Recent Changes - Search:

PmWiki

pmwiki.org

edit SideBar

WhiteSerpent

White Serpent

In plain sight I stand for all to see, but tread on me not, for my venom allows me to move without fear. Weapons associated with the White Serpent school are daggers, short swords, spears, whips, and throwing knives. Its key ability score is dexterity, and its skill is perception.

1st
  • Serpent's Poise – Stance – You gain advantage on attacks against one foe, all others gain advantage against you.
  • Snakebite – Strike – Make a melee spell attack against the foe, on a success it takes 1d4+1 points of poison damage each round for 6 rounds.
  • Snake's Coils – Strike – Allies gain advantage against the foe you strike with this technique.
  • Venemous Guard – Counter, reaction – When a foe makes an attack against you, you can make a melee spell attack against it, dealing poison damage equal to 1d12 plus your dexterity modifier. You may spend inspiration in this technique, increasing the poison damage dealt by +1d12.
    2nd
  • Perceptive Dodge – Counter, reaction – Against an attack or when making a dexterity save, you may make a perception check and use the result in place of your armor class (against an attack), or your dexterity save.
  • Sidewinder's Charge – Boost – You may move over rough terrain at no penalty until the end of your turn. In addition, you may make up to one 90° turn and still count the movement as a straight line.
  • Toxic Blade – Strike – On a successful attack, the target takes +2d6 poison damage, and cannot apply their strength or dexterity to damage rolls for 3 rounds. You may spend inspiration on this technique, increasing the poison damage by +1d6 and the duration by 1 round per point of inspiration spent.
    3rd
  • Fell the Giant – Strike – You make this attack at disadvantage; if successful, the target takes normal damage, plus HP burn equal to twice its hit dice. If you attack would succeed without the disadvantage, you hit and deal normal damage.
  • Hunter's Eyes – Stance – You gain expertise to perception, as well as the sneak attack ability with +2d6 damage.
  • Rapid Biting – Stance – You gain threaten an area 5 feet greater than normal, and can make two additional attacks of opportunity each round.
  • Viper's Fangs – Strike – You may make up to two melee spell attacks, these attacks deal 2d6 points of piercing damage and 1d8 points of poison damage. Affected targets must make a constitution save or take 1d8 points of poison damage each round for 6 rounds.
    4th
  • Lunging Cobra – Boost – You may make a white serpent strikes and normal attacks as if your reach were 5 feet longer than normal.
  • Shedding Skin – Counter, Reaction – Upon failing any save, you may immediately reroll that save.
    5th
  • Constrictor's Grip – Stance – You gain advantage when making an attack against a foe you struck within the previous round, and reduce the movement speed of foes you strike by 5 feet for 3 rounds.
  • Deadly Bite – Strike – You make a melee spell attack, dealing 2d8 points of piercing damage on a success, and the target takes an extra +1d8 points of necrotic damage from any attack for the next hour.
  • Under the Brush – Stance – You gain advantage to all stealth checks and ignore the effects of rough terrain. You also gain light concealment if you move at least 20 feet in one round.
    6th
  • White Serpent – Stance – You apply your intelligence modifier to your armor class and gain resistance to slashing damage. In addition, all of your attacks inflict +1d4 points of poison damage, which lasts for 3 rounds.
Edit - History - Print - Recent Changes - Search
Page last modified on February 14, 2023, at 12:12 AM