Wizard
Base Class: Wizard

There are many ancient and dark traditions of magic found throughout the realms that both frighten and awe me, while many of you may be familiar with snake charmers who betwitch serpents. This practice originates from the school of magic known as Ophiomancy, an eldritch art lost to the sands of time, known by the likes of Serpentines and Ophitic tribals. These magi utilize their connection to such creatures to augment their ability to divinate prophecies, or charm those of a similar influence to their will. When researching the origins of this tradition, I met several dead ends traversing the realms, finding conflicting stories to the start of Ophiomancy. The ancient Elves of the fey worlds believe to have stemmed from the Wildlands, leading me to question a Sphinx that dwelled there whom told me to question the Mother of Angels, Hecate, whom told to traverse the Outer Realms where I encountered the horrid entity known as Yig that revealed to me that this arcania predates even him. My only inkling can only leave me to presume that this stems from the protector of the universe whom dwells outside the entirety of existence, Ophidion himself.

Serpent's Tongue

At 2nd level, Through the study of this ancient and forgotten art, you’ve learned to speak to serpents and to understanding what they are trying to say. You add Animal Friendship to your spellbook and can cast them at will at 1st level without expending a spell slot, but you can only use this on Serpents, such as snakes, cobras, and similar creatures, and gain advantage on charisma based checks against them.

Scale's Of Fate

Starting at 2nd Level, You’ve mastered the art of reading the motions of serpents to interpret future events. When you finish a long rest, For each serpent creature under the effects of Animal Friendship or charmed by you, Roll a d20 and record that roll. You can replace any attack roll, saving throw, or ability check made by you or a creature in this way once per turn, replacing the creature’s roll before it is made. Each roll can only be used once, and when you finish a long rest, you lose any unused rolls.

Ophidian's Basket

At 6th Level, you learn the Conjure Animals spell, but can only use it to summon serpents, and can cast it once without using a spell slot. Serpents controlled or influenced by you gain Hitpoints equal to your wizard level, and their attack proficiency is replaced by your proficiency bonus. In addition, you can house and handle serpent creatures in a container you own without requiring an animal handling check as they are friendly towards you while they are in 60ft of the container, and will return to the basket on command

Snake Charmer

At 10th level, you’ve learned the origins of all serpentkind, including the likes of Serpentine humanoids. Serpent and Serpentlike creatures, such Yuan-Ti, Mariliths, Nagas, and Medusas have disadvantage on saving throws from being charmed or frightened by you. You have advantage on saving throws regarding spells and spell like effects originating from these creatures.

Form Of Asclepius

At 14th level, you’ve learned to become one with the serpents, enabling you to transform into a snake. As bonus action, you can transform into a serpent equal to or less than challenge rating. you gain the following beneficial traits:

● When you bite a creature hostile to you, they must perform a constitution saving throw against your spellcasting DC, or become poisoned.

● By coiling around a creature, you can choose to remove the diseased, poisoned, or paralyzed condition, and grant them advantage on these saving throws while you are coiled around them.

● Performing a special ritual during a long rest as a serpent, you can revive someone who has been dead no less than 24 hours as a Yuan-ti Pureblood. Once you use this, you can’t use it again until you finish a Long rest.

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