Base Class: Fighter
Hailing from twisting deserts and desolate barrens, these individuals have been blessed and taught by the serpent spirits that dwell in the depths of any wasteland. They move and shift through battle as if it were a dance, a lethal fandango of death. However, their time in the harsh lands of their training often affects their dreams; sometimes with terrifying results for their companions.
Quick build stat priority: STR=DEX > CON > WIS > INT=CHA
Slithering Step
At 3rd level, whenever you make a melee weapon attack, you may move up to 5 feet in any direction without provoking opportunity attacks as a free action. Additionally, you can use Dexterity as your attack modifier. You cannot perform this action when wearing heavy armor or wielding a weapon with the heavy property.
You also gain proficiency with a poison kit.
One with the Serpent
At 3rd level, you gain resistance to poison damage and have advantage on saving throws against being poisoned.
Puncture Strike
At 7th level whenever you wield a weapon that does not have the heavy property, you may ignore any armor class granted by a shield to your target.
Additionally, on your turn, you may use your action to conjure a magical serpent which you then throw. All creatures in a 5 feet wide, 60 feet long line starting from must succeed on Dexterity saving throw (DC = DEX mod + proficiency + 8). The serpent pierces threw the creatures deals 1d10 + Dexterity as magical piercing damage and knocks them prone. On a successful save the creature takes half damage and is not knocked prone. This damage increase to 2d10 at level 12 and 3d10 at level 17. You regain the use of this ability on a short or long rest.
Coiled Poise
At 10th level, if you have moved at least 15 feet in a turn, you may use a bonus action to take the Dodge action. You may use this feature equal to your Dexterity modifier. You regain all uses of this ability on a short or long rest.
Serpent’s Embrace
A 15th level your melee weapon attacks deal 1d4 poison damage to the target. This poison damage ignores resistances, but not immunities.
Additionally, you gain immunity to poison damage, you are immune to effects that poison their target, and you have advantage on all Constitution saving throws.
Fanged Pursuit
Beginning at 18th level, if you reduce a creature to 0 hit points you may use your reaction to disengage and move up to your speed toward another enemy regardless of how far you've moved on this turn.
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