to breed with one another, although the results of these bonds result in hybrid mutants who lack powers. Children coming from such unions are often looked down upon in Serpentine society. At birth, Serpentine first start off as young vipers, seemingly identical to regular snakes but with the powers of their tribe. As they grow and mature, however, Serpentine children will eventually develop their legs, alongside the rest of their limbs. there looks also based off of their tribe and their rank which the ranks will be described in society section.

The Hypnobrai are a tribe of Serpentine, based on the speckled cobra with a hint of the rattlesnake as well. They have the ability to hypnotize people at will, thus making their tribe name a pun on the word "hypnotize" (hypno cobrai). All Hypnobrai have a cobra-like hood, with the Soldiers, Warriors, and Generals having a full cobra head. Their colors are generally blue with some yellow, white, and medium/dark gray but some are known to be pink instead of blue.

The Fangpyre are one of the five Serpentine tribes. They are known for providing vehicular transportation for the Serpentine. Their body markings are red and white.Some of the Warriors and Generals have two heads. They have especially long, thin fangs.

Most Venomari have four yellow eyes. Their colors are green (both dark and light shades) and red. They are immune to corrosive liquids. some members feature a pair of three spikes atop the flats of their heads.

Generals and Warriors have large spikes along their heads and backs.They are considerably shorter than other Serpentine of their rank. Their main colors are orange, black, and metallic gray.

The Anacondrai were one of the five main Serpentine tribes living in the world and were the most powerful, dangerous, and feared of all Serpentine, acting as the fiercest warriors of their time. The Anacondrai had purple skin, with some parts of their bodies being black. Unlike the other tribes, however, Anacondrai all had tails, and there was little to no difference between individuals. At the same time, the Generals (the Anacondrai were the only tribe to have several Generals) had regal body attire and red armor. The Generals also had black markings on top of their heads, with five of them sporting red eyes, while Arcturus, the main General, had green eyes and golden armor/attire.

some like Pythor does not have any armor or clothing like his ancestors did, as well as unique head shape and longer neck compared to his other Anacondrai brethren.

It is assumed that when an Anacondrai's skin is bleached, it turns white and their markings become purple.

Chen and his Anacondrai followers would later become Fake Anacondrai. These "Anacondrai" are nearly identical to the real counterparts, except they lack their black markings.


Prehistory According to Serpentine legend, the Serpentine believe they were created at an unknown point in time by the First Spinjitzu Master.

Ancient History In the time of the First Spinjitzu Master (1000 years before modern time), humans and Serpentine were at peace, however, it was fragile. Humans could not enter Serpentine Valley and Serpentine could not enter the villages of humans, this was agreed on by the First Spinjitzu Master and the leader of the ancient Serpentine tribe that would eventually be known as the Pyro Vipers: Mambo the Fifth.

One day the Sons of the First Spinjitzu Master entered Serpentine Valley and were captured. Aspheera agreed to free Wu and Garmadon, but only if they promised to teach her the secrets of Spinjitzu. Wu and Garmadon promised but Wu was the only one to keep his promise. After Wu taught Aspheera Spinjitzu, she tried to overthrow King Mambo the Fifth and launch an invasion. Wu and Garmadon used the Scrolls of Forbidden Spinjitzu to stop her and she was magically entombed in the Ancient Pyramid. Eventually, the Pyro Vipers died off and the Ancient Pyramid was the last surviving piece of their culture.

Soon afterwards, the five other Serpentine tribes came into existence. Fearing the dawn of the Golden Master's reign was imminent, the Serpentine tried to warn the people of the world, but they wouldn't listen, and instead looked upon the Serpentine as enemies. The Serpentine then tried to force the people underground, but they failed, even using the young Great Devourer (a snake that grows every time it eats) to scare them below the surface. After their failed attempts to protect the people, the Serpentine were seen as monsters.

Serpentine War The lack of trust between humans and Serpentine started the Serpentine War. As the war progressed and as time went by, tensions between man and snake began to die down. However, seeking to spread chaos, Chen told each side that the other was going to attack, which restarted the war.

