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Villainous Class Option Eldritch Invocaions

The Serpent Primordial Potent Poisons


You have made a pact with a saurid god whom you pay Prerequisite: 5th level
hommage to not out of respect or fear, but because you aspire Whenever a spell, ability, or creature you control would deal
to emulate this entity. Once armed with its knowledge, you poison damage to a creature it ignores resistance to poison
seek to supplant this being and become a new serpent god damage. In addition, whenever you roll damage for poison,
yourself. Your patron mollifies you with pronouncements that you may treat any 1 on a damage die as a 2.
hint at the answers you seek, abusing its lordship over you
and ever planning your destruction should you learn too Saurid Brood
much. Prerequisite: 9th level, Serpent Primordial patron
Beings strong enough to offer you their power include
Dendar, Merrshaulk, Sseth. Other entities include animal Your body transforms into that of a malasion. You gain one of
spirits, ascended heroes, powerful mariliths such as Shaktari, the following features:
and rarely even some ancient green dragons.
Your head transforms into that of a serpent. You gain a
Serpant Primordial Expanded Spells powerful bite as a natural weapon. On hit you deal
Spell Level Spell piercing damage equal to 1d4 + your Strength modifier
plus 2d6 poison damage. In addition, the target must
1st bane, inflict wounds make a Constitution saving throw against your spell save
2nd detect thoughts, sticks to snakes DC or become poisoned. Every 8 hours the creature can
3rd bestow curse, haste
repeat the save, ending the effect on a success.
Your lower body assumes a serpentine form and you no
4th death ward, dominate beast longer have legs. As an action you can attempt to constrict
5th geas, mislead your enemies. Make a melee weapon attack. On hit you
deal bludgeoning damage equal to 2d6 + your Strength
modifier and the target is grappled. Until this grapple ends
Dendar's Boon the target is restrained and you cannot use this attack on
Starting at 1st level, when you or a creature you control deals another target.
poison damage to a creature, you gain temporary hit points
equal to your Charisma modifier (minimum of 1). Upon reaching 18th level you gain both features and your
creature type become abomination.
Shedding Scales
Starting at 6th level, you may spend your bonus action to Sseth's Kiss
shed your skin. Doing so removes yourself from any grapples, Prerequisite: 15th level, Serpant Primordial patron
shackles, or other restraint by slipping out of your hold.
If you spend one minute eating the shed skin, you may You can cast antipathy/sympathy at will--targeting yourself
spend up to one half of your hit dice and regain that much and any snakes or snake like creatures you control--without
health. expending a spell slot or any material components. You must
Once you use this feature, you can't use it again until you finish a long rest before you can specify the same creature
finish a short or long rest. type with this invocation again.
Emotionless Evil Shaktari's Speed
Upon reaching 10th level you are immune to magic that Prerequisite: 15th level, Pact of the Blade feature
allows other creatures to read your thoughts, determine Your reflexes are enhanced by abyssal magics. Once per
whether you are lying, or know your alignment. round, you can take an additional reaction, on top of your
Additionally, creatures roll with disadvantage to resist your regular reaction. This additional reaction does not have to be
spells and abilities that would charm them. on the same turn as your initial reaction.
Fatal Venom
At 14th level your patron bestows upon you the vitrolic venom
of their own fangs. As an action you grow a pair of deadly
fangs and make a melee spell attack with your bite. If the
attack hits a creature with 50 hit points or less, the creature
dies from the poison instantly. Otherwise, it is poisoned by
your venom. As long as the creature is poisoned this way, if it
drops below 50 hit points it dies.
Every seven days the creature may make Constitution save
against your spell save DC to end the effect. Once you use
this feature, you can't use it again until you finish a long rest.

