Base Class: Cleric
After the fall of the Arch-Snake, a great mountain range was formed. Many warring goliath tribes have made their home there. They worship the deity they reside on, and it is able to grant them extraordinary abilities. Few goliaths are worthy enough to dedicate their lives in service to the Arch-Snake. Serpent Clerics are the ones who learned the first runes of the Arch-Snake and taught it to their people. These goliaths are perhaps even more revered and respected than the Chieftains of their respective tribes, and carry a great responsibility as the medium of contact with the Great Mountain Range.
Zealots of the Arch-Snake
At 1st level, you can call your ancestors to aid your allies in battle. As a reaction, you may select one hostile creature you can see within 30ft of you and grant it disadvantage on it's next attack roll against any creature that is not you.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Bonus Proficiency
Also at 1st level, you gain proficiency with martial weapons.
Channel Divinity: Avatar of the Arch-Snake
Starting at 2nd level, you can use your Channel Divinity to call upon the Arch-Snake.
As an action, you present your holy symbol and invoke the Arch-Snake. You summon a giant constrictor snake to aid you in battle. The constrictor snake shares the same stat block as the regular giant constrictor snake, but it's attacks do radiant damage, it gains resistance to necrotic damage, and you can add your proficiency bonus to it's AC. If the creature's size is too large for the current area nothing happens.
Mountain's Might
Starting at 6th level, as a bonus action, you magically gain the following benefits, which last for 1 minute:
- You become Large size, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
- You have advantage on Strength checks and Strength saving throws.
- Your weapon attacks deal an extra 1d6 damage (increases to 1d8 at 8th level).
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Snakeskin
At 17th level, you gain resistance to bludgeoning, piercing, and slashing from nonmagical weapons.
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