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Serpents Strike

You fight with the deadly grace of a Serpent. Two blades flash like fangs in your hands as you weave across the battlefield in fluid, coiling movements. Every strike carries the promise of venom, and when the moment is right you awaken the great serpent within. In that state your weapons become extensions of a far older and more dangerous predator—swift, relentless, and impossible to escape.

Those who follow this path study the ancient hunting arts of distant lands, learning to move and kill with the same cold precision as the serpent itself.

Twin Fangs

3rd Level

When you select this Martial Archetype you gain the following benefits:

  • Any one-handed melee weapon you wield gains the finesse property for you only.
  • You can dual-wield any two one-handed melee weapons, ignoring the light property requirement. When you engage in two-weapon fighting, you add your Dexterity modifier to the damage of the off-hand attack.
  • Venomous Bite. Once per turn when you hit a creature with a melee weapon attack that has the finesse property (including applied by Twin Fangs), you deal extra poison damage equal to your proficiency bonus. Additionally as part of this Attack action, the target must also succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be poisoned until the end of your next turn.

Coiling Strikes

7th Level

Your body becomes as serpentine and impossible to pin down.

  • While you are dual-wielding melee weapons, your walking speed increases by 10 feet.
  • When you hit the same creature with both a main-hand and an off-hand melee weapon attack in the same turn, you can force the target to make a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, spectral green coils wrap around the target, it takes poison damage equal to your proficiency bonus, and it is restrained until the start of your next turn. A creature restrained by the coils can use its action to make a Strength check against the same DC, freeing itself on a success.

Reawaken

10th Level

At 10th level you can call on the serpent that sleeps within and let it fully awaken inside you.

As a bonus action, you enter a Reawakened state for 1 minute (or until you end it early as a bonus action). While Reawakened you gain the following benefits:

  • +2 bonus to AC
  • Your melee weapon attacks deal an extra 1d8 poison damage
  • When you take the Attack action, you can make one additional attack as part of that action
  • Your walking speed increases by an additional 10 feet

You can use this feature once per short or long rest. (Twice at level 15)

Anguine Tribute

15th Level

Starting at 15th level, your connection to the serpent deepens.

  • You can use Reawaken twice per short or long rest.
  • The extra poison damage from Reawaken increases to 2d8.
  • While Reawakened, whenever you make a critical hit with a melee weapon attack, you can immediately make one additional melee weapon attack against the same target (no action required).

Ouroboros

18th Level

The cycle is complete. The serpent no longer sleeps.

When you use Reawaken, the duration becomes 10 minutes. Additionally, while you are Reawakened:

  • You have resistance to poison damage and advantage on saving throws against being poisoned.
  • Once per turn when you hit a creature with a melee weapon attack, you can choose to forgo the extra poison damage from Reawaken. If you do, the target must succeed on a Constitution saving throw (same DC) or be paralyzed until the end of your next turn.