SO recently I started DMing a very small group, and low and behold I see an old friend, from my earliest days playing dnd with him and his brother. It was which much grief I learned his brother a very close friend of mine, had lost his battle with a brain tumor. This is a guy I had always enjoyed the company of as he was brilliant at homebrewing anything, he made me a Deep Earth Geomancer in a few days with very few flaws. (few besides the fact the thing was broken as hell) When we were younger, this guy I'll call him S and his younger brother B, S had this class he said he found in an old edition of Dnd, call the Serpentines Alchemist or something else. It was a very effect heavy class, meaning the magic he had available inflicted pain upon him and on others. This character of S's was hilarious, he had fangs from the magic he used because he could generate poison in his body, and then squirt it out through his fangs, and hed do the thing when someone milks a real snake for venom, and it was funny to us as a bunch of middle schoolers don't ask are sense of humor was resigned to tit jokes and farting everyone and a while. It holds a lot of meaning to me and his brother, so I wanted to bring this character and this class back in my current campaign. I don't know much about it as I at the time was more focused on the possibilities of my abomonist an attempt of my own at homebrewing. BUT we lost all his papers, and I don't know where S got it or from what edition, it certainly couldn't have been the first edition. So I need the wonderful people of the interwebs to help to maybe help find this lost class. I don't know a ton about it but I remember the following.
It was an alchemist focusing on poison put simply. He had two kinds of spells basically I think they were separated over level 3 and below it. Any of his spells under level three didn't do anything to harm him physically, but spells that were over started counting up to a total, at certain points of the using the magic he would gain some new trait that had negatives and positives. Like he'd gain patches of scales which gave him a plus 1 to nat armor class but lose charisma if they were visible. (After a while he got so freaky cause he was like a human snake thing we got chased out of towns if he was seen normal dnd stuff you know) I know one of his traits was at like level five or four he gained a pouch inside of his body or gland that over time would build up a poison I think originally could choose at the start of each day but after a while I think he changed it so it could only be chosen when the trait was gained. Every time he went to sleep through or was knocked unconscious he would have to roll for being poisoned, if he failed he would lose all the poison he generated and gain the effects for as long as the dose he had stored would last. He could grow fangs, and his eyes would change color for an extra intimidation bonus but made it hard to see for a while. He could make the basic level one potions I think and over time basically any poison. He also had basic spells of an alchemist he said but as I recall no alchemist class really used magic. He also worshiped an old serpentine god or something. He could speak under common as a class trait (maybe it might have been a racial trait). I know nothing else though and my searches have turned up nothing. This also seems to be more than even B remembers so.
SO please if anyone can help, maybe they've seen a current similar class for 5th edition (thats what we use) or maybe they've seen the original and know what edition it was from or even better its name and where I can find it ME and B would appreciate it. If I cant I was wondering if anyone would be willing to help me homebrew something as I have none of the S' homebrewing skills. Any help suggestions or ideas are all super appreciated. Thank you to the Dnders of the world's internet and I apologize for my intrusion.
Approximately what year were you all playing D&D when this class was being used? That would help to narrow the search a bit. And what edition of D&D were you playing at the time? The class he was using, was it from an earlier edition of the one you were playing?
My guess would be the Pathfinder system (Paizo published, based on 3.5) as a Vishkanya Alchemist. Vishkanya are a race of poisonous snake folk similar to the Yuan-Ti in 5e. The Alchemist was a base class with a feature called Mutagen when you could modify your body to get a bonus and a negative. (edit: there is also the Nagaji in PF as well)
Specifically, you get the following stuff:
Vishkanya:
Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action. Vishkanya Venom: Injury; saveFort DC 10 + 1/2 the vishkanya’s Hit Dice + the vishkanya’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Languages: Vishkanyas begin play speaking Common and Vishkanya. Vishkanyas with high Intelligence scores can choose from the following: Aklo, Draconic, Elven, Goblin, Sylvan, and Undercommon. See the Linguistics skill page for more information about these languages.
Alchemist:
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Yuan-Ti is a pretty good match on the race except the poison ability. You probably want a homebrew race for this. For the class, there is nothing that exact matches, but I would love to help homebrew something. As a note for 5e, most abilities do not impose negatives onto the player.
I happen to have a homebrew Alchemist base class for 5e (I haven't revisited it in a while though) that I can tweak to better suit the flavor you remember. Or if a current 5e class fits it (like rogue or warlock) I think a custom subclass would be easier to keep balanced.
If you had a list of feature that were core to it, it would help, such as:
Archetype: Warrior / Expert / Divine / Arcane
Role: Damage / Support / Controller
Closest current base class or none (since adding a subclass is way easier than making a new base)
Your Dexterity, Constitution, and Charisma scores each increase by 1.
