THE GREAT SERPENT
Humanoids have always been fascinated by snakes. Their legless, slithering movement defies explanation. Their fangs drip with deadly venom. Their eyes never close. Throughout mythology, the serpent has played the role of tempter, healer, and assassin. They embody hidden wisdom, encircle the world, and eat their own tails. The great serpent archetype focuses on this mystical aspect of Dragonkind, Improving their ability to cast spells, gaining the power to change shapes, and foresee the future.
IMPROVED SPELLCASTING
Starting at 3rd level You can draw on greater stores of magical energy to fuel your spells, and you improve your ability to cast spells.
you can expend a use of your breath weapon to gain a spell slot, the level of the spell slot is determined by the great serpent spellcasting chart.
(as normal you regain use of your breath weapon upon completion of a short or long rest).
You use your Draconic Spellcasting feature's spell save DC and spell attack bonus for spells cast with this feature
(Spells known do not count the spells learned through the Draconic Spellcasting feature, which are considered bonus spells)
Humanoids have always been fascinated by snakes. Their legless, slithering movement defies explanation. Their fangs drip with deadly venom. Their eyes never close. Throughout mythology, the serpent has played the role of tempter, healer, and assassin. They embody hidden wisdom, encircle the world, and eat their own tails. The great serpent archetype focuses on this mystical aspect of Dragonkind, Improving their ability to cast spells, gaining the power to change shapes, and foresee the future.
IMPROVED SPELLCASTING
Starting at 3rd level You can draw on greater stores of magical energy to fuel your spells, and you improve your ability to cast spells.
you can expend a use of your breath weapon to gain a spell slot, the level of the spell slot is determined by the great serpent spellcasting chart.
(as normal you regain use of your breath weapon upon completion of a short or long rest).
You use your Draconic Spellcasting feature's spell save DC and spell attack bonus for spells cast with this feature
(Spells known do not count the spells learned through the Draconic Spellcasting feature, which are considered bonus spells)
Level
3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 |
Spells Known
2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 |
Spell Slot Level
1st 1st 2nd 2nd 2nd 2nd 3rd 3rd 3rd 3rd 4th 4th 4th 4th 5th 5th 5th 5th |
HUMANOID FORM At 7th level, you gain the ability to change into a humanoid form or back into your dragon form as an action. You assume the same form each time you use this ability; the form is unique to you. Select a race for this form when you gain this ability (common forms are human, keidran, or basitin, though most dragons prefer human form, as humans have the closest ties to dragons, and all that fur just feels WEIRD). When you change forms, your equipment does not change, and falls to the ground; clothing or armour you are wearing may become torn, at the DM’s discretion.! ! While in your humanoid form, you lose your Wings, Unarmoured Defence and Natural Weapons racial features, and you gain the movement speed, size, and appearance of the humanoid race you selected. You can’t use any dragon class abilities, except for the Extra Attack feature, Draconic Spellcasting feature and class abilities that are part of the great serpent archetype. Your hit points and ability scores don’t change. Your armour class will likely change due to the loss of the Unarmoured Defence feature.
HUMANOID PROFICIENCIES Starting at 7th level, you become proficient with daggers, darts, slings, quarterstaffs, and light crossbows. You also become proficient in one musical instrument or gaming set, and one tool or kit.
ANIMAL FORM At 13th level, you can use an action to change your shape into that of an animal. The effect is just like the polymorph spell, except that you retain your mental ability scores while transformed, and the duration is year and a day. Maintaining the effect does not require concentration. After you use this ability, you can’t use it again until you take a long rest.
MYSTIC DEFENCE
At 10th level, you become proficient with Wisdom saving throws.
PYTHIAN ORACLE At 17th level, your mind wanders while you sleep. Each time you take a long rest, if you sleep for at least 6 hours as part of the rest, you may create an effect identical to one of these spells: commune, dream, legend lore, or scrying. You don’t require any components for the spell.
Art by Tom Fisherbach
HUMANOID PROFICIENCIES Starting at 7th level, you become proficient with daggers, darts, slings, quarterstaffs, and light crossbows. You also become proficient in one musical instrument or gaming set, and one tool or kit.
ANIMAL FORM At 13th level, you can use an action to change your shape into that of an animal. The effect is just like the polymorph spell, except that you retain your mental ability scores while transformed, and the duration is year and a day. Maintaining the effect does not require concentration. After you use this ability, you can’t use it again until you take a long rest.
MYSTIC DEFENCE
At 10th level, you become proficient with Wisdom saving throws.
PYTHIAN ORACLE At 17th level, your mind wanders while you sleep. Each time you take a long rest, if you sleep for at least 6 hours as part of the rest, you may create an effect identical to one of these spells: commune, dream, legend lore, or scrying. You don’t require any components for the spell.
Art by Tom Fisherbach