Base Class: Warlock
The Serpent's true name and identity are a mystery to the multiverse. Even Vecna himself, god of secrets, does not know The Serpent by any other name, if any. The Serpent is known to be a member of the Elder Brothers, a group of beings that also includes the Lady of Pain and Asmodeus. He is equal to the Lady of Pain, the being who created the wards which ban gods from stepping foot into the planar city of Sigil. He is the personification of the raw power of magic itself. He is a divine being of unimaginable power superior to even the greatest deities. Just because you are linked to The Serpent, it allows you to double the number of your Arcanum
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.
Fiend Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
All |
|
2nd |
All |
|
3rd |
All |
|
4th |
All |
|
5th |
All |
Arcane Storage
Starting at 1st level, your pact allows you to prepare a spell for later use. When you complete a long rest, you can choose a spell you know of a level that you can cast. You can cast this spell once at its minimum level without using a spell slot, but you can't cast it any other way until you finish a long or short rest.
Raw Metamagic
When you reach 6th level, you tap into a deep source of magic within you. This source is represented by CH points that allow you to create a variety of magical effects.
Also if you need to focus on a spell before its duration ends, or if it is dispelled. You can use your reaction to maintain your focus on the spell or prevent it from dispelling. It costs 3CH. You also gain the ability to alter your spells to suit your needs. Unless otherwise specified, you can use only one metamagic option on a spell when you cast it.
Accelerated spell. When you cast a spell that has a casting time of 1 action, you can spend 2 CH points to change the casting time to 1 bonus action to cast that spell.
Ample spell. When you cast a spell that has a range of 5 feet or more, you can spend 1 CH point to double the spell's range. If the spell has a touch range, you can spend 1 CH point to increase its range to 30 feet.
Extended spell. When you cast a spell that has a duration of 1 minute or more, you can spend 1 CH point to double its duration (maximum 24 hours).
Spell intensified. When you cast a spell that causes a creature to make a saving throw to resist its effects, you can spend 3 CH points to give a target of the spell disadvantage on their first saving throw against the spell.
Twin spell. When you cast a spell that targets a single creature and does not have a personal range, you can spend a number of CH points equal to the spell's level to target a second creature within range with the same spell (1 point CH if the spell is a minor spell). To use this metamagic option, the spell must be unable to target more than one creature at the level at which it is cast. For example, frost ray works with this option but not magic missile or fiery ray.
Considerate spell. When you cast a spell that forces other creatures to make a saving throw, you can release some of those creatures from that spell's obligation. To do this, spend 1 CH point and choose a number of creatures equal to your Charisma modifier (minimum 1 creature). Each chosen creature automatically succeeds on its saving throw against the spell.
Reinforced spell. When you roll damage for a spell, you can spend 1 CH point to re-roll a number of damage dice up to your Charisma modifier (minimum 1). You must necessarily use the new damage. You can use Powerful Spell even if you have already used a different metamagic option when casting this spell.
Subtle spell. When you cast a spell, you can spend 1 CH point to cast it without somatic or verbal components.
Advanced magic
You have spell damage resistance and can weaken a creature within 30 feet of you. The creature must make a Cha Jds, if it fails it becomes vulnerable to spell damage and has disadvantage against Jds spell for 1 min.
Ophidian Heritage
At 14th level, as a bonus action, you can spend 6 CH points to polymorph as an Ophidian Snake.
If you turn into an Ophidian Snake, your game's statistics, including mental ability scores, are replaced by the statistics of the new form.
You assume the hit points of this new form, and when it reverts to your normal form, you can return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you isn't knocked unconscious.
Your gear melts into the new form. You can't activate, use, wield, or otherwise benefit from any of its equipment.
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