Base Class: Blood Hunter
For millennia the ancient Yuan-Ti empires have been nothing but crumbled stone and dust, but the favoured ones can still be found slithering amongst the shadows. They bide their time, spreading their apathetic influence into the highest ranks of society, in an attempt to return to their former glory.
Potentially the closest any of the Orders has come to actually becoming the enemy, the Order of the Serpent doesn’t stop with just surviving the hunter's bane. While the poisonous concoction still wracks them with pain, altering their life's blood, they undergo a process they call "The Shed". As darkness binds them on the righteous path they undergo similar eldritch rituals that the Yuan-Ti endure. However, before the serpentine evils of the outer planes take complete control, the hunter tears themselves out of Merrshaulk's grasp and out of the writhing pit with willpower alone. Having survived "The Shed", the Order of the Serpent takes snake god’s gifts with them to the battlefield using venom to cleanse the realm of evil in a hurricane of blades and fangs.
Rite of the Fang
When you join this order at 3rd level, you learn the Rite of the Fang esoteric rite (detailed below).
Rite of the Fang. Your rite damage is poison damage. While the rite is active, you gain the following benefits:
- You have resistance to poison damage and the poison condition
- Debilitating Poison. On your turn, if you hit a creature with Rite of the Fang you can choose to, instead of dealing rite damage, force the target to make a Constitution saving throw (DC equal to 8 + your proficiency modifier + your Intelligence modifier). On a fail, the creature is Poisoned until your next turn. A target can only be affected by Debilitating Poison once per turn, success or fail.
Undulating Dodge
Beginning at 3th level, your body can bend and move in unnatural ways, making you hard to hit. You can use your reaction to cause disadvantage on attacks of opportunity made against you. If the attacker already has disadvantage then the attack misses entirely.
Ophidian Form
Upon reaching 7th level, at the start of your turn, if you aren’t incapacitated, you can choose to magically transform into your ophidian form, briefly altering your body in horrifying ways. Choose from one of the ophidian forms below.
This transformation lasts for 1 minute. You can speak, use equipment, and wear armor in this form. Items you wear on the transformed areas will magically transform with you and be unaffected. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall Unconscious, drop to 0 hit points, or die. You gain other transformation options at level 15 and 18.
You can use this feature once. Beginning at 15th level, you can use your Ophidian Form feature twice between rests. You regain all expended uses when you finish a short or long rest.
Adder Form
Your body and arms roil and stretch, becoming elongated. Your reach for it is 5 feet greater than normal when making melee attacks. You can make 1 more melee attack as a part of your attack action.
Cobra Form
Your head and neck ripple and change into that of a great cobra. As a bonus action you can now spit globules of deadly venom that do 1d6 acid damage. This is a ranged weapon attack with a distance of 40 feet in which you are proficient. In addition, As an action you can exhale highly corrosive acid in a 15 foot cone. Any creature within the cone must make a Dexterity saving throw (DC equals 8 + your Intelligence modifier + your proficiency bonus). A creature takes 4d6 acid damage on a failed save, and half as much damage on a successful one. You can only use this once per transformation.
Constrictor Form
Your legs warp into a muscular serpentine tail. Your Speed increases by 10 feet. In addition you can attempt to constrict a target as an attack action. Your tail acts as an unarmed strike that does 2d6 bludgeoning damage. If struck and the target is of Large or smaller size they must make a Strength saving throw (DC equal to 8 + your proficiency modifier + your Strength modifier) or be Grappled. The target takes 1d6 bludgeoning damage at the start of each of its turns and you can’t constrict another target and move at half speed. The target can use an action to attempt to escape your constriction during their turn.
Brand of Enervation
Beginning at 11th level, your Brand of Castigation now exposes even the toughest foes to your deadly poisons. Whenever a branded creature makes a saving throw against the Poisoned condition they roll at disadvantage. Branded creatures with immunity to the Poisoned condition and poison damage are treated as if they only had resistance to it.
Blood Curse of Slumber
At 15th level, you are able to use hemocraft to slow your enemy's heart beat and lull them into a deep sleep. You gain the Blood Curse of Slumber for your Blood Maledict feature. This doesn't count against your number of blood curses known.
Blood Curse of Slumber. As an action, you affix your gaze upon a creature that you can see within 30 feet of you, magically slowing their heartbeat. A targeted creature must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier) or fall into a deep magical sleep and are Unconscious for 1 minute. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being charmed.
Amplify. You may choose 3 creatures within 30 feet of you to affect with this blood curse.
Anathema's Ascension
Upon reaching 18th level, every fibre of your being has been tainted by the snake god's vile magics. At the beginning of your turn you may choose to change Ophidian Forms while transformed. In addition, when you transform, your body becomes coated in a slimy acid that lasts for 1 minute. A creature that touches you, hits you with a melee attack while within 5 feet of you, is hit by your tail attack, or begins their turn constricted by you takes 5 acid damage while you are coated.
Previous Versions
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Hey Ulfgar, at 15 and 18 you can choose one of the other forms from the list of 3. So by 18 you can access all of them and alternate between them during the transformation duration. Hope this helps!
Are there supposed to be more forms unlocked at 15th and 18th level or am i misreading that line in the Ophidian Form section?
I could probably help you with that.
Just know that changing your stuff drops all your likes and adds.
Hey! I'm back from a DnD hiatus. I'll have a look and see if I can make it an option (if anyone knows how to do this please let me know).
Anyway to get this subclass to choose wisdom or intelligence? Like how the normal Class is?
this is cool your cool
So I considered this when initially creating the subclass but found that it then felt too front-loaded. The transformations also began to feel less impactful. I'll playtest another version where maybe the transformations get more powerful as you level though and see how it feels!
Why thank you Ginger_Chan. You are correct in your assumption. The reaction lasts until the end of the turn that you use it. I'll throw up an edit when I get the chance to clarify this!
Hey hey! I adore this subclass and cannot wait until I get the chance to put in action with my Yuan-Ti Lamia girl 💕. I just had a clarification question/suggestion about the Undulating Dodge ability. So I understand that opportunity attacks are made with disadvantage, and if the had disadvantge previously their attack automatically misses, but it isn't clear about how long this reaction lasts. Is it until the end of the current turn? The start of your next turn? I'm just gonna guess it's the former as apposed to the latter, in which case I recommend modifying the ability to say something like:
"When the target of an opportunity attack, you can use your reaction to impose disadvantage on that and all subsequent opportunity attacks until the end of (Insert time frame here)."
Again, I adore your work, and you come up with some awesome ass concepts for this subclass!
After rading this, it seems really interesting but I think Ophidian Form should be the level 3 feature but nerfed and have level 7 give you Undulating Dodge and extra Ophidian Form abilites because Ophidian Form is such a cool feature, it seems a shame to wait till level 7. Adder could just increase weapon range, cobra could just have the globules of deadly venom and constrictor could just be the grappling.
Hey! Sorry, been away from DnD for a bit. So, after playtesting I found that, since this is a primarily combat ability that only lasts for a minute, using a whole action or bonus action to activate Ophidian Form didn't feel particularly "good". Having it just happen was never particularly game breaking at my table and I also, personally, believe that the game is already bloated with too many bonus actions.
Also, The Lycan Hybrid form lasts a full hour, allowing you to use it in both RP and potentially many battles. I always viewed Ophidian Form as an "all out" feature that gets busted out during tough battles.
But please let me know how it feels at your table! Always down to change things if it's too powerful.
Should the 7th level feature use an action? It sounds like a choice at the start of your turn, and is a pretty powerful ability to just *happen.* The order of the Lycan uses a bonus action to activate their alternate form.