Base Class: Warlock
Your patron is one of the former Gods of the Yuan-Ti. Dendar, the Night Serpent, Merrshaulk, Master of the Pit, or Sseth, the Sibilant Death (or some other otherwordly snake).
Expanded Spell List
Expanded Spell List.
1st - Detect Poison and Disease, Ray of Sickness
2nd - Alter Self, Protection from Poison
3rd - Conjure Animals (Snakes Only), Feign Death
4th - Dominate Beast, Phantasmal Killer
5th - Dominate Person, Hallow
Snakebite
At 1st level you gain the ability to transform your arm into a deadly serpent. As an action you may make a spell attack against an enemy within 20ft and extend the serpent out to attack them. On a hit the enemy takes 1d6 poison damage, and becomes grappled, it must make a Strength saving throw as an action against your Warlock spell DC to break free. The snake remains attached to your arm so long as the enemy is grappled, restricting your movement to within 20ft of your target and restricting you to only 2 targets (as you only have two arms). As an action on your turn you may cause one target to suffer the poison damage again. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 14th level (4d6).
Snakeskin
At 6th level you may use your reaction when hit by an attack to cover most of your body in thick scales, your AC increases by 5 until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Master of Poisons
At 10th level you gain immunity to poison damage. As a reaction whenever you would normally suffer poison damage you can choose to absorb it, this poison is stored within you and be unleashed in your next ability or spell that causes poison damage. If this absorbed poison isn’t used within 1 minute, it becomes useless as your body breaks it down. The additional damage is equal to half your warlock level + your Cha modifier.
Swarm of Serpents
Starting at 14th level, as an action, you may open multiple small portals to the realm of your master. From these portals masses of snakes emerge. Each enemy within 30ft of you is surrounded and swarmed by the serpents and must make a dexterity saving throw or suffer 6d10 poison damage and 3d10 piercing damage, suffering half damage on a success. The otherworldy nature of this poison can make your enemies them more susceptible to poison for a limited time, each creature that takes damage from this ability loses its resistance to poison damage, if it had any to begin with, and creatures with immunity to poison are treated as having resistance, this applies to the damage received from this ability. These effects last for 1 minute. The snakes surrounding your enemies make it difficult to move, each creature affected by this ability halve their movement until the beginning of your next turn, at which point, the snakes disappear.
Once you use this feature, you can’t use it again until you finish a long rest.
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