The Elemental Masters once again met the Serpentine in battle. As the Elemental Masters began to win, the Anacondrai, led by Arcturus, appeared and began to overwhelm them.

In another battle, the Elemental Masters battled the Anacondrai once more. As they began to win, one of the Elemental Masters sided with the Serpentine and the Elemental Masters lost once more. Later, as the Elemental Masters began to walk home from battle, defeated and discouraged, Garmadon realized that they could use the Sacred Flutes in order to defeat them, seeing a man use one to put a small cobra in a trance. The Elemental Masters used the flutes and drove the five Serpentine tribes into five separate tombs. As punishment for their war crimes, Wu and Garmadon had Arcturus and the other Anacondrai Generals banished to the Cursed Realm. Decades later, Chen would meet the same fate, and rightly so as he was the reason for the war's resurgence.

This aggressive mindset often hinders the Serpentine more than it benefits them, as fighting is prevalent among Serpentine tribes, and even among different ranks within each tribe. On the other hand, Serpentine are unwavering in loyalty to those who can conclusively demonstrate their superiority, readily following every command of such individuals—at least until their leaders show signs of weakness or incompetence.

However, some positive traits have been observed among the Serpentine. They are capable of camaraderie and friendship, as seen when Skales and Fangtom greet each other as old friends despite their tribal alignments. Additionally, Pythor sought to awaken the Great Devourer specifically to avenge his race on the surface-dwellers who sealed them away, implying that he genuinely wants to see Serpentine dominant for their own sake. Likewise, despite having been the one to devour his tribe, Pythor was ultimately against the idea of tarnishing their name in death, getting past his own grudges to avenge the mockery that had been done to his people.

The Serpentine also seemed to have a righteous sense of justice, being quick to act in preparation for the arrival of the Golden Master, though some of their methods were questionable. Ultimately, while meaning well, their paranoia and recklessness in trying to stop their war with the humans only helped start it, and feeling wronged and unknowing of the true situation, felt they deserved vengeance on the humans for what had happened.

Following their imprisonment in the Stone Army Tomb, the Serpentine sought more pacifistic reforms, seeking to atone for their ways. As a result, nearly all of them became much more peaceful, promoting politeness and courtesy. Despite this, as a result of the past, they nevertheless remained somewhat wary of humans, but ultimately came over this in order to help them upon the attack of the Golden Master, finally bridging the gap that had separated the two species for so long. As a result, the Serpentine began to venture out onto the surface, regularly interacting with the humans as generic citizens.

Despite these pacifistic reforms, however, some Serpentine, though no longer criminals, nevertheless preferred their old ways of combat and fighting. Multiple members, most notably Mezmo, continued the tradition of the Slither Pit at Yang Tavern and even invited non-serpentine, such as humans and Skulkin(skeletons), to participate.

Snake King The supreme leader of the Serpentine, usually a general who manages to assert their authority over the others. Long before the war, Mambo the Fifth was Serpentine King during the First Age. After the Serpentine War and the extinction of almost all Anacondrai, the throne was left to Pythor, after a coup d'etat in the remaining tribes that had been previously released. Pythor was the first Snake King after the Serpentine were locked in their tombs, and after his supposed death, the Serpentines were under Garmadon's rule for a while until Skales betrayed him and became the new Serpent King, a title he still holds. It is a purely political title that has no physical changes to the Serpentine who achieves it, although Skales chose to wear a crown to confirm his position.

General The leaders of each Serpentine tribe, identified by the long tail replacing their legs and their possession of their tribe's Serpentine Staff. Usually the highest rank of Serpentine, with the "Snake King" title coming into play if a General wishes to unite the tribes as one.

Warrior Powerful fighters in the Serpentine ranks, generally less numerous than Soldiers or Scouts. Often appear similar to their corresponding General, but with legs instead of tails and slight color variations.

Soldier The regular fighters of the Serpentine forces, identifiable by having less elaborate heads than Warriors or Generals. They usually have two large, stout fangs protruding from their mouths.

