Rogue
Base Class: Rogue

Burrowing through their enemies with pinpoint strikes by a venomous dagger, the Serpent rogues weave through the shadows like a ferocious snake. Founded by the Yuan-ti, the Serpent rogues learned the secrets of snake magic from the cult, then abandoned their patrons to work for profit. 

Serpent's Togue

When you choose this archetype at 3rd level, can cast the spells Animal Friendship and Speak with Animals at will with no material component. These spells always succeed, however, you can only target snakes with these abilities.  

Venom Blade

Starting at 3rd level, you can make your Sneak Attack deal poison damage. 

Additionally, when you hit a target dealing your poisoned Sneak Attack, your target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. 

Snake Form

Starting at 9th level, you gain the ability to transform into a snake.

As an action, you can transform into a snake, when you do, everything you are carrying transforms with you.

While transformed, your size becomes small, but your movement stays the same. 

When in snake form, you gain the Bite action, dealing 1d4+Dexterity modifier piercing damage plus 2d6 poison damage and must succeed a DC 15 Constitution saving throw or become poisoned for 1 minute. 

Hypnosis

At 13th level, you gain the ability to hypnotize your prey.

As an action, you may force a target that can see you within 30 feet to make a DC 15 Wisdom saving throw. On a failed save, the target becomes charmed for 1 minute and cannot move or take any actions. On a successful save, the target becomes immune to this ability for 24 hours. At the end of each of its turns, a charmed target may make another Wisdom saving throw to break the charm. 

Any attack made against a charmed target is made with advantage and any spell automatically succeeds, however, if the target takes damage, the charm is immediately broken.

You may use this feature a number of times equal to your Proficiency modifier, regaining all uses of this feature after finishing a short or long rest.

Shed Skin

Starting at 17th level, you gain the ability to shed your form, shedding wounds and ailments with it.

As an action which takes your entire turn, you may shed your skin, keeping anything you hold or carry, leaving a dried husk of yourself in your place. When you do so, you regain all of your hit points, and remove any conditions or effects that are currently on you, including grappled or restrained. However, when you do this, you take 1 level of exhaustion and change your current location to an unoccupied space within 5 feet of your husk. 

Once you use this feature, you may not use it again until you finish a long rest. 

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