Base Class: Warlock
The Serpent is a mysterious and powerful entity who whispers the secrets of power to those destined for greatness. It is believed by some to by a deity of overwhelmin power, by others, a myth, and by few, the force of magic itself with a will of its own. For an unknown reason, the Serpent has begun speaking to you, gifting you its secrets and ancient knowledge.
Expanded Spell List
The Serpent 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.
Serpent Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Ancient Revelations
The Serpent shares with you a small glimpse into its vast reservoirs of knowledge. Starting at level 1, you gain an additional spell slot and expertise in a skill with which you are proficient. Additionally, you are now proficient with medium armor and shields.
Embodiment of Magic
At level 1, your patron infuses a piece of its magic into you. When you attack with a weapon with which you are proficient, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. Also, whenever an enemy hits you with a melee weapon attack, they take necrotic damage equal to your proficiency bonus.
Vile Teleport
Your patron has gifted you knowledge of how to shift between your world and the Ethereal Plane. At level 6, you can teleport 30 feet to an unoccupied space as an action. Each enemy creature within 10 feet of the space you left must make a Dexterity saving throw. On a failed save, the creature takes 3d8 necrotic damage, or half as much damage on a successful one. You can use this ability a number of times equal to your proficiency bonus. You regain all uses when you finish a short rest.
Fortunate Fate
At 10th level, you can call upon your patron to manipulate destiny in your favor. You can give yourself a bonus to your initiative rolls and death saving throws equal to your Charisma modifier. Additionally, when you fail a saving throw, you can add a d6 to the roll as a reaction to potentially turn the failure into a success.
Eternal Body
Your patron has revealed the secrets to eternal life. When you reach level 14, you gain resistance to necrotic damage, as well as non-magical bludgeoning, piercing, and slashing damage. You do not require air, food, drink, or sleep. You no longer age and are immune from being magically aged. Whenever you deal necrotic damage through the Embodiment of Magic feature, you gain temporary hit points equal to your proficiency bonus. Temporary hit points gained in this manner that are not lost to damage last until your next Initiative roll.
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