Serpent 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.

Level 3: Serpent Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Serpent Domain Spells table, you thereafter always have the listed spells prepared.

Life Domain Spells
Cleric LevelPrepared Spells
3 Charm Person, Find Familiar (snakes only), Enthrall, Protection From Poison
5 Conjure Animals (snakes only), Hypnotic Pattern
7 Freedom of Movement, Polymorph (snakes only)
9 Dominate Person, Mislead

Level 3: Envenomed

You learn the poison spray cantrip. In addition, you gain proficiency in the Deception skill, with a poisoner’s kit, and with martial weapons that have the Finesse property. You can apply poison to a melee weapon or three pieces of ammunition as a bonus action.

Level 3: Ophidian Tongue

You can communicate telepathically with serpents, snakes, and reptiles within 100 feet 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.”

Level 3: Serpent Stealth

You can use your Channel Divinity to help your allies move undetected. As an action, choose up to five creatures you can see within 30 feet of you. You and each target have advantage on Dexterity (Stealth) checks for 10 minutes.

Level 6: Serpent's Blood

You are immune to the poisoned condition and have resistance to poison damage.

Level 8: Divine Strike

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.

Level 17: Transformative Molt

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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