The Serpent

Your patron is a powerful serpent being. You have bound yourself to an ancient reptile, its whispers of knowledge, secrets and deception filling your mind from time to time. Your pact with that being allows you to get a deeper insight into the secrets of what makes and breaks life in the world.



Most times a being of that nature will offer a pact to people in need, taking advantage of the suffering and woes people find themselves in. And while it may look advantageous at first, these serpents aren't known to be very altruistic and the true intentions are never fully clear to those that have bound themselves to them. Whatever deal binds you to this being, it has allowed you to gain knowledge in all kinds of things revolving around anatomy, poisons and deseases.

Expanded Spell List

The Serpent lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Serpent Expanded Spells

Spell Level Spells 1st Spectral Bite, Detect Poison and Desease 2nd Alter Self, Pass without a Trace 3rd Heat Perception, Life Transference 4th Stoneskin, Freedom of Movement 5th Cloudkill, Contagion

Resilient System

At 1st level, you learn the Poison Spray cantrip, it counts as a warlock cantrip for you, but doesn't count against your number of cantrips known.

Additionally your patron grants you an unnaturally resilient blood system which makes you become resistant to poison damage and you can use your reaction when you are getting poisoned, paralyzed, etc by getting some form of chemical into your bloodstream to remove the condition right away once per long rest.

You gain proficiency in the Medicine Skill.

Poison Lore

At 6th level, you gain proficiency in the Poisoner's Kit. You can use some of your blood and the poisoner's kit to create two types of potions, an anti-toxin to almost any poison or recreate any poison that has entered your body before. Due to the amount of blood needed for either procedure you can only create one application per long rest.









Poisoner's Wit

At 10th level, your mastery of poisons and their effects allows you to adapt the poisons you use in your attacks to suit the foe in front of you. When you roll poison damage, you can use your bonus action to deal maximum damage instead of rolling. This damage will also ignore any resistances or immunities the target has. You can use this feature a number of times equal to your charisma modifier per long rest (minimum of 1).

Serpent Features

At 14th level, you're starting to understand the physical structure of serpent beings and can emulate them through magical means. You can use a bonus action on your turn to manifest snake-like features, gaining advantage on Strength, Dexterity and Charisma checks and saving throws aswell as +2 to your AC. This effect lasts for 10 minutes and once you use this feature you can't use it again until you finish a long rest.





New Spells

Spectral Bite

1st-level conjuration

Casting Time: 1 action

1 action Range: 30 ft.

30 ft. Components: V, S, M (vial of rats blood)

V, S, M (vial of rats blood) Duration: Instantaneous

Make a ranged spell attack against the target. A spectral serpent appears and lunges at the target. On a hit, the target takes 1d6 + your spellcasting modifier poison damage and must make a Wisdom saving throw. On a failed save it takes an additional 2d4 poison damage and is paralyzed until the end of its turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the secondary damage increases by 2d4 for each slot level above 1st.

Heat Perception

3rd-level divination

Casting Time: 1 action

1 action Range: Self (30 ft. radius)

Self (30 ft. radius) Components: S

S Duration: Concentration, up to 10 minutes

For the duration, you can see the world in shades of infrared. This allows you to see invisible creatures as well as track traces of residual heat where things have been touched, etc. apart from the obvious use of seeing through walls.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 3 feet of wood or dirt and any sort of metal, although the absence of heat will also tell you something depending on the situation.