Your adventures have taught you to weaponize poison to devastating effect.
When you are poisoned, you gain advantage on attack rolls.
When you deal damage to a creature that is currently poisoned, you deal an additional 1d6 poison damage. You can deal this bonus damage only once per turn.
-
Serpent's Reflex:
When you are Poisoned or suffer any effect caused by poison, you gain Advantage on Dexterity saving throws. -
Grace of the Serpent:
You gain a +2 bonus to Dexterity (Acrobatics) checks.
In addition, you gain the following feature:
Serpent’s Fang You can use this feature once per combat. At higher levels, the number of uses increases (see below). You regain all expended uses when you finish a short or long rest. As an action, you make an unarmed strike against one creature within 10 feet. On a hit, the target takes poison damage based on your level and must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or suffer additional effects.
Level Scaling Levels 1–4: The target takes 1d8 + your Strength modifier poison damage. On a failed save, it is knocked prone and poisoned until the end of your next turn.
Levels 5–8: The target takes 3d10 + your Strength modifier poison damage. If the target is Large or smaller, it is also pushed up to 10 feet away from you.
Levels 9–12: The target takes 5d10 + your Strength modifier poison damage. On a hit, choose one: The target is knocked prone and poisoned, or The target must succeed on a Strength saving throw or be disarmed (drop one item it is holding).
Level 13+: Dragon’s Venom Maw (Replaces Serpent’s Fang): The target takes 5d10 + your Strength modifier poison damage. On a failed save, it is stunned and poisoned until the end of your next turn. On a successful save, it is still poisoned until the end of your next turn. You can use this feature twice per combat. On a miss: You have disadvantage on your next attack roll before the end of your next turn.