Base Class: Ranger
Being a ranger does not always follow water and sunshine. You move, fight and travel slowly, passively and then strike suddenly and deliberately. The symbol of your strength is the snake; a sign of deception, here to sow discord amongst the innocent.
Underlife Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Underlife Magic table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
3rd Level: Charm Person
5th Level: Blindness/Deafness
9th Level: Hypnotic Pattern
13th Level: Hallucinatory Terrain
17th Level: Seeming
Serpent Speech
At 3rd level, you are versed in the secret language of serpents and snakes. You learn the Draconic language, and the Snaketongue language, allowing you to speak to serpents and snakes.
You can use a bonus action on your turn to speak forbidden Snaketongue. When you speak in this way, the air nearby begins to vibrate, and creatures that can hear you suffer painful migraines; each must pass on a DC 15 Constitution saving throw or becomes stunned until the end of the turn. Additionally, any snakes or serpents within 60 feet become invigorated. On their next turn, they can move an additional 10 feet and have advantage on attack rolls.
You can do this a number of times equal to your proficiency bonus, and regain all expended uses on a long rest.
Snakemaster
Starting at 7th level, you have control over a small group of snakes, and can summon them at will.
You can use your action to summon three Poisonous Snakes within 30 feet of you. These snakes have hitpoints equal to 3 times your ranger level, and when they attack, they gain a bonus to damage dealt equal to your proficiency bonus. When given no command, these snakes will attempt to attack whichever creature currently poses the greatest threat to your party. The snakes are fairly intelligent; for instance, they will not attack an enemy they know is difficult or dangerous to harm.
When you use your Serpent Speech feature, you can issue a command to each of your snakes. The snakes understand simple commands, such as attack, defend, hide, guard this area or person, or bring me this object, but cannot perform more complex maneuvers. Due to lack of arms, they also cannot open doors, pull levers, etc. You can use a bonus action to unsummon your snakes.
You cannot use this feature again until you finish a long rest.
Additionally, you have an adverse effect on your snakes. They cannot be controlled by other creatures in any way, such as possession, and are immune to the charmed condition.
Silver Pact
Starting at 11th level, your snakes have an adverse effect on your body. You have resistance to poison damage.
You have sharp, venomous fangs in place of your canines, and can Bite as an attack, dealing 1d6 piercing damage. Additionally, when you bite, you can inject poison into your victim, dealing 1d8 poison damage. You can inject poison a number of times equal to your proficiency bonus, and regain all expended uses on a short rest.
You have blindsight for 20 feet, and have advantage on Wisdom (Perception) checks where you sense vibrations in the ground.
Wild snakes will not attack you, unless they are being controlled by an external force such as magic.
Serpentine Evolution
At 15th level, you and your snake allies rise up the food chain.
Select three features from the list of snake features below. You and your snakes gain those bonuses permanently until you change them. On a short or long rest, you can choose three new features to replace the previous ones.
Enhanced Sense: Your blindsight range increases by 20 feet.
Magical Perception: You gain truesight for 10 feet.
Thick Scales: You gain a +2 bonus to AC and Constitution.
Maneuverability: You gain a +2 bonus to Dexterity, and can take the Dodge action as a bonus action.
Resilience: You and your snakes gain temporary hit points on taking this feature, equal to 4 times your ranger level.
Enhanced Venom: When you deal poison damage, add an additional 1d6 to the damage dealt.
Immunity: You become immune to one damage type of your choice. (This damage type is the same for all that take this feature.)
Resistance: You become resistant to two damage types of your choice. (These damage types are the same for all that take this feature.)
Swiftness: Your walking speed is doubled.
Surround: You gain a +3 bonus to hit for every other snake that is within 5 feet of your opponent.
Condition Immunity: You become immune to one condition of your choice. (This condition is the same for all that take this feature.)
-
View User Profile
-
Send Message
Posted Apr 7, 2021the ability's of this subclass seam like they would be themed for a warlock, but the effects are really cool.