Wartex1
2015-05-09, 10:12 AM
A Scorpion Heritor is a desert stalker, studying scorpions and giving them the arachnid's power. Supernatural and dangerous, these wasteland warriors are not to be made your enemy.
Envenomed Tongue
When you gain this archetype at 3rd level, you are able to develop a dangerous poison in your mouth. Once per short rest, you may coat a single melee weapon or piece of ammunition with deadly poison by licking it as a bonus action. On your next successful attack with that weapon or piece of ammunition, you force the target to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the target takes 2d6 poison damage and is poisoned for 1 hour. On a successful save, the target takes half damage and suffers no additional effects. The damage of this feature goes up by 1d6 at 5th, 9th, 13th, and 17th levels, equal to your proficiency bonus.
Venom Immunity
Also when you gain this archetype at 3rd level, you gain a natural immunity to the poisoned condition.
Scorpion Deception
Beginning at 9th level, you can hide under sand, dirt, and other loose ground with ease. You gain a burrow speed equal to half of your walking speed.
Scorpion Sense
At 13th level, you can feel even the tiniest of vibrations beneath the desert sand. You gain tremorsense out to 20 feet.
Tail of the Scorpion
Reaching the highest state of the Scorpion Heritor, you grow a large barbed tail capable of striking at your enemies. Your tail is a +3 reach weapon with the finesse property that deals 1d8 piercing damage with each strike. You can apply your Envenomed Tongue's poison to the tail without using a bonus action as well, since you do not need to lick it.
Envenomed Tongue
When you gain this archetype at 3rd level, you are able to develop a dangerous poison in your mouth. Once per short rest, you may coat a single melee weapon or piece of ammunition with deadly poison by licking it as a bonus action. On your next successful attack with that weapon or piece of ammunition, you force the target to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the target takes 2d6 poison damage and is poisoned for 1 hour. On a successful save, the target takes half damage and suffers no additional effects. The damage of this feature goes up by 1d6 at 5th, 9th, 13th, and 17th levels, equal to your proficiency bonus.
Venom Immunity
Also when you gain this archetype at 3rd level, you gain a natural immunity to the poisoned condition.
Scorpion Deception
Beginning at 9th level, you can hide under sand, dirt, and other loose ground with ease. You gain a burrow speed equal to half of your walking speed.
Scorpion Sense
At 13th level, you can feel even the tiniest of vibrations beneath the desert sand. You gain tremorsense out to 20 feet.
Tail of the Scorpion
Reaching the highest state of the Scorpion Heritor, you grow a large barbed tail capable of striking at your enemies. Your tail is a +3 reach weapon with the finesse property that deals 1d8 piercing damage with each strike. You can apply your Envenomed Tongue's poison to the tail without using a bonus action as well, since you do not need to lick it.