Serpents Domain
You embody the deadly, secretive, and mesmerizing nature of serpents. Others tremble at your majesty.
You practice the stealth and envenomed attacks that give serpents their dreaded reputation, but you also learn the shedding of skin that has made snakes into symbols of medicine.
Serpent Domain Spells
Cleric Level | Spells |
1st | Charm person, Find familiar (snakes only), Magic fang |
2nd | Summon swarm (snakes only) |
3rd | Enthrall, Protection from poison |
5th | Conjure animals (snakes only), Hypnotic pattern |
6th | Irresistible dance |
7th | Freedom of movement, Polymorph (snakes only) |
8th | Animal shapes (snake forms only) |
9th | Dominate person, Mislead, Summon nature’s ally IX (snakes only) |
Serpent Domain Granted Powers
Envenomed
When you choose this domain at 1st level, you learn the poison spray cantrip. In addition, you gain a +2 in the Bluff skill, +2 to Craft: Poison, and gain the Talent: Duel Weapons Training if you don't have it. You can apply poison to a melee weapon or three pieces of ammunition as a bonus action.
Ophidian Tongue
Also at 1st level, you can communicate telepathically with serpents, snakes, and reptiles within 20 Hex of you. A creature’s responses, if any, are limited by its intelligence and typically convey the creature’s current or most recent state, such as “hungry” or “in danger.”
Serpent Stealth
Beginning at 2nd level, you can expend one use of your Turn Undead ability to help your allies move undetected. As an action, choose up to five creatures you can see within 6 Hex of you. You and each target have advantage on Dexterity (Stealth) checks for 10 minutes.
Serpent’s Blood
Starting at 6th level, you are immune to the poisoned condition and have resistance to poison damage.
Divine Strike
Beginning at 8th level, you can infuse your weapon strikes with venom. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage. When you reach 14th level, the extra damage increases to 2d8.
Transformative Molt
Beginning at 17th level, as part of a short or long rest, you can assume a new form, your old skin crumbling to dust. You decide what your new form looks like, including height, weight, facial features, vocal tone, coloration, and distinguishing characteristics, if any. This feature works like the Change Appearance aspect of the alter self spell, except it lasts until you finish a short or long rest. In addition, when you are reduced to less than half your hit point maximum, you can end this transformation as a reaction to regain hit points equal to 3 times your cleric level. Once you end the transformation in this way, you can’t use this feature to change your appearance again until you finish a long rest.
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