The Serpent Gods

Expanded Spell list

Spell level Spells 1st Detect Poison and Disease, Beast Bond 2nd Melf's Acid Arrow, Protection From Poison 3rd Elemental Weapon, Hypnotic Pattern 4th Charm Monster, Vitriolic Sphere 5th Contagion, Geas

Fanged Servant

Starting at 1st, you can use a bonus action to transform into a poisonous snake. If you are reduced to 0 hit points you immediately transform back and take the excess damage. You can also revert back as a bonus action. You can use this feature a number of times equal to your charisma modifier before finishing a long rest.

Impervious scales

At 6th level, you gain immunity to poison damage and the poisoned condition. If you are already immune to poison damage you gain immunity to acid damage.

Gods blessing

At 10th level, you gain a specific benefit based on your serpent god:

Dendar - You target a creature within 60 feet and tap into its nightmares creating an immobile illusion of its greatest fears. The target must make an intelligence saving throw. On a failure, the target takes 2d10 psychic and becomes frightened of the illusion. You must concentrate to maintain the illusion (as though concentrating on a spell) up to a minute. A creature can repeat the saving throw on the end its turn, ending the illusion on a success, or taking 2d10 psychic damage on a failure. Once you use this feature you can't use it again until you finish a long rest.

Merrshaulk - You target a number of creatures equal to your charisma modifier each target must succeed on a constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. 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.

Sseth - When you reduce a creature to 0 hit points or score a critical hit you gain temporary hit points equal to your charisma modifier.

Serpentine Champion

Starting reaching 14th level you can plead to your god for a moment of power. To do this you must remain stationary using both your action and bonus action to plead, during this process you are blinded. At the start of your following turn, you're are transformed into a yuan-ti anathema. At the end of each your turn you must make a DC 14 charisma saving throw, on a failure you revert back to your normal form. This saving throw increases by 3 on every sequential turn until you fail. If you are knocked unconscious in this form you immediately revert back. Once you use this feature you can't use it again until you finish a long rest.

Eldritch invocations

Nightmare Speaker

prerequisite: Servant of Dendar, 10th level

You can cast dream with a range of 5,000 feet, the messenger must be terrifying. Once you use this feature you can't use it again until you finish a long rest.

Pit Master

prerequisite: Servant of Merrshaulk, 10th level You can use a bonus action to transform your arms into a mass of snakes. You can still use your arms to cast somatic components of spells or hold objects however your unarmed attacks are replaced with a bite attack. This melee attack is strength based and deals 1d4 piercing damage plus 2d6 poison damage. If you hit a target with this attack you can attempt to grapple them as a bonus action.

Mind Whisperer

prerequisite: Servant of Sseth, 10th level

You can cast detect thoughts at will a bonus action. You can probe deeper as an action on the same turn if you do so the target takes 3d10 Psychic damage in addition to the normal effects. If you probe deeper can't use this feature until you finish a long rest.