Ability Score Increases:
Little is known, or understood, about the Tsaesci's history, culture, or beliefs. The earliest known events involving the Tsaesci were an invasion into the lands of Tamriel. There were humans, there were Serpents, and there was a hybrid of the two. No one is really sure if the Tsaesci themselves are the humans, the serpents, or the breed with characteristics of both. So, in the eyes of those from Tamriel, the Tsaesci are all three. As a Tsaesci, you gain +2 Wisdom.
The humans of the Tsaesci were seen as magical practitioners, with a flare for the manipulative and augmentative arts. Transmutation, Alteration, Illusion, Abjuration, and Divination. These were all the perceived arts of the Tsaesci humans. There was also a smattering of poison-based Evocation, but poison seems to be a trademark of all breeds. Humanoid Tsaesci gain +1 Intelligence.
Large serpents, the size of human beings, or larger, have been seen in certain situations. They were regarded by the humans as being of higher standing, but they had little place in the realms of warcraft aside from being brutes and shock troops. Their natural, scaled, flesh made them more durable and useable as diversions and distractions for the magic wielders to remain undamaged in a conflict. Serpentine Tsaesci gain +1 Constitution.
Lastly, there were those that bore serpentine characteristics while still being bipedal and otherwise humanoid in appearance. While not regarded as being of higher standing their personalities definitely seemed to imply a self-perceived position of import among the rest of the Tsaesci. Hybrid Tsaesci gain +1 Charisma.
Languages:
As a Tsaesci, you can speak, read, and write, Akaviri, Tsaesci, and one other language of your choice that you and your DM agree is appropriate.
Creature Type/Size:
You are a Medium-sized Humanoid.
Darkvision:
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.
Speed:
Your base movement speed is 30 ft.
Magic Resistance:
You have advantage on saving throws against spells.
Poison Resilience:
You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
Serpentine Spellcasting:
You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Snake's Fangs:
You can use your teeth to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Forceful Presence:
You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest.