Cleric
Base Class: Cleric

You embody the deadly, secretive, and mesmerizing nature of serpents. Others tremble at your majesty. You practice the stealth and envenomed attacks that give serpents their dreaded reputation, but you also learn the shedding of skin that has made snakes into symbols of medicine.

Serpent Domain Spells

Cleric Level

Spells

1st

charm person, find familiar (snakes only)

3rd

enthrall, protection from poison

5th

conjure animals (snakes only), hypnotic pattern

7th

freedom of movement, polymorph (snakes only)

9th

dominate person, mislead

Venomous Tongue

Starting when you choose this domain at 1st level, you learn the poison spray cantrip. In addition, you gain proficiency in the Deception skill, with the poisoner's kit, and with martial weapons with the Finesse property. 

In addition, you can communicate telepathically with serpents within 100 feet of you. A creature's responses, if any, are limited by its intelligence and typically convey the creature's current or most recent state, such as "hungry" or "danger".

Channel Divinity: Serpent Stealth

Starting at 2nd level, you can use your Channel Divinity to help your allies move undetected. As an action, choose up to five creatures you can see within 30 feet of you. You and the targeted creatures have advantage on Dexterity (Stealth) checks for 10 minutes.

Serpent's Blood

Starting at 6th level, you are immune to the poisoned condition and have resistance to poison damage.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with poison — a gift from your deity. 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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Improved Duplicity

Beginning at 17th level, as part of a short or long rest, you can assume a new form, your old skin crumbling to dust. You decide what your new form looks like, including height, weight, facial features, vocal tone, coloration, and distinguishing features, if any. This feature works like the Change Appearance aspect of the alter self spell, except it lasts until you finish a short or long rest.

In addition, when you are reduced to less than half your hit point maximum, you can end this transformation as a reaction to regain hit points equal to 3 times your cleric level. Once you end the transformation in this way, you can't use this feature to change your appearance again until you finish a long rest.

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