Scout The lowest-ranking members of the Serpentine (not counting their Mini Snakes), Scouts presumably play a supporting role in combat, gathering information on targets and backing up their stronger allies in battle. They have "normal" humanoid heads, but with distinctly reptilian features such as scales, fangs, and slit-like pupils. Most have small hoods or armor plates on the backs of their heads.

serpentine Names[edit]

serpentine usually have names that is a pun on some thing snake related or there tribe but will adopt names from other races.

Male: Skales(any tribe), Acidicus(Venomari), Mezmo(Hypnobrai), Fangtom(Fangpyre), Choken(Constrictai), Arcturus(Anacondrai), Verman(Vermilion), Char(Pyro vipers), Spitta(Venomarai), Sattla(Hypnobrai), Fang-Suei(Fangpyre), Sytar(Constrictai)

Female: Selma(any tribe), Spitta(Venomarai), Sattla(Hypnobrai), Fang-Suei(Fangpyre), Bytar(Constrictai), Arcturai(Anacondrai), Machia(Vermilion), Aspheera(Pyro vipers)

serpentine Traits[edit]

The Serpentine are an ancient race of reptilian humanoids who were once the dominant species of the world.
Ability Score Increase. Your Strength score increases by 1.
Age. Serpentine are similar to normal snakes until they are 3 years old and mature at 28 and then they live until 100,000.
Alignment. Their alignments usually chaotic or lawful.
Size. Most tribes are the size of humans except for Constrictai which are usually 4 feet tall.
Speed. Your base walking speed is 30 feet and you have a burrowing speed of 20 feet.
Darkvision. You can see in dim light within 80 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.
sacred flute. when you here a The Sacred Flute you must make wisdom saving throw of 10 + there charisma modifier or be charmed by them and if you roll lower then 5 all your abilities are disabled until you take short/long rest if you succeed you will be immune to the affects for 24 hours.
bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike
Tail. When a Serpentine usurps a General, it becomes the new General. The General loses it's tail, and the Serpentine that defeated it gains a tail. It can preform a tail attack. (Tail. Melee Weapon (2+ Proficiency Bonus to Hit) Reach 5ft, hit 7 (2d6) Bludgeoning Damage. When you hit a creature with a tail attack, you can chose to attempt to knock a creature prone or grapple it. (Save Dc 8+ Strength Modifier.)
Your natural scales are armor. When not wearing armor, your AC is 8+ Proficiency bonus+ Dexterity Modifier.. Armored Scales
Languages. You can speak, read, and write Common, abyssal, and Draconic.


Ability Score Increase. your Dexterity score increases by 1, and your Charisma score increases by 2.
Hypnobrai Hypnotism. Your eyes swirl as you attempt to hypnotize a creature. Through hypnosis, Hypnobrai can control their victims' minds and actions. You must hold eye contact while you attempt to hypnotize a creature, and if you are attacked while doing so, you must make a Charisma saving throw of 8+ the damage taken to maintain control. If you fail, you gain a sleeper agent, instead of a full hypnosis. Victims retain much of their personalities but twisted to serve the Hypnobrai's ends. Hypnosis victims develop red eyes with dark red spirals, somewhat resembling the eyes of a Hypnobrai Serpentine. Hypnotized victims can become sleeper agents, with the effects of the hypnosis in a dormant state. In this state, the Hypnobrai who hypnotized them can see through their eyes at will, and the Hypnobrai Staff's anti-venom cannot cure them. At any time, the Hypnobrai can as a bonus action "activate" the hypnosis within a sleeper agent, at which point they act like any other victim of the hypnosis. You control the character as if they were an NPC under your control. If you play a Sacred flute near a hypnotized victim the hypnosis will end and they can't be hypnotized by the same Hypnobrai for 24 hours. To avoid hypnotism the target must make a wisdom saving throw of 10 + your charisma modifier+ Your Proficiency bonus, or be hypnotized. Even the Hypnobrai are not immune to there own hypnotism and if they look into there own reflection while trying to hypnotize some one they must succeed there own wisdom saving throw or they will be controlled by the first person they see.
Icy Resistance.. You gain Resistance to Cold damage, and suffer none of the effects of extreme cold.


