Ornaments Of The Serpent (3.5e Equipment)

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Author: Zhenra-Khal (talk)
Date Created: 5/19/2017
Status: Complete
Editing: Clarity edits only please
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Ornaments Of The Serpent[edit]

For many generations, this collection of relics has been passed down among shamans who respect snakes and know of their power, both to heal and to harm. When the five pieces are worn together, the wearer is immune to Poison of any sort. When two or more pieces are worn, the wearer has the Scent special ability, and when three or more pieces are worn, the wearer is immune to Fear.


Serpent's Mask[edit]

Serpent's Mask
Price: 50,000 GP
Body Slot: Face/Mask
Caster Level: 15th
Aura: Strong Conjuration
Activation: Use-activated; See text.
Weight: 1 lb.


This wooden mask reminds you vaguely of a dragon, with it's carved scales and two small horns. Carvings of runes in a language you don't recognize covers both the inside and outside of the mask as well. It smells acrid and musky, and when you touch it, you get an overwhelming urge to recoil, lest it bite you. When donned, the mask seems to stick to your skin, and seems to create a crawling sensation, as if the mask itself wear moving. Furthermore, while wearing the mask, your tongue becomes longer, more slender and forked, much like a snake's.

When the mask is donned, the user can, with the same action as drawing a weapon, call forth a ghostly serpent. The serpent slithers out of the mask swiftly, down their shoulder and it coils around their arm, head poised above their head as if to strike the next person you touch. The serpent can be used as a ranged weapon by commanding it to spit a glob of venom as an attack option. The glob of venom is a ranged touch attack with a range increment of 15ft, has a critical profile of 19-20/x2, and it deals 1d4 Poison damage per hit. On a critical hit, the caustic venom takes hold; The target must make a Fortitude save (DC 14) or take 1 point of Constitution damage each round for 2 rounds. The victim is allowed another save each round after the first to avoid the Con damage that round.

The serpent can spit up to 10 such venom projectiles before its venom rounds out. However, as a standard action, the user can fling the ghostly snake (Using the same range increments as the venom globs, but as a thrown weapon), which takes on a vibrant violet glow as they do. If the snake hits, the target takes damage as if struck by a glob of venom, and must make a Fortitude save or be Paralyzed for one round. Targets immune to poison or fear gain a +4 bonus on the saving throw against this paralyzation, and targets immune to both are immune to the paralyzation from this attack, even if not otherwise immune to paralyzation. Once the serpent has been thrown, it takes two full rounds for it to re-form and become available to "draw" as a weapon once more.

Finally, when the mask is worn, you can speak with snakes and serpentine animals as if constantly under the effects of the Speak with Animals spell.

Synergy: For every piece of this set you possess and are wearing, the serpent-weapon gains a cumulative +1 bonus on attack and damage rolls, the save DC increases by 1 and the duration of the weapon's on-crit poison effect increases by 1 round.


Serpent's Crest[edit]

Serpent's Crest
Price: 50,000 GP
Body Slot: /Helmet; See text
Caster Level: 15th
Aura: Strong Conjuration
Weight: 1.5 lbs.


A crown made of vines wrapped in snakeskin, with brilliant red feathers woven into it, this crest gives you a commanding air. It unnerves your enemies, but your allies feel a comfortable presence coiled about them like a protective serpent when they're around you. Your eyes are made very mesmerizing when you wear the crest, similarly to the way a hunter appears to bystanders before they ambush their prey.

While this crest of feathers is worn, you can touch an ally as a standard action; This can be done once every 1d4 rounds. The touched ally is instantly cured of any poison whose saved DC is 14 or less; And they're granted Fast Healing 1 for 5 rounds. Using it on a target already under the effects of the Fast Healing only resets the duration.

As a secondary effect, no reptilian creature with an Intelligence of less than 3 will willingly attack you. Snakelike creatures of any intellect, such as Yuan-Ti or Nagas, must make a DC 14 Will save each time they attempt to directly harm you or be unable to complete the action.

When worn alone, this crest takes up the Helmet slot. However, if you possess the mask, you can merge the crest to the top of the mask, so that both items use the Mask slot. Combining or separating the items is a Standard action that can only be done while the items aren't being worn.

Synergy: For every piece of this set you possess and are wearing, The Fast Healing is increased by 1 and the maximum save DC of poison you can cure, as well as the DC snakelike creatures must make to attack you, are both increased by 1. If you're wearing three or more pieces of the set, the healing can be done at a 60ft range, taking the form of a purple beam originating from your snake-weapon's eyes.


Serpent's Eyes[edit]

Serpent's Eyes
Price: 50,000 GP
Body Slot: Lenses/Goggles; See Text
Caster Level: 15th
Aura: Strong Conjuration
Activation: Standard; See text.
Weight: 0.5 lbs.


