Ophidian Domain

Serpents are powerful symbols for ancient secrets and hidden knowledge. Long ago, the Earth belonged to the reptiles, and the terrible race of serpentmen lingers in the jungles of Thule to this day. In Thule, ophidian gods are pre-human deities who embody many of the fears of primitive peoples: darkness, forbidden lore, black magic, and death. Set is the only such god that survives in the Age of Man.

1st Level

 * Bonus Proficiency: You are proficient with heavy armor.


 * Master of Venom: You have resistance to poison damage. In addition, you can create poison from materials at hand.  You can create one dose of poison per day, and each dose you create must be used within three days or else it loses its potency (so you can normally have three doses of poison on hand).
 * It takes an action to apply a dose of poison to a weapon (or three pieces of ammunition), and an envenomed weapon remains poisoned for one minute. A creature hit by a weapon coated in your poison must make a Constitution saving throw or take 2d4 poison damage.  At 10th level, this damage increases to 4d4.

2nd Level

 * Charm Reptiles: You can use divine channeling to charm reptilian animals and monsters. As an action, you display your holy symbol and invoke your deity.  Each reptilian creature within 30 feet of you must make a Wisdom save.  If the creature fails its saving throw, it is charmed for 1 minute or until it takes damage.  While it is charmed, it is friendly to you and your allies.  A creature with an Intelligence of 2 or less remains friendly to you after the charm wears off, although if you injure it the effect ends.
 * Reptilian creatures include animals that are reptiles, dragons, reptilian humanoids such as troglodytes and serpentmen, and monsters that are reptilian or part reptile (for example, basilisks, chimeras, medusas, and salamanders).

6th Level

 * Serpent's Eyes:You gain darkvision to a range of 60 feet. If you already have darkvision, the range of your darkvision increases by another 60 feet.

8th Level

 * Poison Strike: You can infuse your weapon strikes with poison. Once per turn when you hit a creature with a weapon attack, you can deal an extra 1d8 poison damage to the target with that attack.
 * At 14th level, this damage increases to 2d8.

17th Level

 * Serpent Shape: You can use your action to magically assume the form of a snake. This functions like the druid's wild shape ability, except that you are limited to the following forms: constrictor snake, giant constrictor snake, poisonous snake, giant poisonous snake, and snake swarm.  You can use this ability twice, then you must rest to regain two more uses of Serpent Shape.