Serpent Cultist for D&D 5e

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Serpent Cultist

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

Darkvision - You can see in dim light within 60 feet of you


as if it were bright light, and in darkness as if it were dim Spell Slots - The Warlock table shows how many spell slots
light. You can't discern color in darkness, only shades of you have to cast your warlock spells of 1st through 5th
gray. level. The table also shows what the level of those slots is;
all of your spell slots are the same level. To cast one of your
Innate Spellcasting - You know the poison spray cantrip. warlock spells of 1st level or higher, you must expend a
You can cast animal friendship an unlimited number of spell slot. You regain all expended spell slots when you
times with this trait, but you can target only snakes with it. finish a short or long rest.
Starting at 3rd level, you can also cast suggestion with this For example, when you are 5th level, you have two 3rd-
trait. Once you cast it, you can't do so again until you finish level spell slots. To cast the 1st-level spell witch bolt, you
a long rest. Charisma is your spellcasting ability for these must spend one of those slots, and you cast it as a 3rd-level
spells. spell.

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

Psionic Spells Converting a Spell Slot to Sorcery Points - As a bonus action on


Sorcerer Level Spells your turn, you can expend one spell slot and gain a number
1st arms of Hadar, dissonant whispers, mind sliver of sorcery points equal to the slot's level.
3rd calm emotions, detect thoughts
5th hunger of Hadar, sending Metamagic (PHB p99) - At 5th level, you gain the ability to
7th Evard's black tentacles, summon aberration twist your spells to suit your needs. You gain two of the
9th Rary's telepathic bond, telekinesis following Metamagic options of your choice. You gain
another one at 16th level.
Telepathic Speech (TCE p66) -
You can form a telepathic connection between your mind Transmuted Spell (TCE p66) - When you cast a spell that
and the mind of another. As a bonus action, choose one deals a type of damage from the following list, you can
creature you can see within 30 feet of you. You and the spend 1 sorcery point to change that damage type to one of
chosen creature can speak telepathically with each other the other listed types: acid, cold, fire, lightning, poison,
while the two of you are within a number of miles of each thunder.
other equal to your Charisma modifier (minimum of 1
mile). To understand each other, you each must speak Twinned Spell (PHB p102) - When you cast a spell that
mentally in a language the other knows. targets only one creature and doesn't have a range of self,
The telepathic connection lasts for a number of minutes you can spend a number of sorcery points equal to the
equal to your sorcerer level. It ends early if you are spell's level to target a second creature in range with the
incapacitated or die or if you use this ability to form a same spell (1 sorcery point if the spell is a cantrip).
connection with a different creature. To be eligible, a spell must be incapable of targeting more
than one creature at the spell's current level. For example,
Font of Magic (PHB p99) - At 4th level, you tap into a deep magic missile and scorching ray aren't eligible, but ray of frost
wellspring of magic within yourself. This wellspring is and chromatic orb are.
represented by sorcery points, which allow you to create a
variety of magical effects. Pact of the Tome (PHB p108) - Your patron gives you a
grimoire called a Book of Shadows. When you gain this
feature, choose three cantrips from any class's spell list. The Entropic Ward (PHB p109) - At 11th level, you learn to
cantrips do not need to be from the same spell list. While magically ward yourself against attack and to turn an
the book is on your person, you can cast those cantrips at enemy's failed strike into good luck for yourself. When a
will. They don't count against your number of cantrips creature makes an attack roll against you, you can use your
known. Any cantrip you cast with this feature is considered reaction to impose disadvantage on that roll. If the attack
a warlock cantrip for you. If you lose your Book of misses you, your next attack roll against the creature has
Shadows, you can perform a 1-hour ceremony to receive a advantage if you make it before the end of your next turn.
replacement from your patron. This ceremony can be Once you use this feature, you can't use it again until you
performed during a short or long rest, and it destroys the finish a short or long rest.
previous book. The book turns to ash when you die.
You choose the cantrips guidance, primal savagery, and Psionic Sorcery (TCE p66) - When you cast any spell of 1st
vicious mockery. level or higher from your Psionic Spells feature, you can
cast it by expending a spell slot as normal or by spending a
Skill Expert feat (TCE p80) - You have honed your number of sorcery points equal to the spell's level.
proficiency with particular skills, granting you the If you cast the spell using sorcery points, it requires no
following benefits: verbal or somatic components, and it requires no material
• Increase one ability score of your choice by 1, to a components, unless they are consumed by the spell.
maximum of 20. You choose Charisma.
• You gain proficiency in one skill of your choice. You Psychic Defenses (TCE p66) - You gain resistance to
choose psychic damage, and you have advantage on saving throws
• Choose one skill in which you have proficiency. against being charmed or frightened.
You gain expertise with that skill, which means
your proficiency bonus is doubled for any ability
check you make with it. The skill you choose must Eldritch Adept feat (TCE p79) - Studying occult lore, you
be one that isn't already benefiting from a feature, learn one Eldritch Invocation option of your choice from the
such as Expertise, that doubles your proficiency warlock class. Your spellcasting ability for the invocation is
bonus. Charisma. If the invocation has a prerequisite of any kind,
you can choose that invocation only if you're a warlock who
Actor feat (PHB p165) - Skilled at mimicry and dramatics, meets the prerequisite.
you gain the following benefits: Whenever you gain a level, you can replace the invocation
• Increase your Charisma score by 1, to a maximum with another one from the warlock class.
of 20. You choose the Invocation Agonizing Blast.
• You have advantage on Charisma (Deception) and
Charisma (Performance) checks when trying to pass Agonizing Blast (PHB p110) - When you cast eldritch blast,
yourself off as a different person. add your Charisma modifier to the damage it deals on a hit.
• You can mimic the speech of another person or the
sounds made by other creatures. You must have Subtle Spell (PHB p102) - When you cast a spell, you can
heard the person speaking, or heard the creature spend 1 sorcery point to cast it without any somatic or
make the sound, for at least 1 minute. A successful verbal components.
Wisdom (Insight) check contested by your
Charisma (Deception) check allows a listener to Revelation in Flesh (TCE p66) - You can unleash the
determine that the effect is faked. aberrant truth hidden within yourself. As a bonus action,
you can spend 1 or more sorcery points to magically
Magical Guidance (TCE p65) - You can tap into your inner transform your body for 10 minutes. For each sorcery point
wellspring of magic to try to conjure success from failure. you spend, you can gain one of the following benefits of
When you make an ability check that fails, you can spend 1 your choice, the effects of which last until the
sorcery point to reroll the d20, and you must use the new transformation ends:
roll, potentially turning the failure into a success. • You can see any invisible creature within 60 feet of
you, provided it isn't behind total cover. Your eyes
Mask of Many Faces (PHB p111) - You can cast disguise self also turn black or become writhing sensory tendrils.
at will, without expending a spell slot. • You gain a flying speed equal to your walking
speed, and you can hover. As you fly, your skin
glistens with mucus or shines with an otherworldly
light.
• You gain a swimming speed equal to twice your
walking speed, and you can breathe underwater.
Moreover, gills grow from your neck or fan out
from behind your ears, your fingers become
webbed, or you grow writhing cilia that extend
through your clothing.
• Your body, along with any equipment you are
wearing or carrying, becomes slimy and pliable.
You can move through any space as narrow as 1
inch without squeezing, and you can spend 5 feet of
movement to escape from nonmagical restraints or
being grappled.

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