Serpentine Soul - a homebrew Sorcerer subclass (2024)

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    Serpentine Soul - a homebrew Sorcerer subclass (19)Serpentine Soul - a homebrew Sorcerer subclass (20)Serpentine Soul - a homebrew Sorcerer subclass (21)Serpentine Soul - a homebrew Sorcerer subclass (22)Serpentine Soul - a homebrew Sorcerer subclass (23)Serpentine Soul - a homebrew Sorcerer subclass (24)

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    Adam Masher

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    About this mod

    Snek sorcerer, inspired by Pathfinder and a bit of Vampire the Masquerade

    Requirements
    Permissions and credits

    Only has features up to level 12, but won't conflict with level unlockers.
    Compatibility Framework is supported.

    Credits:
    AnteMaxx for the icon templates.
    havsglimt for the mod page decor ideas.
    KiderionLykon for the class icon LoRA for SD.

    Installation:

    BG3 Mod Manager

    Your bloodline carries the lingering stain of ancient serpent races that ruled when the world was young. The treacherous and yet hypnotic serpent's blood that flows through you taints your magic with a sinuous and seductive grace.

    Class Spells
    :

    (ones marked with * are homebrew)
    1st level:Awe*, Speak with Animals
    3rd level:Calm Emotions, Lesser Restoration
    5th level:Bestow Curse, Haste
    7th level:Greater Invisibility, Ophidian Aspect*
    9th level:Constricting Coils*, Greater Restoration

    Awe (Action, Enchantment)
    Make a creature more receptive to your words and actions, and gain Advantage on Charisma checks in dialogue for 1 minute. If the creature is hostile (or is attacked while Awed), it is Frightened for 2 turns instead.
    Affects 2 more targets per spell level on upcast.
    Ophidian Aspect (Action, Transmutation)
    Take on more vicious and frightening serpentlike features for 1 minute. Difficult Terrain can't slow you down, you can't be Paralysed, Restrained or knocked Prone, take only half Falling damage, and gain a bonus to Acrobatics, Athletics and Intimidation checks equal to your Proficiency Bonus.

    The number you need to roll a Critical Hit while attacking is reduced by 1.
    Constricting Coils (Action, Concentration, Enchantment)
    Paralyse a creature with suffocating coils for 1 minute. It can't move, act or react, and takes 2d6 Bludgeoning damage on apply and at the end of its turn. Attacks from within 3m are always Critical Hits.


    Progression:


    Level 1:

    • Proficiencies: Simple weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Light armour
    • Flaw: passive selection (list below)
    • Snakeskin:

    Your skin toughens. Opportunity Attacks against you have Disadvantage, and you gain a +1 bonus to AC. This bonus increases by 1 at Sorcerer levels 8 and 15.
    Level 2:

    • Skill proficiency and expertise chosen from the following: Acrobatics, Athletics, Deception, Insight, Perception, Sleight Of Hand, Stealth

    Level 3:

    • Heritage Ability: passive selection (list below)

    Level 5:

    • Heritage Ability

    Level 6:

    • Scheming:
    Your Intelligence increases by 2 (to a maximum of 18).

    You gain a bonus to Deception checks equal to your Intelligence Modifier (minimum of 1). If you have at least 15 Intelligence, you gain a +1 bonus to Spell Save DC.

    Your actions become more effective against weakened* targets.
    While attacking such a target, you gain a bonus to the attack rolls equal to your Intelligence Modifier (minimum of 1), and the number you need to roll a Critical Hit is reduced by 1.
    Whenever you deal damage to such a target, it is increased by your Intelligence Modifier (minimum of 1).

    * - charmed, frightened, poisoned, blinded, restrained, knocked prone, stunned, incapacitated, slowed,
    suffering chest trauma, maimed, dazed or off balance
    .

    Level 7:

    • Heritage Ability

    Level 9:

    • Heritage Ability

    Level 11:

    • Heritage Ability


    Flaws:

    Your exceptionally powerful heritage manifests in a debilitating way. If you take a flaw, your Charisma increases by 1 (to a maximum of 18).
    • Nothing: no penalties, no bonuses.
    • Cold-blooded: You have Disadvantage on Saving Throws against Cold spells. Unless you are Resistant to Cold damage, suffering it causes Hypothermia (blocked reactions, -2 AC and Dexterity Saving Throws, halved Movement speed) for 1 round.
    • Eerie Presence: Something is off about you. You have a penalty to Performance, Persuasion and Deception checks, and a bonus to Intimidation checks. Both values are equal to your Proficiency Bonus.
    • Morbid: You have a penalty to Death and Constitution Saving Throws equal to half of your Proficiency Bonus.
    • Otherworldy: You struggle to understand people. You have Disadvantage on Insight checks, and Advantage on Saving Throws against being Charmed.
    • Shadowbound: You are Vulnerable to Fire and Radiant damage.
    • Torrential Knowledge: You can get overwhelmed by the amount of information your senses catch. You take a -5 penalty to Initiative. This penalty is reduced by half of your Intelligence Modifier (rounded up).


