THE SNAKE CULT DOMAIN
Snakes are a primal fear for most humanoids. These stealthy predators are cold, calculating, cunning and quick-to-kill their prey with a venomous bite or crushing power. They are deadly hunters but also, in their myriad of forms, conquering many biomes, and developing defensive solutions as well as offensive power, they've come to be a symbol of intelligence as well as strength. It is no wonder that in a world of massive and powerful serpents that cults would form to study, venerate and emulate the snake.
Cults of the snake gods, the serpent deities that have existed since primordial times, are in every society whether brazenly worshiped and proselytized or in secret.
The snake, to the snake cult, represents the potential power over life and death itself. It is a tantalizing prospect and, no matter how many times the snake cults are stamped out, they return in one form or another. Clerics of snake cult, snake priests, are exceptional members of their religious orders who rise to the top through knowing the values of patience and ruthlessness. While other members of their cult cower and kowtow, clerics are the ones that make others cower.They seek to control others to promote their own power and, especially, their power over others. If all snake cultists seek to become more like the snake, the snake cleric must be a symbol of serpentine power and, to this end, take great pride in taking measures to resemble the serpent and, through their loyalty, receive serpentine features as gifts.
The snake cultist is feared by most but are capable of altruism, when it suits them, because the serpent holds power over life and death.
While most attributes and gods related to the snake are considered evil, adherents of these cults are more interested in the creature as symbols of power. The "ouroboros" is often a theme in these cults and is an alchemical symbol of infinity. It represents the cycle of birth, life and death and, in the case of the snake cults, renewal. As a snake sheds its skin, only becoming larger and more powerful with each molt, so to does a snake cult and cultist grow over time.
Ambition is everything. That is strength, that is power.
Snake Cult Domain Spells
1st Charm Person, Disguise Self
3rd Pass Without Trace, Suggestion
5th Nondetection, Fear
7th Freedom of Movement, Polymorph
9th Dominate Person, Cloudkill
Twisted Tongue
Starting at 1st level, you become proficient in the Deception skill.
You can also take an action to give yourself advantage on Charisma (Deception) skill checks for 1 hour. You regain this ability after take a short rest.
You also gain the ability to speak with and understand all snakes and serpents. You have advantage on checks to interact with all nonhostile snakes and serpents.
Also, you have advantage on all saving throws against being poisoned and you have resistance against poison damage.
Channel Divinity: Hypnotic Gaze
Starting at 2nd level, you can use your Channel Divinity to force your enemies to become hypnotized by your gaze.
As an action or reaction, you project your penetrating gaze into the mind of a target creature within 30 feet of you that you can see. You cause the creature to make a Wisdom saving throw. If the creature succeeds, nothing happens. If the creature fails, it is charmed for one minute and has disadvantage on attacks against you and your allies until it is either damaged by you or one of your allies. It can also repeat the saving throw at the end of its turns and ends the effects on a successful saving throw.
You have advantage on attacks against all charmed creatures.
Cloak of the Serpent
Your body is protected by ethereal scales as a blessing of the snake gods.
Starting at 6th level, if the damage from any source would reduce you to 0 hit points or less, instead you halve the damage and cannot be reduced to less than 1 hit point until the end of this turn. You regain this ability on a long rest.
You are also immune to being poisoned and have resistance against poison damage and fire damage.
Venomous Ambition
Starting at 8th level, you gain the ability to infuse your weapon strikes with poison or flame- a gift from the serpent gods. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison or fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Over Life and Death
Starting at 17th level, you can use your Channel Divinity to share your serpentine strength and allow your allies to stave off death.
As a reaction, if the damage from any source would reduce an ally that you can see/hear to 0 hit points or less, instead halve the damage and they cannot be reduced to 1 hit point or less until the end of this turn.
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