Serpent Cultist for D&D 5e
Serpent Cultist for D&D 5e
Serpent Cultist for D&D 5e
Ability Scores – Str 8, Dex 14, Con 12, Int 13, Wis 12, Cha 14
Race – Yuan-ti Pureblood (+1 Int, +2 Cha) Darkvision, Innate Spellcasting, Magic Resistance, Poison Immunity, Common,
Abyssal, and Draconic
Background – Custom, Religion, Stealth, Deep Speech, Thieves’ Tools, Still Standing feature (Alert feat)
Starting Proficiencies and Skills – Daggers, Darts, Slings, Quarterstaffs, Light Crossbows; Constitution and Charisma
saving throws; Arcana and Insight
Magic Resistance - You have advantage on saving throws Spells Known of 1st Level and Higher - At 1st level, you know
against spells and other magical effects. two 1st-level spells of your choice from the warlock spell
list.
Poison Immunity - You are immune to poison damage and The Spells Known column of the Warlock table shows when
the poisoned condition. you learn more warlock spells of your choice of 1st level
and higher. A spell you choose must be of a level no higher
Still Standing - You have weathered ruinous misfortune, than what's shown in the table's Slot Level column for your
and you possess hidden reserves others don't expect. You level. When you reach 6th level, for example, you learn a
gain the Alert feat. Your choice of feat reflects how you've new warlock spell, which can be 1st, 2nd, or 3rd level.
dealt with the terrible loss that changed your life forever. If Additionally, when you gain a level in this class, you can
you've kept your senses sharp for every opportunity and choose one of the warlock spells you know and replace it
climbed your way out of misery by seizing the tiniest scrap with another spell from the warlock spell list, which also
of hope, choose Alert. must be of a level for which you have spell slots.
Alert feat (PHB p165) - Always on the lookout for danger, Spellcasting Ability - Charisma is your spellcasting ability for
you gain the following benefits: your warlock spells, so you use your Charisma whenever a
• You gain a +5 bonus to initiative. spell refers to your spellcasting ability. In addition, you use
• You can't be surprised while you are conscious. your Charisma modifier when setting the saving throw DC
• Other creatures don't gain advantage on attack rolls for a warlock spell you cast and when making an attack roll
against you as a result of being unseen by you. with one.
Pact Magic (PHB p105) - Your arcane research and the Spell save DC = 8 + your proficiency bonus + your
magic bestowed on you by your patron have given you Charisma modifier
facility with spells. See chapter 10 for the general rules of Spell attack modifier = your proficiency bonus + your
spellcasting and chapter 11 for the warlock spell list. Charisma modifier
Cantrips - You know two cantrips of your choice from the Spellcasting Focus - You can use an arcane focus as a
warlock spell list. You learn additional warlock cantrips of spellcasting focus for your warlock spells.