Age
Vishkanya mature at the same rate as humans and have lifespans similar in length to theirs.
Alignment
Most Vishkanya are neutral as they lack the emotional depth of other humanoids. They also see others as tools to manipulate and so tend towards evil.
Size
Vishkanya match humans in average size and weight. Your size is medium.
Speed
Your base walking speed is 30 feet.
Poison Resistance
You are resistant to poison damage and have advantage on saves against being poisoned.
Poison Use
You are proficient with the poisoner's kit.
Envenom Weapon
As a bonus action you may coat a weapon you are wielding with your toxic saliva or blood. The next time you hit a creature with the weapon, the creature takes 2d6 additional poison damage and must make a Constitution saving throw. The DC for the saving throw equals 8 + your Constitution modifier + your proficiency bonus. If they fail, they are poisoned for 1 minute. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You may use this ability a number of times equal to your Constitution modifier (minimum 1) and regain expended uses when you finish a long rest.
Shadow Operative
You have proficiency in one of the following skills: Acrobatics, Perception or Stealth.
Weapon Training
You are proficient with the blowgun and scimitar.
Languages
You can speak, read, and write Common and your choice of Abyssal, Draconic, Infernal, Sylvan, or Undercommon
Your poison grows more powerful and can effect even those that are usually immune. You gain the following benefits:
Your Constitution score increases by 1.
Your Envenom Weapon ability deals necrotic damage instead.
On a failed save, you may instead make the target stunned until the end of their next turn.
Warlock Patron: Mutagist
Some find their powers through alchemical experimentation rather than a divine or otherworldly presence.
Expanded Spell List
1st: Detect Poison and Disease, Grease
2nd: Barkskin, Enhance Ability
3rd: Haste, Stinking Cloud
4th: Polymorph, Resilient Sphere
5th: Creation, Modify Memory
Mutagenic Form
Starting at 1st level as a bonus action you can grow or retract a natural weapon from your body with which you may make unarmed attacks. It deals 1d8 damage with a type determined by the type of weapon.
Fangs or Horns (piercing)
Claws (slashing)
Tail or Pseudopod Slam (bludgeoning)
At 6th level, it counts as magic for the purposes of overcoming damage reduction. If you do not have the Pact of the Blade, this feature counts as having it for the purpose of Eldritch Invocations. If you have the Improved Pact Weapon invocation, you may instead grow spines or a spit attack that has a range of 30 feet.
Psychedelic Concoction
Beginning at 6th level, you may brew a special potion over a short rest that enhances your abilities. When you drink it as a bonus action, choose one of the following effects:
Enhanced Strength
For one minute, you have advantage on Athletics checks and the first weapon attack you hit with on your turn deals an additional 1d8 damage.
You have disadvantage on Investigation checks and Intelligence saves for the next hour.
Enhanced Dexterity:
For one minute, you have advantage on Acrobatics checks and you may take the dash and dodge actions as bonus actions on your turn.
You have disadvantage on Perception checks and Wisdom saves for the next hour.
Enhanced Constitution
For one minute, you have advantage on Constitution saves to maintain concentration and you have a +2 bonus to AC.
You have disadvantage on Persuasion checks and Charisma saves for the next hour.
You may have one such potion created at a time.
Altered Psyche
Starting at 10th level, your brain has been permanently changed by your experimentation. You are immune to the charmed and frightened conditions.
Improved Mutagen
When you grow your mutagenic form, you may gain one of the following benefits for one minute:
You may make a single attack with the weapon as a bonus action
When an attacker hits you with an attack, you can use your reaction to half the attack's damage against you.
When you fail a saving throw against a spell with a duration longer than instantaneous, you may attempt the saving throw again on each of your subsequent turns until your mutagen expires, even if the spell would not normally allow it.
After you use this feature, you may not again until you finish a short or long rest.
As an alternate to warlock, I have a druid circle that allows shapchanging Circle of the Guardian
Perhaps either that is good, or maybe make that a warlock patron / other class' subclass.
Pathfinder was 2009-present with the Advanced Player's Guide containing the Alchemist coming out in 2010 and the Advanced Race Guide containing the Vishkanya in 2012, which puts it firmly in your date range. It was also THE D&D rpg at the time (almost no one was playing 4e).
do those look familiar to you, and is the homebrew useful?
Approximately what year were you all playing D&D when this class was being used? That would help to narrow the search a bit. And what edition of D&D were you playing at the time? The class he was using, was it from an earlier edition of the one you were playing?
Maybe this might help?
