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mcumoric
2020-11-29, 10:35 PM
Warlock

The legendary serpent
These warlocks form a pact with the powerful naga’s of ancient myth.

Expanded spell list
You add the following spells to your spell list depending on which naga you formed a pact with.

Spell level - Spirit Expanded Spells - Guardian Expanded Spells
1st - Detect magic, Sleep - Cure wounds, Shield of faith
2nd - Detect thoughts, Find traps - Calm emotions, Spiritual weapon
3rd - Lightning bolt, Water breathing - Bestow curse, Clairvoyance
4th - Compulsion, Locate creature - Freedom of movement, Wall of fire
5th - Dominate person, Wall of force - Flame strike, Geas

Snake strike
Starting at the 1st level, once per short or long rest you may summon a spectral naga over your shoulder to strike at foes as a bonus action. As a bonus action on your turn or when you summon the naga in the first place you may command your naga to bite at a foe, meaning you make a melee spell attack against a target within 10 feet of yourself dealing 1d6 force damage. On a hit the target must make a constitution saving throw versus your spell save dc taking an additional 2d6 poison damage on a fail or half as much on a success. The snake head lasts for the next minute, which it then disappears.
The extra poison damage increases by an additional 1d6 at the 5th level (3d6), 11th level (4d6), and 17th level (5d6).

Teachings of the naga
Starting at the 1st level, you learn the abyssal language if your patron is a spirit naga or the celestial language if your patron is a guardian naga. You also gain advantage on saving throws against the charmed condition.

Naga’s blessing
Starting at the 6th level, you become immune to poison damage and the poisoned condition. In addition you no longer require food, drink or sleep.

Immortality
Starting at the 10th level, you become immune to the effects of ageing and no longer age. Your hit point maximum increases by your constitution score. You also no longer need air.

Rejuvenation
Starting at the 14th level, when you die, roll a d6. On a 3 or higher you return to life in 1d6 days with all of your hit points. Each time you are revived with this feature you increase the required roll by 1. The required roll returns to 3 if you are resurrected by magic.