your choice at higher levels, as shown in the Cantrips
Known column of the Warlock table. The Great Old One Patron (PHB p109) - Your patron is a
Warlock Warlock Warlock
Warlock Spells Spell Spell Invocations
Level Prof Class Features Cantrips Known Slots Level Known
Pact Magic, Great Old One Patron,
1 +2 Warlock Expanded Spell List, Awakened Mind 2 2 1 1st —
Eldritch Invocations, Armor of Shadows,
2 +2 Warlock Beguiling Influence 2 3 2 1st 2
Sorcerer Spellcasting, Aberrant Mind
3 +2 Sorcerer Origin, Psionic Spells, Telepathic Speech 2 3 2 1st 2
4 +2 Sorcerer Font of Magic 2 3 2 2nd 2
Metamagic, Transmuted Spell, Twinned
5 +3 Sorcerer Spell 2 3 2 2nd 2
6 +3 Warlock Pact of the Tome 2 4 2 2nd 2
7 +3 Warlock Skill Expert feat 3 5 2 2nd 2
8 +3 Sorcerer Actor feat 3 5 2 2nd 2
9 +4 Sorcerer Magical Guidance 3 5 2 2nd 2
10 +4 Warlock Mask of Many Faces 3 6 2 3rd 3
11 +4 Warlock Entropic Ward 3 7 2 3rd 3
12 +4 Sorcerer Psionic Sorcery, Psychic Defenses 3 7 2 3rd 3
13 +5 Sorcerer — 3 7 2 3rd 3
14 +5 Sorcerer Eldritch Adept feat: Agonizing Blast 3 7 2 3rd 3
15 +5 Sorcerer — 3 7 2 3rd 3
16 +5 Sorcerer Subtle Spell 3 7 2 3rd 3
17 +6 Sorcerer — 3 7 2 3rd 3
18 +6 Sorcerer +2 Charisma 3 7 2 3rd 3
19 +6 Sorcerer — 3 7 2 3rd 3
20 +6 Sorcerer Revelation in Flesh 3 7 2 3rd 3
Sorcerer
Spell Slots per Spell Level
Sorcery Sorcerer Spells
Level Points Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th
3 — 4 2 2 — — — — — —
4 2 4 3 3 — — — — — —
5 3 4 4 4 2 — — — — —
6 3 4 4 4 2 — — — — —
7 3 4 4 4 2 — — — — —
8 4 5 5 4 3 — — — — —
9 5 5 6 4 3 2 — — — —
10 5 5 6 4 3 2 — — — —
11 5 5 6 4 3 2 — — — —
12 6 5 7 4 3 3 — — — —
13 7 5 8 4 3 3 1 — — —
14 8 5 9 4 3 3 2 — — —
15 9 5 10 4 3 3 3 1 — —
16 10 6 11 4 3 3 3 2 — —
17 11 6 12 4 3 3 3 2 1 —
18 12 6 12 4 3 3 3 2 1 —
19 13 6 13 4 3 3 3 2 1 1
20 14 6 13 4 3 3 3 2 1 1
mysterious entity whose nature is utterly foreign to the spell. The following spells are added to the warlock spell
fabric of reality. It might come from the Far Realm, the list for you.
space beyond reality, or it could be one of the elder gods
known only in legends. Its motives are incomprehensible to Great Old One Expanded Spells
mortals, and its knowledge so immense and ancient that Spell Level Spells
even the greatest libraries pale in comparison to the vast 1st dissonant whispers, Tasha's hideous laughter
secrets it holds. The Great Old One might be unaware of 2nd detect thoughts, phantasmal force
your existence or entirely indifferent to you, but the secrets 3 rd clairvoyance, sending
you have learned allow you to draw your magic from it.
Entities of this type include Ghaunadar, called That Which Awakened Mind (PHB p109) - Starting at 1st level, your
Lurks; Tharizdun, the Chained God; Dendar, the Night alien knowledge gives you the ability to touch the minds of
Serpent; Zargon, the Returner; Great Cthulhu; and other other creatures. You can telepathically speak to any creature
unfathomable beings. you can see within 30 feet of you. You don't need to share a
language with the creature for it to understand your
Expanded Spell List - The Great Old One lets you choose telepathic utterances, but the creature must be able to
from an expanded list of spells when you learn a warlock understand at least one language.
Eldritch Invocations (PHB p105) - In your study of occult Spell Slots - The Sorcerer table shows how many spell slots
lore, you have unearthed eldritch invocations, fragments of you have to cast your sorcerer spells of 1st level and higher.
forbidden knowledge that imbue you with an abiding To cast one of these sorcerer spells, you must expend a slot
magical ability. of the spell's level or higher. You regain all expended spell
At 2nd level, you gain two eldritch invocations of your slots when you finish a long rest.
choice. A list of the available options can be found on the For example, if you know the 1st-level spell burning hands
Optional Features page. When you gain certain warlock and have a 1st-level and a 2nd-level spell slot available, you
levels, you gain additional invocations of your choice, as can cast burning hands using either slot.