Ability Score Increase. Your Dexterity increase by 2, and Your your Constitution score increases by 1.
Fangpyre bite. Fangpyre can secrete a light green venom from their fangs that can imbue snakelike features into anything it is injected into. You add an extra 7 (2d6) poison damage to your bite attack. The Fangpyre themselves have a unique reaction to their own venom; if a Fangpyre bites itself or is bitten by another Fangpyre, its head will separate into a pair of smaller heads with elongated necks giving them a advantage on perception rolls and saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Vehicles and inanimate objects bitten by the Fangpyre immediately transform into Serpentine Vehicles, gaining snake-like features and a bio-mechanical appearance. The state of the object prior to infection appears to be irrelevant, as the Fangpyre have been seen transforming scrapped vehicles and completely inanimate sculptures into fully functional vehicles and constructs. They gain actions,Snake-like weapons (fangs, tails, etc) hit points, and an Intelligence, Wisdom and Charisma score equal to the Fangpire that bit them.

The effects of a Fangpyre Bite on living organisms appear dependent on the victim's complexity; smaller creatures (such as flies) are transformed almost immediately, while larger, more complex organisms such as humans transform very gradually. The first signs of infection are usually a pair of small fangs and a forked tongue developing within the victim's mouth, along with a tendency to draw out S sounds into long hissing noises. As the transformation progresses, victims begin to develop scales on their skin, small tails, and a noticeable green tint all over their bodies (including their hair and clothing). The victim of the bite must make a con save of 10 + your Proficiency Bonus+ your constitution modifier or start gaining snake like features like fangs, tail, scales, and etc but on a successful save the victim do not get turned.
High Speed. your walking speed is now 35 feet and your burrowing speed is now 15 feet.


Ability Score Increase. your Constitution increases by 2, and your Dexterity increases by 1
Venomari Venom. The Venomari Venom is the special ability of the Venomari tribe. It is a green liquid which they can spit at foes, causing them to hallucinate. (Venomari Venom, +2 to hit, 30 feet line, 5 feet wide hit, The creature must make a Wisdom Saving Throw of DC 10+ Your Proficiency Bonus+ Your Constitution Modifier. On a failure, the creature has disadvantage on checks and saves relying sight, and is frighted with visions. The visions vary between victims but are said to embody their worst fears. A creature can attempt to calm a creature afflicted with venom with a DC 17 Charisma check. The creature's sight remains fuzzy for 7 (2d6) hours In some media, the venom also has corrosive properties, eating through many materials. Victims of Venomari Venom typically gain lime green eyes while the venom is at work. You can spit a number of times equal to 2+ your Proficiency bonus + Your Constitution Modifier. During a long rest, you can contain your own venom in a jar to drink latter to regain your spit ability with out short rest equal to 2+ your Proficiency bonus.
Creatures of Venom. You are immune to acid damage and are resistant to poison damage.
speed. You have a swimming speed of 35 but your burrowing speed gets decreased to 10 feet.


Ability Score Increase. your Strength increases by 2 and your Constitution increases by 1
grip. The Constrictai Grip is the special ability of the Constrictai Serpentine use to squeeze and choke their opponents. It gives the Constrictai The ability to strangle opponents with their hands or tails, leaving them breathless. When you attempt to grapple a creature,they must make a Strength Saving throw of 10+ your Proficiency Bonus + your Strength Modifier. or be Grappled, and take 7 (2d6) bludgeoning damage, and gain a level of exhaustion. On a successful save they take half damage. If a creature relaxes you must make a Strength Saving throw, DC 10+ their Dexterity modifier, and on a success, they escape your grapple. The Sacred Flute releases them from your grapple, and removes the Exhaustion they recived.
Burrowers. Your burrowing speed is now 40 and with this burrowing speed you can dig through solid stone, because of this your walking speed is now 25 feet.


