For millennia the ancient Yuan-Ti have been nothing more than an ancient echo, serpents and shadows basking in the remnants of their great past. But even today some of the insidious serpent people have wormed their way into society.

Most Orders chose to end their transformations with the imbibment of the hunters bane. But others such as the Order of Lycanthrope and Fang choose to go further, sometimes coming perilously close to the darkness which they promise to fight.  After each hunter has imbibed the bane they undergo a dark ritual stolen from the high priests of the Yuan-Ti called the serpents embrace. Bathed in poisonous serpents and the blood of sacrificial lambs the dark rituals bring each hunter desperately close to the endless serpent's grasp. But if they are strong enough they shall emerge with their sanity intact having stole away some of the dark god's power. Only then do they rise as warriors of the fang, ready to reap their enemies asunder with venomous steel.

 

Rite of the Fang

When you choose join this order at the 3rd level you gain access to the rite of the fang as detailed below, as well as the crippling venom ability while your rite is active.

Rite of the Fang
Your rite damage is poison typed.

Crippling Venom

If you strike a non undead or construct creature with your rite of the fang active you may forgo your rite damage in order to force them to make a constitution saving throw (DC 8 + your proficiency bonus + your wisdom modifier) or become poisoned for 1 minute.  A creature can repeat the saving throw at the end of each of it's turns to end the effect on a success. If a creature succeeds on a saving throw of the effect ends the creature is immune to your crippling venom for the next 24 hours.

Curse of the Serpent's Gaze

Additionally while you join this order at the 3rd level you also gain  the Blood Curse of the Serpent's Gaze for your Blood Maledict feature. This does not count against your blood curses known.

Curse of the Serpent's Gaze - As an action choose a creature you can see within 30 feet, if the creature isn't incapacitated and can see you the creature must make a constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) of have it's movement speed reduced to 0 for the next minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this blood curse for the next 24 hours.

Amplify - The creature is restrained in stead of reducing its speed.

Venom in your Veins

Beginning at the 6th level you  have become injured to the poisons that you so readily use against your enemies.

You are now resistant to poison damage and immune to the poisoned condition.

Blood of the Serpent King

 When you reach the 11th level you have learned to fully embraced the Serpent blood flowing through your veins, and now through careful manipulation can slow your heart beat to a crawl in order to better conceal yourself from your prey.

At the beginning of your turn you may choose to halve your base movement speed, if you do so while in darkness you are invisible to creatures that rely on darkvision to see you.

Additionaly as a bonus action yo may suffer your crimson rite dice  to free yourself from any grappled, restrained, or paralyzed conditions. 

Master of Venom

When you reach the 15th level you have used poisons for so long that even creatures  who  claim protections from your venom can now be claimed as your prey.

Enemies that are immune to poison damage are instead resistant to poison damage you deal, and those who are resistant gain no benefits against poison damage you deal.  Additionally creatures who are immune to the poisoned condition can be effected by your abilities that cause the poison condition.

You are now also immune to poison damage.

Blessings of the True Serpent

At the 16th level you have reached deep within the dark recesses of the magic that made you, fought with the true darkness and emerged with a piece of it in your grasp. As an action you may assume the form of the true serpent. This form lasts for up to 10 minutes, until you are incapacitated or until you choose to end it early as a action. While in this form you gain the following benefits.

-you gain advantage on saving throws against spells and other magical effects.

- Creatures can no longer become immune to your crippling poison ability

- When a creature (friend or foe) that can see your eyes begins its turn within 30 feet of you is immediately subject to your curse of the serpent's gaze, you may amplify any of these instances as a reaction. Unless surprised a creature can avert its gaze to avoid taking the effect. If the creature does so it can't see you until the start of its next turn.

Once you use this feature you cannot do so again until you finish a long rest.

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