The snakeneck tribe consist of humanoids with an extremely elongated neck. They are a rare people and few have ever even seen them. They’re able to take advantage of their coil-like neck to squeeze the life out of anyone who would get in their way.
Ability Score: +2 CON, +1 CHA or DEX.
Size: Medium
Speed: 30 ft, 25ft Swim
Serpentine Resilience: Once per long rest, you may reroll any attack, saving throw, or skill check that you have made. This bonus increases to twice per long rest at level 5, and three times at level 11.
Constrictor: Your snake-like neck allows you to squeeze the life out of your victims. You can choose to grapple enemies using your neck instead of using a hand, leaving both hands open. A grapple check made in this way can use your CON Modifier instead STR for the Athletics check. Additionally while an enemy is grappled in this way you can tighten your squeeze on them. At the end of your turn, as a free action you can make an attack roll using your Strength or Dexterity Modifier. On a hit you deal 1d4+Mod bludgeoning damage. For each consecutive hit with this constriction the damage die increases by one size to a maximum of 1d12. If you miss, or the enemy escapes the grapple this effect resets and the damage reverts back to 1d4. You may use this twice per short rest.
Venom Fangs: Starting at level 5, your fangs excrete a dangerous venom. You can bite an enemy as a bonus action. Make an attack roll that deals 1d4 piercing damage and on a failed Constitution Saving throw vs your Special DC they gain the poisoned condition. They can repeat this saving throw at the end of each of their turns to try and shrug off the effect. A creature that has suffered from this effect can not be affected by it again for 24 hours.
Hypnotic Movement: At level 11, your unique movements are able to entrance your foes. In place of your movement action you are able to sway your head at a creature within range. They must make a Wisdom Saving Throw vs your Special DC. On a successful save you able able to move them 5 ft towards you. On a failed save you are able to move them their full movement speed towards you. You may use this twice per long rest.