Sorcerer
Base Class: Sorcerer

Sorcerous Origin: Serpent's Coil

At 3rd level, you choose the Serpent's Coil origin.

Serpent's Coil Spells

3rd-level Serpent's Coil feature

When you reach a Sorcerer level specified in the Serpent Heart Spells table, you thereafter always have the listed spells prepared. These spells do not count against the number of Sorcerer spells you can prepare.

Sorcerer Level Spells
3rd Bane, Ray of Sickness, Animal Messenger (Snake only), Melf’s Acid Arrow
5th Stinking Cloud, Gaseous Form
7th Blight, Giant Insect (Scorpions/Spiders stats as Snakes)
9th Cloudkill, Contagion

 

Venomous Soul

3rd-level Serpent's Coil feature

Your magic is infused with divine toxins. You gain the following benefits:

  • Toxic Affinity: You have Resistance to Poison damage and Advantage on saving throws against being Poisoned.

  • Ophidian Potency: When you cast a spell that deals Poison or Acid damage, you can add your Charisma modifier to one damage roll of that spell.

  • Toxic Blood: Whenever a creature within 5 feet of you hits you with a melee attack, you can use your Reaction to spray acidic blood at them. The attacker takes Poison damage equal to your Charisma modifier + your Sorcerer level.

Corrosive Metamagic

6th-level Serpent's Coil feature

You can bypass the defences of those who would resist your god’s bite. Whenever you use a Metamagic option on a spell that deals Poison or Acid damage, you can also apply one of the following effects:

  • Lingering Venom: The first target hit by the spell takes additional Poison damage equal to your Sorcerer level at the start of its next turn.

  • Caustic Breach: The spell ignores Resistance to Poison and Acid damage. Creatures with Immunity to Poison damage are instead treated as having Resistance to it for this casting.

Sheddable Skin

6th-level Serpent's Coil feature

As a Reaction, when you take damage, you can spend 2 Sorcery Points to magically shed your outer layer of skin and teleport up to 30 feet to an unoccupied space you can see. You leave behind a hollow, translucent husk of yourself that collapses into a puddle of venom. Any creature within 5 feet of the husk must succeed on a Constitution saving throw against your Spell Save DC or be Poisoned until the end of your next turn.

Toxic Apotheosis

14th-level Serpent's Coil feature

Your body becomes a perfect vessel for the Serpent God. You gain Immunity to Poison damage and the Poisoned condition.

Additionally, you can spend 5 Sorcery Points as a Bonus Action to sprout ghostly fangs and spectral scales for 1 minute. While in this form:

  • You gain a climbing speed equal to your walking speed.

  • You emit a 15-foot Miasma Aura. Any enemy that starts its turn in the aura must succeed on a Constitution save or be Blinded by stinging toxins until the start of its next turn.

World-Slayer’s Venom

18th-level Serpent's Coil feature

Your toxins can rot the soul itself. When you deal Poison damage to a creature, you can force it to make a Constitution saving throw. On a failure, its maximum hit points are reduced by an amount equal to the Poison damage taken.

Furthermore, any creature poisoned by your spells or features has Disadvantage on all saving throws against your Sorcerer spells.

Level 3: Serpent's Spells

When you reach a Sorcerer level specified in the Serpent's Spells table, you thereafter always have the listed spells prepared.

Psionic Spells
Sorcerer Level Spells
3 Animal Messenger, Bane, Melf's Acid Arrow, Ray Of Sickness
5 Gaseous Form, Stinking Cloud
7 Blight, Giant Insect
9 Cloudkill, Contagion

Level 3: Toxic Affinity

You have Resistance to Poison damage and Advantage on saving throws against being Poisoned.

Level 3: Ophidian Potency

When you cast a spell that deals Poison or Acid damage, you can add your Charisma modifier to one damage roll of that spell.

Level 3: Toxic Blood

Whenever a creature within 5 feet of you hits you with a melee attack, you can use your Reaction to spray acidic blood at them. The attacker takes Poison damage equal to your Charisma modifier + your Sorcerer level.

Level 6: Sheddable Skin

As a Reaction, when you take damage, you can spend 2 Sorcery Points to magically shed your outer layer of skin and teleport up to 30 feet to an unoccupied space you can see. You leave behind a hollow, translucent husk of yourself that collapses into a puddle of venom. Any creature within 5 feet of the husk must succeed on a Constitution saving throw against your Spell Save DC or be Poisoned until the end of your next turn.

Toxic Apotheosis

Your body becomes a perfect vessel for the Serpent God. You gain Immunity to Poison damage and the Poisoned condition.

Additionally, you can spend 5 Sorcery Points as a Bonus Action to sprout ghostly fangs and spectral scales for 1 minute. While in this form:

  • You gain a climbing speed equal to your walking speed.

  • You emit a 15-foot Miasma Aura. Any enemy that starts its turn in the aura must succeed on a Constitution save or be Blinded by stinging toxins until the start of its next turn.

Level 18: World-Slayer’s Venom

Your toxins can rot the soul itself. When you deal Poison damage to a creature, you can force it to make a Constitution saving throw. On a failure, its maximum hit points are reduced by an amount equal to the Poison damage taken.

Furthermore, any creature Poisoned by your spells or features has Disadvantage on all saving throws against your Sorcerer spells.

Serpent's Coil Image

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