Serpentine (5e Class)

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uses

Serpentine[edit]

Serpentine[edit]

A tall, lanky elf with extremely pale, scaly skin and sunken eyes sits in a large throne at the end of an inimical hall, the hostile architecture resembles those of snakes and serpents. In chambers up and down the spire, there are swarms of snakes. The elf slowly stands, opening his eyes. They are pure pools of orange, with sharp black lines going down the middle. He grins, showing off his long fangs and hissing his pitch-black forked tongue.

Viper with Conviction[edit]

A Serpentine is anybody with an affinity for the serpentine side of them. Serpentines are experts of deception and stealth, slippery in social confrontations, and ready to strike at any opportune moment. Every Serpentine has a serpent animal companion, like a barbarian and his axe, the snake is the man's weapon, and the two are one. Serpentines adventure for multitudes of reasons whether it be to further the understanding of what they are, or spread their religion. Their motives are never clear, but are always well-defined within the confines of the Serpentine's mind


Creating a Serpentine[edit]


Quick Build

You can make a Serpentine quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan background. Third, choose One-handed light weapon proficiencies and starting equipment, Light armor, Deception, Persuasion, and Sleight of Hand

Class Features

As a Serpentine you gain the following class features.

Hit Points

Set parameter to Hit Dice per level, e.g. 1d10

Proficiencies

Armor: Light armor
Weapons: Light Weapons, Whips
Tools: Herbalism Kit, Healer's Kit, Thieve's Tools
Saving Throws: Charisma, Dexterity
Skills: Choose 3 from Survival, Nature, Medicine, Acrobatics, Sleight of Hand, Deception, Persuasion, Performance, and Animal Handling

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) or (b) Leather Armor or (c) A Herbalism Kit
  • (a) A Dagger or (b) A Whip
  • (a) A Priest's Pack or (b) A Dungeoneer's Pack

Table: The Serpentine

Level Proficiency
Bonus
Features
1st +2
2nd +2 <!-Class Feature2->
3rd +2
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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