Base Class: Warlock
The Serpent
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.
Fiend Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
[Tooltip Not Found], Armor of agathys |
|
2nd |
[Tooltip Not Found], [Tooltip Not Found] |
|
3rd |
Vampiric touch, [Tooltip Not Found] |
|
4th |
|
|
5th |
The Serpents Kind
Starting at 1st level, you gain the service of a spirit sent by your patron to watch over you. The spirit assumes the form a Snake with the game statistics of a Snake, and it always obeys your commands, which you can give telepathically while it is within 1000feet of you. While the Snake is wrapped on your wrist, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While on your wrist, the crow can’t be targeted by any attack or other harmful effect; You can see through the snakes eyes and hear what it hears while it is within 300 feet of you. In combat, you roll initiative for the Snake and control how it acts. The Snake doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. The Snake vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. At the end of a short or long rest, you can call the Snake back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.
Snake eyes
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Once you use this feature, you can’t use it again until you finish a short or long rest.
favoured Resilience
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Hurl Through Hell
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. 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 long rest.
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