Mark of the Serpent

Mark of the Serpent

Shadows bearing the Mark of the Serpent are wielders of potent toxins, and the profane gifts of the serpentine gods. Their mark appears to be a snake bite- two small puncture marks, swirling with darkness. Serpents are symbols of gluttony, misfortune, retaliation, blasphemy, and rebirth, and their marked ones embody these aspects.

Serpent Fighter

At Level 1, you are trained in a serpentine fighting style, granting you a number of benefits.

You deal 5 additional toxin damage when you deal toxin damage with attacks or spells.

Once per turn, if you successfully avoid getting hit by an attack after taking the Dodge action, you start your next turn with 1 additional AP.

Reaction attacks you make deal 3 additional damage. When you perform a reaction attack as a Readied Action, you instead deal 7 additional damage, and have a +3 bonus to accuracy with that attack.

Foreign Venoms

At Level 5, you begin forming deadly venoms from your very flesh.

For 2 AP, you can create a small amount of venom on your fingertips. You can coat a weapon or object with it as an interaction, or make an unarmed attack with your hand with the venom still on your fingers for 2 AP. The venom coating is consumed upon a successful hit. Your venom also is effective if ingested.

A creature affected by your venom first takes 2d6 toxin damage, and must succeed a Constitution saving throw, with a DC equal to 8 + OCU, or gain a stack of Venom, and all of the effects tied to that venom level.

If the creature already has all of the statuses above the current venom level, they gain the next one if they fail the save against venom. Venom level 2 and above adds additional damage to hits that apply venom as well, shown on the chart. Venom cannot be cured by time. For every day you go without curing it, it ramps up to the next venom level.

Venom Level

Effect

Venom 1

Poisoned

Venom 2

Poisoned, Exhaustion 1, +1d6+OCU Toxin Damage

Venom 3

Poisoned, Exhaustion 1, +2d6+OCU Toxin Damage

Venom 4

Poisoned, Exhaustion 2, +2d6+OCU Toxin Damage

Venom 5

Poisoned, Exhaustion 2, +3d6+OCU Toxin Damage

Venom 6

Poisoned, Exhaustion 3, +3d6+OCU Toxin Damage

Venom 7

Poisoned, Exhaustion 3, +4d6+OCU Toxin Damage

Venom 8

Poisoned, Exhaustion 4, +4d6+OCU Toxin Damage

Venom 9

Poisoned, Exhaustion 4, +5d6+OCU Toxin Damage

Venom 10

Poisoned, Exhaustion 5, +5d6+OCU Toxin Damage

Additionally, You have a +3 bonus to saves made against poisons, venoms and toxins, and you are immune to your own Venom.

Serpentcoil Blessings

At Level 9, you begin attuning your body to the deeper aspects of the Serpent, granting you some unique benefits.

Serpent's Gluttony

When you use a consumable that must be ingested, such as a potion or healing pellet, any associated dice rolls always roll at least half of their maximum value unless they are a d100.

Serpent's Shift

The Dodge action costs 1 less AP, to a minimum of 1 AP.

Serpent's Vengeance

If you successfully avoid getting hit by an attack after taking the Dodge action, you have a +2 bonus to accuracy with attacks until the end of your next turn.

Serpent's Rebirth

For 6 AP, you can choose to rapidly shed your skin, leaving behind a withered husk. You gain 1 point of Exhaustion, heal 1d6+CON+OCU Vitality, and remove all of the following Conditions from you. Healing from this ability also recovers Wounds.

  • Blinded

  • Burning

  • Deafened

  • Poisoned

  • Shocked

  • Withered

Host of the Coil

At Level 13, your Serpent Mark has thoroughly altered your inner self, which takes the form of many intercoiled serpents.

Creatures hit by your Killing Blow now take 12 additional toxin damage and must make a save against your Venom.

You also heal 4d6+CON+OCU Vitality when you use Serpent's Rebirth, replacing the previous healing effect.

Form Serpents

You can form short-lived serpents, which burst from your flesh, and melt away into a pool of black, steaming blood when they have finished performing their action. Forming a serpent deals 3 damage to you as a wound, and costs 3 AP, and for every additional AP spent on this action, you form an additional serpent. Once formed, you can use them to perform an Interaction with a range of up to 15 feet, or you can use your serpent to make an unarmed melee attack with a range of 15 feet that uses your Occult attribute as the weapon attribute. On hit, the serpent deals 1d6+OCU piercing damage, and the target must make a save against your Venom. If the serpent does not perform an action on the turn you formed it, it melts away.

The Serpent Unleashed

At Level 17, you have become one with the Serpent.

At 10 Stacks of Venom, your Venom now applies the Withered condition.

You also heal 7d6+CON+OCU Vitality when you use Serpent's Rebirth, replacing the previous healing effect.

Form Great Serpent

For 3 AP, you transform into your Serpent Form for a brief moment, and lash out at a target. Transforming into your Serpent Form deals 20 damage to you as a wound. Your Serpent Form takes the shape of a Huge sized Serpent. After you transform, you immediately attack a target within 25 feet of you. This attack is an unarmed melee attack with a range of 25 feet that uses your Occult attribute as the weapon attribute. You lunge at the target, and must move to a space adjacent to the target as a part of this attack. On hit, the you deal 2d10+OCU piercing damage, and 2d10+CON bludgeoning damage, and this attack is automatically coated by your Venom, and creatures gain 3 stacks of Venom on a failed save, rather than 1. After the attack, your serpentine form immediately melts away into a pool of black blood, transforming you back into your humanoid form.