Speed burst: By lowering their body to the ground and propelling themselves with their arms, Naga can move more quickly for a time. As a bonus action on their turn, if they have both hands free, they can increase their walking speed by 5 feet until the end of their turn.
Natural weapon: Naga's fanged maw is a natural weapon, which they can use to make unarmed strikes. If they hit with their bite, they deal piercing damage equal to 1d4 + Strength modifier, and their target must make a Constitution saving throw (DC 8 + proficiency bonus + Constitution modifier). On a failed save, the target takes 1d4 poison damage.
Poison immunity: Naga are immune to poison damage and can’t be poisoned.
Poison affinity: Naga gain proficiency with the poisoner’s kit.
Infraheat vision: Viperkin can detect warm-blooded creatures within 30 feet, even through light cover. This does not allow them to see through walls but helps detect invisible or hidden enemies.
Venomous precision: When Viperkin hit with their Bite attack, the target has disadvantage on the Constitution save.
Warning rattle: Rattlers possess a natural warning system that can unnerve enemies or keep allies aware. As a bonus action, they can begin rattling your tail. For 1 minute, creatures of the Rattler's choice within 30 feet who can hear them have advantage on initiative and cannot be surprised. As a reaction to being targeted by a melee attack, Rattlers can rattle to distract the attacker. They must make a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier) or have disadvantage on the attack. Rattlers gain proficiency in Intimidation.