Ability Score Increase. Regular Anacondrai have ability score increase of Strength 2 and Intelligence 1 and the long necked version have a increase of Intelligence 2 and Charisma 1.
invisibility. You can turn invisible as a bonus action. While turning invisible, the arms and tail disappeared first, then the rest of the body disappeared too. Markings, clothes, and weapons would stick around for a half-second and then disappear with the rest of the body. If the Anacondrai desired to do so, anything that they were holding could disappear also. When reappearing, the arms and tail would reappear first and then visibility would spread.You can turn invisible a number of times equal to 2+ your Proficiency Bonus. When you using this ability you are invisiable as many minutes equal to your class level +your Proficiency bonus, when you use a action to reverse it, or when you drop to 0 hp.
Scales of Anacondrai. You have tough, scaly skin. When you aren't wearing armor, your AC is 10 + your Dexterity modifier + your Intellegence modifier for long necks, and 10+ Your Dexterity modifier + your Strength modifier for regular. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor and you are immune to fire damage.
Hungry jaws (Regular Anaconda). In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
tail whip. you can attack with your tail giving enemies 1d8 piercing damage.
Devour.(Long Necked Anadondri). You can attempt to swallow a creature medium or smaller. Make a bite attack against a creature that is grappled, on a hit, the target takes the damage and is swallowed. While swallowed the creature is blinded and restrained. It has total cover against attacks, and other effects outside of you. If you take more than one of your class's hit dice, you must make a DC 18 Constitution Saving throw or regurgitate a swallowed creature. You can chose to regurgitate at any time as a bonus action. You can't use this trait again until a short or ling rest.

Random Height and Weight[edit]

4′ 8'' +2d10 110 lb. × (2d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a Serpentine character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I have many battle scars, each one representing a victory of my tribe.
2 I idolize a previous General of my tribe, and constantly refer to him, much to the annoyance of my current General.
3 I am not the brightest egg in the nest, but I make up for it in loyalty to the current General.
4 I love the rush and chaos of battle, and love participating in any Slitherpit.
5 I am always looking for people's weakness, and file away that information just in case.
6 I'm the Peak definition of a snake, slippery, scaly, untrustworthy.
7 I feel I should be feared and awed for my skill and might, and am confused when people have never heard of me.
8 I always maintain the illusion of control, even if I don't know what I'm doing.
d6 Ideal
1 Independent. I want to live a life without Generals or elaborate plots of revenge, away from my tribe.(Chaotic)
2 Superiority. We are one of the most powerful races in history, and my people deserve to rule over all other peoples and races, with me as the Serpentine king!.. (Evil)
3 Aspiration. It is my hope to one day become General of my tribe.(Lawful)
4 Redemption. We Serpentine should atone for the errors of our past, we should help rebuild society. (Good)
5 Revenge. I will get revenge on the Surface Dwellers for sealing my people underground, and for those who died in those tombs! (Evil)
6 Absence. Our race has suffered at the hands of others, even being sealed away, we are too powerful to do anything but dictate others, and as such we should interfere as little as possible in the affairs of other races. (Neutral)
d6 Bond
1 I was exiled to this forsaken tomb by a corrupt General, and I hope to return to Ouroboros so that I may deal justice to him/her.
2 I was forced to Cannibalize my fellow Serpentine in my tribes tomb. Soon I will have enough power to unleash a great evil apon the surface dwellers to avenge my kin.
3 I owe my life to my previous General, who saved my life during battle. I aspire to be just as powerful and just as him.
4 I am the second in command of my tribe, and am waiting for the perfect opportunity to take control.
5 The humans did not believe us about the coming of The Dark Lord, what did we receive for their warning, we were banished! I will personally see to the Dark Lords coming.
6 My ancestors fought so hard for our superiority,and freedom and I work hard to live up to their standards.
d6 Flaw
1 I am prone to challenge others to Slitherpit duels, to show my dominance and power.
2 I like to serve the highest power, even if that power isn't a Serpentine.
3 I am unsure of our General's leadership, and have had thoughts of rebelling.
4 I hate the Humans for sealing us away in tombs and sometimes my obsession with revenge on them distances me from or even scares other non Serpentine.
5 I secretly feel like everyone else is much less smarter than me, and my arrogance results in severe distaste for other people.
6 I find it hard to make friends with people of other races, as they always seem to either fear me, distrust me, or use me as a minion.
(one vote)

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