    Heritage Abilities:

    Level 3:

    • Eyes of the Serpent: You gain Darkvision up to a range of 3m. If you already have Darkvision, its range increases by the same amount. You can use Hypnotic Gaze as a bonus action or reaction interrupt on being attacked.
    Hypnotic Gaze (Bonus Action/Reaction, 1 Sorcery Point)
    Immobilize a creature until the end of your next turn. Its peripheral vision is reduced and it has to look at you. You can maintain your Hypnotic Gaze each turn to extend its duration.
    Can be used for free once per Short Rest, and for 1 Sorcery Point afterwards.
    • Obfuscation: Your magic conceals your presence. You can add your Charisma Modifier to Stealth checks, and hide using a bonus action (this gives you both a BA Hide ability, and a toggled passive that changes the basic Hide cost). You also learn Disguise Self and Cloak of Shadows spells.
    • Venomous: You learn Serpent Fang and Envenom abilities. Spells you cast and attacks you make ignore Resistance to Poison damage. At Sorcerer level 6, the venom from Serpent Fang and Envenom bypasses poison immunity of most organic creatures, and you can ignore Immunity to Poison damage of those affected by it.
    Serpent's Fang (Action, 1 Sorcery Point)
    Bite a target, injecting it with stage III
    Serpent Venom for 3 turns. If a target is already affected, it doesn't get to save, and the venom's potency increases by 3 stages.
    Can be used for free once per Short Rest, and for 1 Sorcery Point afterwards.
    Serpent Venom
    Has Disadvantage on Attack Rolls and Ability Checks. Takes 1d6 - 1d12 (dice scales up at levels 5, 10, 16) Poison damage at the end of its turn and suffers additional effects based on the venom's current potency.

    II: Can't take reactions.
    III: Movement speed is halved, has Disadvantage on Dexterity Saving Throws.
    IV: Has Disadvantage on Strength Saving Throws.
    V: Can only take either an action or a bonus action. If the venom is applied again while the creature is at this stage, it takes extra tick damage.


    Can only be cured by Greater Restoration, or a successful Constitution Saving Throw at the end of the victim's turn.
    Envenom (Bonus Action, 1 Sorcery Point)
    Imbue your main hand weapon with magical venom. It retains potency for a number of attacks equal to half of your Sorcerer level, or dries up after 2 minutes.
    Targets must succeed a Constitution Saving Throw or become afflicted with it for 3 turns. If a target is already affected, it doesn't get to save, and the venom's potency increases by a stage.
    • Ophidian Heart: Your hit point maximum increases by 2 for each Sorcerer level. You become Resistant to Poison damage, and gain Advantage on saves against being Poisoned. At Sorcerer level 11, you become Immune to Poison damage and Poisoned condition.
    • Whispered Glimpses: Your heritage blesses you with uncanny insight into others’ presence and motives. You can add your Charisma Modifier to Insight and Perception checks, and add half of that value (rounded up) to Initiative. At Sorcerer level 6, you can no longer be Surprised.

    Level 7:

    • Sorcerer's Extra Attack: Spend 3 Sorcery Points to gain the feature until your next Long Rest. While under the effect, you can make an additional free attack after making an unarmed or weapon attack, or casting a leveled spell. If you gain the Extra Attack feature from more than one class, they don't add together.
    • Serpent's Reflexes: You gain the benefits of Evasion. Missing an attack against you makes the attacker eligible for your Scheming until the end of your turn. At Sorcerer level 11, you gain an additional reaction.

    Level 11:

    • Forked Tongue: You can target 2 creatures with Enchantment spells that would normally only target 1 creature. (Stacks with Twinned metamagic)
    • Slippery Mind: You gain Proficiency in Intelligence, Wisdom and Charisma saves. You have Advantage on Saving Throws to maintain Concentration, and against being Charmed.
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    Serpentine Soul - a homebrew Sorcerer subclass (2024)

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