Slitherscale

Slitherscale sorcerers have supernatural serpentine blood in their veins which may come from a yuan-ti ancestor or from a pact with a naga or other serpentine creature or divinity. Some of these sorcerers possess snake-like traits such as forked tongues or have soft scales on their bodies.

Slitherscale Features
Sorcerer LevelFeature
1stSerpentine Magic, Serpent Nature
6thSerpent Strikes
14thVenomous
18thTwisted Motion

Serpentine Magic

1st-level Slitherscale feature

You learn additional spells when you reach certain levels in this class, as shown on the Slitherscale Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Each spell is in the Player’s Handbook, unless it has an asterisk, in which case it is in Xanathar’s Guide to Everything or a dagger, in which case it is linked to the appropriate page.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or a transmutation spell from the druid, sorcerer, or wizard spell list.

Slitherscale Spells
Sorcerer LevelSpells
1stcharm person, ray of sickness
3rdblur, snake charm
5thblinding smite, hypnotic pattern
7thdominate beast, sticks to snakes
9thdominate person, steel wind strike*

If you don’t have access to Xanathar’s Guide to Everything, substitute cloudkill for steel wind strike.

Serpent Nature

1st-level Slitherscale feature

You serpent blood confers you certain advantages, granting you the following benefits:

  • You have damage resistance to poison
  • You make saving throws against poison with advantage.
  • When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
  • You have darkvision up to 60 feet. If you already have darkvision as a racial or lineage trait, extend its range by 30 feet.

In addition, you gain proficiency with simple weapons and two of the following: flails, kukris, light flails, rapiers, sabers, scimitars, shortswords, swordstaffs, whips.

Serpent Strikes

6th-level Slitherscale feature

You can grow long fangs at will. When you hit a target within your unarmed reach with a melee attack, you can make a bite attack against it as a bonus action. On a hit, you deal 1d6 + your Strength modifier piercing damage. Your bite has the finesse and light properties. You can also make a bite attack whenever you could make a weapon attack, but you can only make one attack with it in a turn.

In addition, your unarmored AC increases by half your proficiency bonus (rounded down), and you can use your Charisma instead of your Strength to determine your attack and damage modifier with your bite and simple melee weapons that don’t have the two-handed property, as well as with the weapons you selected through your Serpent Nature feature.

Venomous

14th-level Slitherscale feature

A creature hit by your bite attack must succeed on a Constitution saving throw against your spell save DC or become poisoned for 1 minute. A creature makes a new Constitution saving throw at the end of each of its turns, and on a success, it is no longer poisoned by your bite.

Twisted Motion

18th-level Slitherscale feature

Whenever you infuse one of your sorcerer spells with a Metamagic option, your movement speed increases by 10 feet and when you are hit by a melee attack or fail a Dexterity saving throw, you can use your reaction to increase your AC or saving throw result by 1d6, possibly turning a hit into a miss or a failure into a success.

This benefit lasts until the end of your turn plus a number of rounds equal to the number of sorcery points you spent on the Metamagic option.