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Sticks to Snakes
Spell Descriptions 2nd-level transmutation
Viper's Fang Druid, ranger
Evocation cantrip Casting Time: 1 action
Warlock, wizard Range: 60 feet
Casting Time: 1 action Components: V, S
Range: 5 feet Duration: 1 minute
Components: V, M (a weapon) You transform a bundle of sticks, arrows, or similar-sized
Duration: Instantaneous pieces of wood into a swarm of poisonous snakes. If the
As part of the action used to cast this spell, you must make a target wood is being worn or carried by a creature, the spell
melee attack with a weapon against one creature within the fails if the creature succeeds on a Dexterity save against your
spell's range, otherwise the spell fails. On hit, the target spell save DC.
suffers the attack's normal effects, and venom seeps into their The swarm obeys your commands as best as it can. It takes
wounds dealing an additional 1d4 poison damage. Until the its turn on your initiative, though it doesn't take an action
start of your next turn whenever the target makes an attack unless you command it to. On your turn you can verbally
roll or ability check, roll 1d4 and subtract the number rolled command the swarm to move where you command it to (no
from the attack roll or ability check. action required by you.) You can use your action to verbally
This spell deals increased poison damage as you reach command it to take the Attack, Dash, Disengage, Dodge, or
higher levels. The damage increases when you reach 5th level Help action.
2d4, 11th level 4d4, and 17th level 6d4. If you are incapacitated or absent, the swarm acts on its
own, focusing on protecting you or itself. The swarm never
Putrid Shame requires your command to use its reaction, such as making
1st-level conjuration an opportunity attack.
The swarm remains for one minute, after which it turns
Bard, warlock, wizard back into the original materials.
Casting Time: 1 action At Higher Levels. If you cast this spell using a 4th level
Range: 60 feet spell slot or higher, when you command the swarm to take
Components: V, S, M (feces, kindling) the Attack action, the swarm can make one additional attack
Duration: Concentration, up to 1 minute for every two slot levels above 2nd.
Choose a humanoid that you can see within range. The
target must succeed a Constitution saving throw against your Venom Lance
spell save DC. On a failed save a repulsive stench eminates 2nd-level evocation
from the target. Whenever the target hits with an attack roll Druid, sorcerer, warlock, wizard
or passes an ability check or saving throw, subtract the Casting Time: 1 action
number rolled by the number of allies that can smell the Range: Self (60-foot line)
target within 30 feet of it (maximum reduction -5). Components: V, S, M (dried mandrake root and an adder's
Additionally, for the duration of the spell any creature that venom)
starts its turn within 5 feet of the target must succeed a Duration: Instant
Constitution saving throw against your spell save DC or be A magical javlin bursts from your hand and flies forward in
poisoned until the start of it's next turn. On a successful save, 60 foot long and 5 foot wide line. Starting with the creature
the creature is immune to the effects of this spell for 1 hour. closest to you, each creature in the line must succeed a
At Higher Levels. When you cast this spell at 3rd level or Dexterity saving throw against your spell save DC. Only the
higher, you can target one additional humanoid for each slot first two creatures to fail the save are pierced. A creature
level above 2nd. The humanoids must be within 30 feet of pierced takes 2d6 piercing damage and 1d6 poison damage
each other when you target them. on a failed save. A creature pierced by this spell must make a
Constitution saving throw against your spell save DC at the
start of each of its turns, taking 1d6 poison damage until they
pass the save.
At Higher Levels. If you cast this spell using a 4th level
spell slot or higher, the poison damage increases by 1d6 for
each of the spell's effects for every two slot levels above 2nd.

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Ability Score Increase. Your Charisma score increases by
Yuan-Ti 2, and your Intelligence score increases by 1.
Long ago the yuan-ti defield thier bloodline with cannibalistic Age. Purebloods mature at the same rate as humans and
sacrifice to appease their dark gods. At their peak, this race of have lifespans similar in length to theirs.
serpentine humanoids ruled unapposed. It was the ambition Alignment. Purebloods are devoid of emotion and see
of the yuan-ti and the inner conflict between their gods in the others as tools to manipulate. They care little for law or chaos
end that led to their downfall. and are typically neutral evil.
All yuan-ti know that their form is superior to that of the Size. Purebloods match humans in average size and
other races. It is only a matter of time before the empire weight. Your size is medium.
reorganizes and the yuan-ti reclaim their righful seat. Until Speed. Your base walking speed is 30 feet.
that time comes, they lull their enemies into a false sense of Blindsight. Your honed senses do not require sight. You
security and set the seeds for their destruction. can sense any creature or object within a 10 foot radius
regardless of your ability to see.
Purity and Sin Innate Spellcasting. You know the poison spray cantrip.
You can cast animal friendship an unlimited number of times
The yuan-ti view the form of the serpent in the highest. The with this trait but you can target only snakes with it. Starting
ambition of their kind drives them to emulate and reform at 3rd level, you can also cast suggestion with this trait. Once
themselves in that image. To that end, those with mutated and you cast it, you can't do so again until you finish a long rest.
corrupted blood rise high in their ranks, while those whose Charisma is your spellcasting ability for these spells.
blood is pure and unserpentine are looked oown upon with Mental Resistance. You have advantage against being
contempt by those above them. charmed, and magic can't paralyze you.
A pureblood in yuan-ti society lives a comfortable but Poison Immunity. You are immune to poison damage and
empty life. Their needs are met, but in the end they serve the poisoned condition.
under the coils of the abominations that rule above them. Languages. You can speak, read, and write Common,
To be a pureblood is not the end for yuan-ti but the Abyssal, and Draconic.
beginning. Many purebloods go through intense ancient
rituals and set off on dangerous and deadly quests to dillute
their blood and alter their form. Though often this ambition
only leads to death, the few that succeed often rise to become
malisons or even abominations.
Ruthless Competetors
The low station of the pureblood in yuan-ti society drives
them to great lengths to improve themselves and rise above
their peers. This ambition promotes yuan-ti to become
andventurers and treasure hunters, always on the trail of the
next step to ascendancy. The path to godhood comes with
great sacrifice. Any who consort with yuan'ti should be
warned, that the yuan-ti are more than willing for you to make
that sacrifice.
Yuan-Ti Names
Yuan-ti name their brood after great heroes and powerful
figures of their past to imbue their offspring with the
greatness of the past. These names are passed on from
generation to generation, each bearing the name seeking to
surmount their ancestors in glory. Gender is secondary to the
yuan-ti and is not considered by parents when naming their
offspring. Over time the names are perverted and changed,
not unlike the yuan-ti themselves. After spending some time
in the world a yuan-ti may add more sibilants to make an
exagerated hissing sound or make the name easier to
pronounce depending on its anatomy.
Yuan-Ti Names: Ahnnahthem, Dendais, Khorbrrak,
Lucichiro, Manastikkam, Pyrrah, Quetzakhul, Shakktumi,
Ssidissik, Ssomasuke, Wajhett, Vassukho, Znayyhk
Yuan-ti Pureblood Traits
Your yuan-ti pureblood character--called a pureblood for
short--has the following traits.

