Soraskan

Soraska are bipedal reptillians related to dracaska. They have the unique ability to remetabolize poison and release it in their thumb claws.
There are two soraskan subspecies: cave and sea. Cave soraska live in the northern mountains of Ata. Lean, nimble, and averaging around 5'8" in height, they are adept hunters and known to hunt cave halflings. Cave soraska are deeply religious and have theocratic local governments. <redacted>
Sea soraska live in southern Verdania. They are much bulkier than their Atan cousins, with an average height of around 6'3". As a unified statocracy, their navy is the single largest in the world, although humans have more ships overall. They also have one of the most disciplined armies in the world. The sea soraskan navy and army frequently clash with elves, both on land and at sea.

Society

Soraskan society is stratified into ranks. Soraska begin life at the lowest rank and can gain rank as a reward for excellence. Individuals are expected to perform the duties given by higher-ranking soraska, and failure to do so is punished harshly. The death penalty is never utilized; at worst, a soraskan is demoted to the lowest rank and tattooed with markings that prevent them from regaining rank.
Soraska don't follow the same "good" and "bad" morality as other races. In their culture, good work is good and bad work is bad, and nothing else matters.

Etymology

The Sonnern word "soraska" comes from Elvish and means something like "lizard serpents". The standard singular form of the noun is "soraskan", which is the same as the adjective form. The plural form "soraskans" is technically incorrect but still commonly used, especially by non-Elvish speakers. Before communication with elves, no human language besides Ogofen had a word for soraska, since cave soraska were unknown to any but the other denizens of the mountain caves.

Soraskan

Size
Medium
Speeds
Walk 30 ft.
Old Age Threshold
50 years
Languages
Varies
Senses
Supersmell 10 ft.
Aging Rate
20 years

Traits

Poison Conversion. You have resistance to poison damage and advantage on saving throws against being poisoned. Additionally, you accumulate partially-neutralized toxins within yourself. These toxins are represented by poison charges, which you can expend to power other features. You have a number of poison charges equal to your level.
You automatically gain or lose poison charges in the ways listed below. There is no upper limit to the number of charges you can have. - You gain 1 poison charge at the end of your turn if the number of charges you have subceeds your level and you haven't spent any poison charges since the end of your last turn. - You lose 1 poison charge at the end of your turn if the number of charges you have exceeds your level. - When you take poison damage, you gain a number of poison charges equal to half the damage you took. - When you succeed on a saving throw against being poisoned, you gain 1 poison charge.
Venomous Claw. One claw on each of your hands can inject venom. When you hit a creature with an unarmed strike using your claws, you can expend a number of poison charges up to your proficiency bonus. The target takes 1d4 poison damage per charge expended.

Subraces

Select one of the subraces below.

Cave Soraskan

Language. You are proficient in Cave Soraskan.
Darkvision. Your eyes are adapted for caves. You have darkvision (60 ft.).
Prehensile Tail. Your tail and claws are built for climbing. You have a climb speed of 30 feet.
Quick Claws. When used to make an unarmed strike, your claws deal 1d6 slashing damage and have the light and finesse properties.

Sea Soraskan

Language. You are proficient in Sea Soraskan.
Hold Breath. You can hold your breath for up to 10 minutes.
Tail Fin. Using your finned tail and webbed hands and feet, you have a swim speed of 30 feet.
Long Claws. When used to make an unarmed strike, your claws deal 1d10 slashing damage and have the heavy property.

Suggested Feats

Lingering Venom

Prerequisite: Soraskan, Venomous Claws feature
Cost: 2 feat points
When you use your Venomous Claws and roll a 4 on any of the d4s of the poison damage, the target must succeed on a Constitution saving throw. The DC is 8 + your proficiency bonus + your Constitution score. On a failed save, the target is poisoned (save ends).

Paralyzing Venom

Prerequisite: Soraskan, Poison Conversion feature, Lingering Venom feat
Cost: 3 feat points
The venom in your claws contains traces of immobilizing neurotoxins. You have a special poison charge that you can expend as if it were a poison charge from your Poison Conversion feature. When the d4 associated with this special poison charge triggers your Lingering Venom feature, the target is paralyzed while poisoned by your Lingering Venom.
This special poison charge replenishes when you finish a short or long rest. Alternatively, when you succeed on a saving throw against being poisoned, you can choose to replenish this special poison charge instead of a regular poison charge. You can never have more than 1 of this special poison charge.

Deadly Venom

Prerequisite: Soraskan, Poison Conversion feature, Lingering Venom feat
Cost: 2 feat points
Some of the venom in your claws is highly potent. You have a special poison charge that you can expend as if it were a poison charge from your Poison Conversion feature. When the d4 associated with this special poison charge triggers your Lingering Venom feature, the target takes ongoing poison damage while poisoned by your Lingering Venom. The ongoing damage is a number of d4s equal to half your level.
This special poison charge replenishes when you finish a short or long rest. Alternatively, when you succeed on a saving throw against being poisoned, you can choose to replenish this special poison charge instead of a regular poison charge. You can never have more than 1 of this special poison charge.