Base Class: Warlock
The Breathcoil of Zanatlcoatl
A Celestial Patron Warlock Subclass (Du’Sutali Version)
“Breath is the memory of the world. You are its fang.”
Your soul has been coiled around the breath of Zanatlcoatl—the feathered serpent-god of riverlight, ancestral memory, and storm-wrought rebirth. You did not choose him. He rose within you: in a dream, a flood, a gasp of final breath. Where others channel gods of radiant virtue, your power flows from a spiral of breathlines and myth—serpent-born, thunder-veined, and radiant not with kindness, but with memory.
You are not a prophet of light. You are the breath of an older justice, exhaled to restore balance in a world that forgot the river’s first name.
You are the vessel of a god-serpent’s memory. Your breath is not your own.
“Zanatlcoatl does not whisper. He spirals through your lungs. He coils through your dreams. He unwinds the false and binds the true. You are not chosen—you are exhaled.”
— Tequatl’i, River Oracle of Qu’banyu
You did not seek Zanatlcoatl. You were caught in his spiral. Through riverdreams, ritual, or blood-debt, your breath became his. You now channel the Breathcoil, a divine force older than time and ungoverned by mortal notions of good and evil. You are a sacred contradiction: a weapon of mercy, a memory of the future, a serpent born of light and shadow. You are not a warlock. You are a living breathline, an uncoiled fate.
Expanded Spell List
The Breathcoil lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Through the strength of your bond with Zanatlcoatl, these spells can be cast once per long rest without using a spell slot.
Celestial Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | healing word, guiding bolt |
| 2nd | mirror image, lesser restoration |
| 3rd | tidal wave, revivify |
| 4th | guardian of faith, watery sphere |
| 5th | flame strike, greater restoration |
Bonus Cantrips
At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Spiral Breath
At 1st level, you gain a pool of d6s that represent the coiled breath energy within your soul. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can use the healing memories within the breathcoil to exhale part of this breath toward a creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Alternatively, you can use those dice to add Temporary HP to a creature equal to the roll, and the next attack roll made against them is at disadvantage.
Your pool regains all expended dice when you finish a long rest.
Scales of the Forgotten
Starting at 6th level, your link to the Breathcoil allows you to serve as a conduit for Zanatlcoatl's will. You have resistance to radiant damage, and when you cast a spell that deals radiant, thunder, bludgeoning, or fire damage, you can add your Charisma modifier to one damage roll of that spell against one of its targets.
When you are hit by an attack, you can use your reaction to shed a layer of vaporous scale, granting you +2 AC until the end of your next turn and causing the attacker to see one of your ancestors in a vision (they have disadvantage on their next saving throw against your spells).
You can use this reaction a number of times per long rest equal to your proficiency bonus.
Coil the Fate
Zanatlcoatl does not allow death to move in straight lines.
As a reaction when you or a creature you can see within 60 ft fails a saving throw, is reduced to 0 HP, or is about to roll a death saving throw, you may instead "coil their fate""
-The triggering event is delayed for 1 round. During this time, the creature is wreathed in a spectral spiral of breath and mist.
-If they are healed or saved before the round ends, the fate is averted.
-If they are not, the effect resolves, but you may choose for them to die or fall unconscious in a glorious transformation, releasing a radiant serpent that lashes out at one enemy within 30 ft for 4d10 radiant damage
You may use this feature once per long rest, or by expending a 5th level spell slot. Beginning at 15th level, you may use this feature once per short rest instead.
Flavor: Time hiccups. Mist winds backward. The serpent slithers across the thread of death.
Uncoil the Divine Breath
Upon falling to 0 HP, your pact surges and your god coils outward through you.
You do not fall unconscious, but stay standing, suspended between life and death. Instead:
- You immediately return to consciousness with half your hit points, surrounded by a storm of radiant serpents and ancestral voices.
- Each creature of your choice within 30ft takes 2d8 + CHA radiant damage and is blinded until the end of your next turn.
- You may teleport up to 30 ft to an unoccupied space you can see, leaving behind a coiling mist of memory.
- Until the end of your next turn, you float 5 ft off the ground, and can move through creatures as if they were difficult terrain. The first time you move through an enemy, they take radiant damage equal to your Warlock level.
- Your body glows with golden breathlines, and your voice speaks in two tones -- your own, and that of Zanatlcoatl.
Once you use this feature you can't do so again until you finish a long rest.
Coiled Boon
You can cast your Breathcoil specific spells once per short rest without expending a pact slot.
Echo of the First Breath
When you reach 20th level, your soul fully synchronizes with the memory of Zanatlcoatl. You no longer act alone-- You are a mirrored breath of the First Serpent. Once per long rest, you can invoke the Echo of the First Breath, becoming a storm of radiant memory and divine judgment for one minute.
While the Echo is active:
- You are wreathed in spiraling radiant mist and levitate 10 ft above the ground,
- You gain resistance to all damage.
- Your spells and cantrips deal maximum damage the first time they hit each round.
- When you heal a creature using Spiral Breath or a spell, you may choose to remove one condition from them (blinded, deafened, paralyzed, poisoned, or stunned).
Additionally, once during this minute, you may unleash:
The Serpent Unbound (No Action Required)
You stretch your arms wide, and from your shadow coils a colossal radiant serpent, made of memory, stormlight, and divine breath. It lashes across the battlefield in a line 60 ft long and 10 ft wide.
- All creatures of your choice in the line must make a Dexterity saving throw against your spell save DC.
- On a failed save, a creature takes 10d10 radiant damage and is banished into the Memory Current, an astra dream-river of ancestral visions, until the start of your next turn.
- On a success, a creature takes half damage and is not banished.
While banished this way, creatures are incapacitated and blinded, and they experience a vision of their ancestral failure -- a trial or truth written into the world.
Once the effect ends, your glowing serpent vanished into mist, and you return to your normal form. You cannot use this feature again until you complete a long rest.
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