In life, the serpent was a devious, deadly, and poisonous person who betrayed everybody, stole everything they could seize, and used those around them without ever giving anything back. This led the serpent to Hell, and this is what sustains them in the Blind World… yet, it is a poisoned, hollow sustenance, and a serpent’s Journey has only one purpose: to get rid of this sin.

Serpent Companion

At 3rd level, you learn the find familiar spell and you can cast it as a ritual, without using any components. When you cast this spell, you can only choose the poisonous snake form for your familiar. If your familiar is within 100 feet of you and disappears because it drops to 0 hit points, you can use a bonus action in your turn to cause it to reappear in your space without having to cast the spell again. Once you use this feature, you can’t use it again until you finish a long rest.

Ultimate Theft

Starting at 3rd level, when you attack with a weapon that benefits from your Sneak Attack, you can use your reaction to gain a number of hit points equal to the damage you deal. Unfortunately, in doing so you are tainted by your asps’ venom and you become poisoned until the end of your next turn.

Forever Alert

Thanks to your Golden Asps, which are always alert, starting at 9th level, you cannot be surprised while you are conscious. In addition, your asps allow you to make an opportunity attack against a creature even when that creature takes the Disengage action to leave your reach.


Starting at 13th level, you gain an extra reaction you can only use to make an opportunity attack.

In addition, while you hold your Golden Asps, any creature entering your asps’ reach provoke an opportunity attack from you.

Life Stealing

Starting at 17th level, when a creature you can see within 30 feet of you dies, you can use your reaction to drain part of its essence. You roll a number of dice equal to the extra damage dealt by your Sneak Attack, as listed in the Sneak Attack column of the Rogue Table. You restore a number of hit points equal to the total rolled. You can use this feature a number of times equal to half your proficiency bonus (rounded down). You regain all expended uses when you finish a long rest.

Embracing Your Sin

When you make your first attack on your turn, you can spend 2 Hope Points to intensify your asps’ poison. In that turn, every time you deal poison damage to a creature, that creature is poisoned until the end of your next turn.

Section 15: Copyright Notice

Inferno Dante's Guide to Hell, Copyright 2022 Acheron Games Authors Mauro Longo, Rico Sirignano e Simone Formicola (Two Little Mice) and Thomas Mazzantini

This is not the complete section 15 entry - see the full license for this page