shown in the Invocations Known column of the Warlock
table. Spells Known of 1st Level and Higher - You know two 1st-level
Additionally, when you gain a level in this class, you can spells of your choice from the sorcerer spell list.
choose one of the invocations you know and replace it with You learn an additional sorcerer spell of your choice at each
another invocation that you could learn at that level. level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of
If an eldritch invocation has prerequisites, you must meet these spells must be of a level for which you have spell
them to learn it. You can learn the invocation at the same slots. For instance, when you reach 3rd level in this class,
time that you meet its prerequisites. A level prerequisite you can learn one new spell of 1st or 2nd level.
refers to your level in this class. Additionally, when you gain a level in this class, you can
choose one of the sorcerer spells you know and replace it
Armor of Shadows (PHB p110) - You can cast mage armor with another spell from the sorcerer spell list, which also
on yourself at will, without expending a spell slot or must be of a level for which you have spell slots.
material components.
Spellcasting Ability - Charisma is your spellcasting ability for
Beguiling Influence (PHB p110) - You gain proficiency in your sorcerer spells, since the power of your magic relies on
the Deception and Persuasion skills. your ability to project your will into the world. You use
your Charisma whenever a spell refers to your spellcasting
Sorcerer Spellcasting (PHB p99) - An event in your past, or ability. In addition, you use your Charisma modifier when
in the life of a parent or ancestor, left an indelible mark on setting the saving throw DC for a sorcerer spell you cast
you, infusing you with arcane magic. This font of magic, and when making an attack roll with one.
whatever its origin, fuels your spells. See chapter 10 for the
general rules of spellcasting and chapter 11 for the sorcerer Spell save DC = 8 + your proficiency bonus + your
spell list. Charisma modifier
Spell attack modifier = your proficiency bonus + your
Cantrips - At 3rd level, you know four cantrips of your Charisma modifier
choice from the sorcerer spell list. You learn an additional
sorcerer cantrip of your choice at 4th level and another at Spellcasting Focus - You can use an arcane focus as a
10th level. spellcasting focus for your sorcerer spells.
Sorcery Points (PHB p99) - You have 2 sorcery points, and
Aberrant Mind (TCE p66) - An alien influence has wrapped you gain one additional point every time you level up, to a
its tendrils around your mind, giving you psionic power. maximum of 14 at level 20. You can never have more
You can now touch other minds with that power and alter sorcery points than shown on the table for your level. You
the world around you by using it to control the magical regain all spent sorcery points when you finish a long rest.
energy of the multiverse. Will this power shine from you as
a hopeful beacon to others? Or will you be a source of terror Flexible Casting (PHB p99) - You can use your sorcery
to those who feel the stab of your mind and witness the points to gain additional spell slots, or sacrifice spell slots to
strange manifestations of your might? gain additional sorcery points. You learn other ways to use
As an Aberrant Mind sorcerer, you decide how you your sorcery points as you reach higher levels.
acquired your powers. Were you born with them? Or did an
event later in life leave you shining with psionic awareness? Creating Spell Slots - You can transform unexpended sorcery
Consult the Aberrant Origins table for a possible origin of points into one spell slot as a bonus action on your turn.
your power. The created spell slots vanish at the end of a long rest. The
Creating Spell Slots table shows the cost of creating a spell
Psionic Spells (TCE p66) - You learn additional spells when slot of a given level. You can create spell slots no higher in
you reach certain levels in this class, as shown on the level than 5th.
Psionic Spells table. Each of these spells counts as a sorcerer
spell for you, but it doesn't count against the number of Creating Spell Slots
sorcerer spells you know. Spell Slot Level Sorcery Point Cost
Whenever you gain a sorcerer level, you can replace one 1st 2
spell you gained from this feature with another spell of the 2nd 3
same level. The new spell must be a divination or an 3rd 5
enchantment spell from the sorcerer, warlock, or wizard 4 th 6
spell list. 5th 7