Scaled Sorcerer Origin

Your sinuous movements and the iridescent scales upon your skin hint at the ophidian nature of your magic’s origin. Perhaps you were descended from a medusa, naga, or ancient half-snake race that once dominated the planet’s inhabitants. Maybe one of your ancestors dabbled in alchemy, experimenting with snake toxins to such an extent that venom literally flows through your veins. Either way, you count on your unique physiology and magical prowess for both defense and offense when embroiled in a battle with your enemies.

Ophidian Magic

At 1st level, you learn additional spells when you reach certain levels as detailed below. Each of these spells counts as a sorcerer spell for you (regardless of what spell list it originally came from), but it doesn’t count against the number of sorcerer spells you know.

Sorcerer Level Spells
1st charm person, dissonant whispers
3rd enthrall, hold person
5th hypnotic pattern, water walk
7th compulsion, freedom of movement 9th geas, hold monster

Ophidian Physiology

At 1st level, parts of your skin are covered by a layer of scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. Furthermore, you have resistance to poison.

Slippery Slitherer

Starting at 6th level, as a bonus action, you can spend 1 sorcery point to improve your maneuverability for 1 hour. You gain advantage on Dexterity (Acrobatics) checks to escape a grapple, to avoid being grappled, and to wriggle free of bonds, and on Dexterity (Stealth) checks. As a reaction, you may activate this feature in response to any effect that would cause the grappled or restrained conditions. When you crawl while this feature is in effect, you do not incur any extra cost for each foot of movement.

Express Venom Sac

At 14th level, you gain the ability to produce venom in your body. As an action, you can eject a spray of poison from your mouth in a 15-foot cone. Creatures in the area take 6d6 poison damage and are paralyzed for 1 round. A successful Dexterity save halves the damage, and negates the paralysis. You must finish a short or long rest before you can use this feature again.

Slashing Scales

Beginning at 18th level, you can spend 5 sorcery points as an action to cause your scales to flare up, exposing blade-sharp edges for 10 minutes. Whenever you take damage from a creature that used any body part to harm you, such as an unarmed strike, claw, fang, horn, or tentacle, the creature automatically takes 2d4 points of slashing damage. Any creature that has you in a grapple at the end of its turn also takes this damage.

Section 15: Copyright Notice

Eldryn. © 2021, Publishing; Author: Beth Jones.

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