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Ophidian Lycanthropy Wereserpent
There are multiple paths to the divine as far as the yuan-ti are Medium humanoid, (human, shapechanger) neutral
concerned. In an attempt to reclaim thier place as the rulers evil
of the realm, some yuan-ti clerics have delved into the dark
disease of lycanthropy to both assimilate and destroy their Armor Class 12
enemies. Though not true yuan-ti, these creature serve the Hit Points 44(8d8 + 8)
greater cause of restoring the saurid empire. Speed 49ft.
Disease Turned Poison. Through torturous
expirimentation and testing the yuan-ti have perfected and
altered the disease of lycanthropy into a dangerous toxin that STR DEX CON INT WIS CHA
can be distributed quickly and efficiently. The yuan-ti are 14 (+2) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 15 (+2)
immune to the effects of the lycanthropy, and its venomous
nature allows them to coat blades, darts, and spears to better Skills Perception +2, Deception +4
pass on the curse. The venom is deadly, weeding out the Damage Immunities bludgeoning, piercing, and
weak so that only the strongest survive to become slashing from nonmagical attacks not made with
wereserpents. silvered weapons
The Craving. Wereserpents are sinister creatures that are Damage Resistances poison
driven to convert as many to their brood as they can. This Senses passive Perception 12
drive is by design, and allows the yuan-ti passively wait as Languages Common (can't speak in snake form)
their creations spread from town to town. Often it only takes Challenge 3 (700 XP)
one victim to become poisoned to fully convert a town.
Shapechanger. The wereserpent can use its action to
Wereserpent polymorph into a serpent-humanoid a giant
poisonous snake, or back into its true form, which
Wereserpents and cruel and calculating creatures. They are is humanoid. Its statistics, other than size, are the
bald and hairless in thier humanoid form, their always same in each form. Any equiptment it is wearing or
watching eyes rarely blinking. In their hybrid form their arms carrying isn't transformed. It reverts to it's true
and legs become are vestigial in nature, able to turn the form if it dies.
pages of a book but too weak to properly wield a weapon.
Wereserpents hunt in pairs. One uses its parseltongue to Actions
distract its prey while the other slithers behind and delivers Multiattack (Hybrid or Snake Form Only). The
the venom. If the victim dies to the venom, the wereserpent's wereserpent makes two attacks: one with its bite
jaw will unhinge so it can consume the carcass whole, unable and one with its constrict.
to revert to their human form until they have finished
digesting their meal. Bite (Hybrid or Snake Form Only). Melee Weapon
The ultimate goal for any wereserpent is to create a den Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4
out of the previous neighbors and friends it once knew. Once + 2) piercing damage plus 3d6 poison damage. If
an entire town has been transformed or slain, the den moves the target is humanoid and took poison damage, it
on to new hunting grounds to grow their numbers. must succeed on a DC 10 Constitution saving
throw or be cursed with wereserpent lycanthropy.
Yuan-ti can always be found at the root of a wereserpent
infestation. Occasionally a naga will take it upon itself to Constrict (Hybrid or Snake Form Only). Melee
dispose of a den of lycanthropes, if only to disrupt the yuan- Weapon Attack: +4 to hit, reach 5ft., one target. Hit
ti's plans. 9 (2d6 + 2) bludgeoning damage and the target is
grappled (escape DC 12). Until this grapple ends
the target is restrained, and the wereserpent can't
Player Characters as Lycanthropes constrict another target.
See the Monster Manual section on lycanthropes Shortsword (Humanoid Form Only). Melee Weapon
for more information on player characters. Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6
The following information applies to + 2) piercing damage.
wereserpents
Parseltongue (Humanoid or Hybrid Form Only). The
Wereserpent. Unlike other lycanthropies, since it
wereserpent entrances one creature it can see
is a venom and not a disease, creatures immune to
within 30 feet with magical words and a hypnotic
poison damage are immune to the lycanthropy.
stare. The target must make a DC 12 Wisdom
The character gains a Charisma score of 15 if his
saving throw or become charmed as if by the spell
or her score isn't already higher. For the Constrict
enthrall. A creature that passes this save is immune
trait, the DC is 8 + the character's proficiency
to the wereserpent's Parseltongue for the next 24
bonus + Strength modifier. For the Parseltongue
hours. The spell ends if the wereserpent cannot
trait, the DC is 8 + the character's proficiency
speak.
bonus + Charisma modifier.

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