Sorcerer Serpentine Bloodline
https://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/serpentine-bloodline/
or
There's a few prestige classes in:
https://www.drivethrurpg.com/product/28709/Serpent-Kingdoms-35
My guess would be the Pathfinder system (Paizo published, based on 3.5) as a Vishkanya Alchemist. Vishkanya are a race of poisonous snake folk similar to the Yuan-Ti in 5e. The Alchemist was a base class with a feature called Mutagen when you could modify your body to get a bonus and a negative. (edit: there is also the Nagaji in PF as well)
Specifically, you get the following stuff:
Vishkanya:
Alchemist:
Yuan-Ti is a pretty good match on the race except the poison ability. You probably want a homebrew race for this. For the class, there is nothing that exact matches, but I would love to help homebrew something. As a note for 5e, most abilities do not impose negatives onto the player.
I happen to have a homebrew Alchemist base class for 5e (I haven't revisited it in a while though) that I can tweak to better suit the flavor you remember. Or if a current 5e class fits it (like rogue or warlock) I think a custom subclass would be easier to keep balanced.
If you had a list of feature that were core to it, it would help, such as:
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I would suggest the following:
Vishkanya Traits
Edit: homebrew here
Ability Score Increase
Your Dexterity, Constitution, and Charisma scores each increase by 1.
Age
Vishkanya mature at the same rate as humans and have lifespans similar in length to theirs.
Alignment
Most Vishkanya are neutral as they lack the emotional depth of other humanoids. They also see others as tools to manipulate and so tend towards evil.
Size
Vishkanya match humans in average size and weight. Your size is medium.
Speed
Your base walking speed is 30 feet.
Poison Resistance
You are resistant to poison damage and have advantage on saves against being poisoned.
Poison Use
You are proficient with the poisoner's kit.
Envenom Weapon
As a bonus action you may coat a weapon you are wielding with your toxic saliva or blood. The next time you hit a creature with the weapon, the creature takes 2d6 additional poison damage and must make a Constitution saving throw. The DC for the saving throw equals 8 + your Constitution modifier + your proficiency bonus. If they fail, they are poisoned for 1 minute. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You may use this ability a number of times equal to your Constitution modifier (minimum 1) and regain expended uses when you finish a long rest.
Shadow Operative
You have proficiency in one of the following skills: Acrobatics, Perception or Stealth.
Weapon Training
You are proficient with the blowgun and scimitar.
Languages
You can speak, read, and write Common and your choice of Abyssal, Draconic, Infernal, Sylvan, or Undercommon
Racial Feat: Toxic Venom
Edit: homebrew here
Prerequisite: Vishkanya
Your poison grows more powerful and can effect even those that are usually immune. You gain the following benefits:
Warlock Patron: Mutagist
Some find their powers through alchemical experimentation rather than a divine or otherworldly presence.
Expanded Spell List
Mutagenic Form
Starting at 1st level as a bonus action you can grow or retract a natural weapon from your body with which you may make unarmed attacks. It deals 1d8 damage with a type determined by the type of weapon.
At 6th level, it counts as magic for the purposes of overcoming damage reduction. If you do not have the Pact of the Blade, this feature counts as having it for the purpose of Eldritch Invocations. If you have the Improved Pact Weapon invocation, you may instead grow spines or a spit attack that has a range of 30 feet.
Psychedelic Concoction
Beginning at 6th level, you may brew a special potion over a short rest that enhances your abilities. When you drink it as a bonus action, choose one of the following effects:
You may have one such potion created at a time.
Altered Psyche
Starting at 10th level, your brain has been permanently changed by your experimentation. You are immune to the charmed and frightened conditions.
Improved Mutagen
When you grow your mutagenic form, you may gain one of the following benefits for one minute:
After you use this feature, you may not again until you finish a short or long rest.
As an alternate to warlock, I have a druid circle that allows shapchanging Circle of the Guardian
Perhaps either that is good, or maybe make that a warlock patron / other class' subclass.
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I believe before 2014 but no later than 2010.
Pathfinder was 2009-present with the Advanced Player's Guide containing the Alchemist coming out in 2010 and the Advanced Race Guide containing the Vishkanya in 2012, which puts it firmly in your date range. It was also THE D&D rpg at the time (almost no one was playing 4e).
do those look familiar to you, and is the homebrew useful?
Site Info: Wizard's ToS | Fan Content Policy | Forum Rules | Physical Books | Content Not Working | Contact Support
How To: Homebrew Rules | Create Homebrew | Snippet Codes | Tool Tips (Custom) | Rollables (Generator)
My Homebrew: Races | Subclasses | Backgrounds | Feats | Spells | Magic Items
Other: Beyond20 | Page References | Other Guides | Entitlements | Dice Randomization | Images Fix | FAQ