Warlock
Base Class: Warlock

You have made a pact with a being whose aims are chaotic, even if you strive against those aims. Your patron is chaotic and power-driven, doing anything to win; Violence and deception are their specialties. Beings such as Set, Aposis, or Loki are capable of forming that kind of pact, as well as powerful devils and demi-gods. 

Expanded Spell List

The Snake lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Snake Expanded Spells
Spell Level Spells

1st

[/spell], command

2nd

blindness/deafness, scorching ray

3rd

fireball, stinking cloud

4th

fire shield, wall of fire

5th

flame strike, hallow

Snakes of Chaos

Your patron grants you two astral snake companions. When you summon them they take the form of your arms. The top part of their heads, with only the eyes and above showing, forms on the back of your hand. Scales spread up to your elbows and two tails morph out of your back.  They have a mind of their own, and if not controlled, will try to hurt you. One snake is smart and the other is strong, and that combination allows for your aim to be deadly and your draw to be quick. They make you a master archer. 

On your turn, you can summon the snakes as a bonus action. While they are summoned, as an action, you can make a constitution check (DC 10+ your strength modifier) trying to control the snakes. On a failed save you take 1d8+2 bludgeoning damage as the snakes punch you. On a successful save you can do one of the Snake Stikes options, detailed at the end of the class description. The snakes appear for 1 hour or until you reach half your hit points. 

Deadly Aim

The snakes are steadier than any other arm, and their intelligence allows them to guide you true; but in their effort to get you killed, they will do their best to slow you down.   Make a ranged attack roll with advantage. On a hit, you get an extra +3 on the damage. All attack rolls against you until the start of your next turn has advantage.  

Rapid Fire Shots

Your snakes can help you draw and shoot faster than any other archer, taking multiple shots in the time of one. You can make three ranged attack rolls. Until the end of your next turn, you have disadvantage on all attack rolls. 

Snake Bite

Because of your snakes, you are now stronger and faster in hand-to-hand combat. You can also channel some of the power of your Snakes of Chaos, injecting poison into your enemy with a punch. Make an unarmed attack roll with advantage. On a hit, do your normal unarmed attack damage as well as an extra 1d10 +2 poison damage.

Snake Constrict

Your snakes make you stronger, and they are experts at grappling. Attempt to grapple a creature with advantage on the Strength (Athletics) check. On a success, the target is not only grappled, but they take an extra 1d6 damage.

Snake's Defense

Your snakes can allow you to dodge and defend yourself with lightning speed. You gain a +3 on AC until the end of your next turn, and attack rolls against you have disadvantage. If you do get hit, you take an extra 1d6 of damage.  

Senses of the Snake

Your snake's natural senses can guide you through conditions where your vision is impaired, allowing you to navigate and attack in darkness. When you have the Snakes of Chaos summoned, and if you don't already have Darkvison, you now have it out to a range of 60 feet. Also, if you have disadvantage on an attack because you are under the blind condition or it is too dark, you don't have disadvantage on attacks.

Greater Snakes of Chaos

You have trained and gotten better with your Snakes of Chaos. While they are summoned, you now have 3 more Snake Strike options to use. Also, your constitution save DC is now only 10.

Sands of the Trickster

Starting at 14th level, when you hit a creature with an attack, you can use this feature to envelop it in sand and the creature hears and sees its worst fears in the sand. 

At the end of your next turn, the sands stop. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

Once you use this feature, you can’t use it again until you finish a short rest.

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