Sorcerer: Serpent Bloodline

You can trace your ancestry to the either the serpent guardians of ancient civilizations or the ever plotting xenophobic Yuan-ti. Their powerful venoms flow through your veins as do their timelessness.

Quirk

At your option, you can pick from or roll on the Serpent Sorcerer Quirks table to create a quirk for your character

Serpent Sorcerer Quirks

d6 Quirk 1 You are completely hairless. 2 You are always cold, but like to bask in the sun. 3 Your eyes have slit pupils. 4 You remain motionless most of the time, only moving smoothly and with purpose. 5 You have sallow colourless skin. 6 You have a forked tongue.

Expanded Spell List

You learn additional spells when you reach certain levels in this class, as shown on the Bloodline Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Bloodline Spells Table

Level Spells 1st Cause Fear, Detect Poison and Disease 3rd Melf’s Acid Arrow, Protection from Poison 5th Conjure Animals (Snakes Only), Nondetection 7th Arcane Eye, Evard’s Black Tentacles 9th Commune with Nature, Dominate Person

Blood of the Serpents

At 1st level the venom of your ancestors runs through your veins shielding from lesser poisons. You have advantage on saving throws against poison, and you have resistance against poison and acid damage.

Venomous Spells

Starting at 1st level, you can empower your spells with powerful poisons. When you cast a spell which deals fire, cold, or lightning damage you can choose to have the spell deal poison damage instead. When you do this, any saving throw the spell would normally cause instead requires a constitution saving throw.

Toxic Empowerment

When you cast a spell which has a target other than personal you can cause one of the targets of the spell to take 1d8 poison and be poisoned for 1 round, a successful constitution saving throw reduces the damage by half and negates the poisoned condition. You can spend 2 sorcery points to instead affect every target of the spell with the poison damage. The poison damage increases to 2d8 at 6th level,

3d8 at 10th level, and 4d8 at 14th level. You can use this ability three times, you regain all your uses of this ability when you finish a long rest.

Molting Escape

At level 6 you can slough off your skin in response to harm. When you take damage, you can use your reaction to become a snake (using the statistics of a Giant Constrictor Snake except it is large instead of huge) and immediately move up to your speed (this movement does not provoke opportunity attacks). This ability is treated as Wild Shape and lasts for 1 minute, or until you revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. Once you’ve used this ability you can’t again until you finish a short or long rest.

Caustic Doom

Beginning at 14th level the poison of your spells grows so potent that it can melt flesh from bone and burn away rock and steel. Whenever you deal poison damage to a creature or object and the target has resistance or immunity to poison, the spell deals acid damage instead. If the target has immunity to acid this ability does not activate.

Rebirth

At 18th level The timeless power of the Naga empowers your soul and grants you immortality. You no longer age, and if you are killed, you can choose to regenerate in a new healthy adult body 1d6 days later in the same place you died previously and regain all of your hit points, you must choose to when you die. Once you’ve used this ability you can’t again for 10 days. Only a wish spell can prevent this ability from functioning.

Created by u/BenofNebb

Image Credit: Schastlivaya Alexandra