User:Doriansword/Serpent Breathing (5e Class)

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Serpent Breathing[edit]

Serpent Breathing is unique in the way that it is almost entirely based on movements allowing the user to weave in and out of combat with ease while taking precarious positions to deal massive damage from unseen places.


Creating a Serpent Breathing user.[edit]

iguro-obanai-3_orig.png


Quick Build

You can make a Serpent Breathing user quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, pick a single one-handed weapon with which to slay demons.

Attribute Bonuses

+2 dex.

Class Features

As a Serpent Breathing user. you gain the following class features.

Hit Points

Hit Dice: 1d(6) per Serpent Breathing user. level
Hit Points at 1st Level: (6) + Constitution modifier
Hit Points at Higher Levels: 1d(6) (or 4) + Constitution modifier per Serpent Breathing user. level after 1st

Proficiencies

Armor: Light.
Weapons: Martial and Simple weapons.
Tools: Flute
Saving Throws: Dexterity and Intelligence.
Skills: Animal Handling, Acrobatics, Survival

Equipment

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

  • One one-handed simple or martial weapon (typically some type of sword), and leather armor

Table: The Serpent Breathing user.

Level Proficiency
Bonus
Features Breathing Points Mantra Points
1st +2 First Form: Rotating Slither, Second Form: Ensnaring Venom Slash 2 0
2nd +2 3 0
3rd +2 Third Form: Viper Bites, Serpent Path 3 0
4th +2 Ability Score Improvement, Mantra 4 1
5th +3 Fourth Form: Sundering Venom, Fang’s Advance, Extra attack 4 1
6th +3 5 1
7th +3 Fifth Form: Serpents Constricting Hold 5 1
8th +3 Ability Score Improvement 6 2
9th +4 Sixth Form: Twin Fanged Slashes 6 2
10th +4 7 2
11th +4 Extra attack (2x), Seventh Form: Swift Bite 7 2
12th +4 Ability Score Improvement 8 3
13th +5 Eighth Form: Poisoning Edge 8 3
14th +5 9 3
15th +5 Serpent in the Grass 9 3
16th +5 Ability Score Improvement 10 4
17th +6 Ninth Form: True Fang Heaven Breaker 10 4
18th +6 11 4
19th +6 Ability Score Improvement 11 4
20th +6 True Serpents Speed, Ultimate Dodge 12 5


Whenever a saving throw is called for the dc will be equal to 10 + the serpent breather’s proficiency modifier + the serpent breather’s dexterity modifier.


First Form: Rotating Slither[edit]

The user swiftly rotates around their target, slithering around either side of them to attack them from behind, this attack is a normal weapon attack however it has advantage and if it manages to land, then the user becomes unable to take attacks of opportunity for the remainder of their turn. Using this form expends the serpent breather’s main action, as well as one breathing point.


Second Fang: Ensnaring Venom Slash[edit]

The user makes one quick slash aimed at the chest or arms of a target, this slash is made as a normal attack roll and does normal weapon damage on hit, as well as an additional 1d6 poison damage on a failed constitution save. Additionally, if this save is failed the victim will be paralyzed for one turn. Using this form expends the serpent breather's main action, as well as one breathing point


Third Form: Viper Bites[edit]

The user thrusts forward with their blade three times dealing minimal damage, but affecting the victim with a poison that causes them to take an additional 1d4 damage from all melee attacks for the next 1d4 turns (multiple uses will refresh the number of turns if the rolled number is higher). Using this form expends the serpent breather’s bonus action, as well as two breathing points.


Serpent Path[edit]

As you learn to emulate the movements of the serpent, stealth and acrobatics alike become normal to you granting the serpent breather expertise in both skills, making feats of acrobatics and stealth easy for one who follows the path of the serpent.


Fourth Form: Sundering venom, Fang’s Advance[edit]

The user begins to climb up an enemy within weapon range’s shoulder’s using their feet and weapon as hooks for leverage as they do so. Doing this requires a dc 15 acrobatics check from the serpent breather, and success allows them to slither across the entirety of their victim slashing their body up to four times before launching themselves up to 10ft away by leaping off of their victim's back. Each of these slashes is rolled as a normal attack that does half the damage, however after the first attack that lands. the creature being slashed’s AC will be reduced by 4 against the serpent breather. Using this form expends the serpent breather's main action, as well as two breathing points.


Fifth Form: Serpents Constricting Hold[edit]

The user dashes into the melee range of an enemy up to 20ft away and attempts to climb up them, forcing a contested dexterity check, on a fail, the creature is unable to resist the user who is able to lock their head between their legs as they slither over the entire surface area of the creature's body, the creature can repeat this contested dexterity check for every turn it is grappled, and the serpent breather can attack the creature with advantage during this time, while attacks against the serpent breather have disadvantage during the duration of the grapple. Using this form expends the serpent breather's main action, half of their movement, as well as three breathing points.


Sixth Form: Twin Fanged Slashes[edit]

The user leaps up to 30ft forward onto the chest of a nearby enemy before making two attacks across the length of their victim's body, these attacks both deal 3d6 slashing damage and are rolled as normal attacks. After the attack is done the user can leap off of the victim's body at whatever angle they'd like landing anywhere within 30ft of the creature. Using this form expends the serpent breather’s main action, all of their movement, as well as three breathing points.


Seventh Form: Swift Bite[edit]

The user lunges forward and strikes at an enemy extending their range by 5ft and dealing an additional 6d8 on their weapon attack. Using this form expends the serpent breather's main action, as well as four breathing points.


Eighth Form: Poisoning Edge[edit]

The user disguises another strike under their weapon attack, however, this hidden slash is poisoned and is only made to graze the enemy, forcing them to make a constitution save against the poison whether the real slash landed or not. If the enemy fails this save they are poisoned for 1d5 rounds. This form can be used alongside another form as long as that form involves a normal weapon attack in some capacity, however, it can only be used after another attack that expends a main action is made. Using this form expends the serpent breather’s bonus action, as well as five breathing points.


Ninth Form: True Fang Heaven Breaker[edit]

The user dashes past an enemy within 65ft of them slithering in a zig-zag pattern as they go before dashing past their victim and launching a slash aimed at the neck as they do, utilizing the sheer power from the momentum they had just built up to deal massive damage. This attack forces the victim to make a dexterity saving throw to dodge, and if successful allows the victim to take half damage. The damage dealt by this slash is 10d6 slashing. Additionally, if this save is failed the victim is paralyzed for two turns. Using this form expends the serpent breather's main action, as well as seven breathing points.


Tenth Form: True Serpents Speed, Ultimate Dodge[edit]

The serpent breather is truly in tune with their body, allowing them to fully manipulate their nimble frame and defend against attacks that have slipped through their defenses with high speed and high maneuverability. Once per turn, the serpent breather can halve the damage of any attack that lands against them.


Ability Score Improvement[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.


Mantra[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 20th level, you gain the ability to breathe deeply and meditate for a short period of time (1 action) regaining 1 breath point for each level of mantra you have unlocked (see class features table).



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