Pact of the World Serpent in Mannaheim | World Anvil
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Pact of the World Serpent

You have plunged into a pact with the deeps; an unfathomably large serpent who dwells in the great sea, encircling the world and biting his own tail.

Expanded Spell List

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

Jörmungandr Expanded Spells

Spell Level: Spells
1st Level: Create or Destroy Water, Thunderwave
2nd Level: Gust of Wind, Silence
3rd Level: Lightning Bolt, Sleet Storm
4th Level: Control Water, Summon Elemental (water)
5th Level: Phantom Hand (appears as a snake), Cone of Cold

Serpent of the Deep

At 1st level, you can magically summon a spectral snake that strikes at your foes. As a bonus action, you create a 10-foot-long snake at a point you can see within 60 feet of you. The snake lasts for 1 minute or until you use this feature to create another snake.   When you create the snake, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.   As a bonus action on your turn, you can move the snake up to 30 feet and repeat the attack .   You can summon the snake a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Gift of the Sea

Also at 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater.

Oceanic Soul

At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

Guardian Coil

At 6th level, your Serpent of the Deep can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the snake, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the snake increases to 2d8.

Grasping Tentacles

Starting at 10th level, you learn the spell Black Tentacles. It counts as a varðlokkur spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.   Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your varðlokkur level. Moreover, damage can't break your concentration on this spell.

Fathomless Plunge

When you reach 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of serpents, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.   Once you use this feature, you can't use it again until you finish a short or long rest.

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