These unnerving goggles - Green crystalline lenses held by iron fixtures and attached to what appears to be snakeskin - Let you see more well in the dark, but many find your gaze unsettling.

While these gauntlets are worn, you are granted Darkvision up to 30 feet and low-light vision. Furthermore, you have Blindsense out to 100', but only for the purposes of detecting creatures that are very afraid - Such as under the influence of a Fear effect.

Once per encounter, 2d4+4 rounds after the encounter has begun, you can also hurl a dark orb at any point within Medium range. When it strikes something or reaches the end of its range, the orb explodes outward, creating an 30-foot-radius orb of darkness in which the ghostly mages of many terrifying serpents fly and swirl. The orb has the effect dimming the light within to dim illumination if it was brighter, and all targets within the sphere designated by you must make a DC 14 Will save. If they fail, they are Panicked for 1 round; If they succeed, they're instead Frightened for 1 round. In either case, they move at top speed away from the center of the orb in preference of other actions. Targets that enter (Or re-enter) the orb trigger the saving throw (Again). The orb persists for three rounds. As this is a [Mind-Affecting] [Fear] effect, some creatures will be immune to it, but Undead are not immune to this ability like they are other fear/Mind-Affecting effects. You are your allies are immune to the effects of the orb.

When worn alone, this pair of goggles takes up the Eyes slot. However, if you possess the mask, you can merge the goggles to the eye-slits of the mask, so that both items use the Mask slot. Combining or separating the items is a Standard action that can only be done while the items aren't being worn.

Synergy: For every piece of this set you possess and are wearing, the save DC increases by 1, and the duration of both the fear and the orb itself are increased by 1 round. While wearing more than one piece of this set, you must expend your serpent-weapon to throw the orb, and you cannot re-form it until 1 round after the orb itself has ended.


Serpent's Grasp[edit]

Serpent's Grasp
Price: 50,000 GP
Body Slot: Gloves/Gauntlets; See Text
Caster Level:
Aura: Strong Conjuration, Moderate Transmutation.
Activation: Standard; See text.
Weight: 0.5 lbs


These gauntlets appear to be made from snakeskin, with bright red feathers sewn into the wrist and arms and the talons from a bird of prey sewn into the fingertips. When donned, the skin tightens and the claws lengthen; Causing the gloves to appear to be a part of you rather than .

When worn, you gain the benefits of the Improved Unarmed Strike feat, and you may choose for your unarmed attacks to deal piercing and slashing damage rather than bludgeoning.

Also, as a standard action, you can fill a gourd (Or similar expendable vessel) with venom, and throw it. Doing so cannot be done without the material component of the vessel. The gourd has a 15ft range increment (As a thrown weapon), but you only have to hit a particular square (AC 5). When it strikes a solid surface, it shatters and vanishes into smoke, coating a 20ft radius in venom. Enemies take 1d6 Poison damage each round, With a DC 14 Fort save for half each round. Creatures you designate as allies are instead healed for 2d4 each round. The area of venom lasts for three rounds before vanishing.

When worn alone, this pair of gloves takes up the Gauntlets slot. However, if you possess the mask, you can merge the gloves into the mask's essence, so that both items use the Mask slot. Combining or separating the items is a Standard action that can only be done while the items aren't being worn.

Synergy: For every piece of this set you possess and are wearing, you ignore the material component, but it consumes your serpent-weapon upon creating the gourd of venom. Furthermore, the save DC increases by 1, and the duration of is equal to the number of venom "rounds" left within the serpent at the time, plus one round for every piece of the set you're wearing.


Serpent's Puttees[edit]

Serpent's Puttees
Price: 50,000 GP
Body Slot: Boots; See Text
Caster Level: 15
Aura: Strong Conjuration
Activation: Use-activated; See text.
Weight: 1 lb.

These strips of snakeskin, known as puttees, seem to crawl under your fingertips as you touch them. They have strings of handcarved ritual beads woven in, and seem nearly alive. When donned, they tighten around your lower legs, almost merging with your flesh.

While worn, these puttees grant a +1 Sacred bonus to Reflex saving throws.

Also, as a Swift or Immediate action, you can move up to your land speed in any direction (Ignoring difficult terrain, but not barriers), turning Incorporeal as you do, and remaining Incorporeal until the beginning of your next turn. However, if used as a Swift action, this ability has a 9-round "cooldown" period. If used as an Immediate action, it takes 11 rounds to cool down.

When worn alone, this pair of leg-wraps takes up the Boots slot. However, if you possess the mask, you can merge the puttees into the essence of the mask, so that both items use the Mask slot. Combining or separating the items is a Standard action that can only be done while the items aren't being worn.

Synergy: For every piece of this set you possess and are wearing, the cooldown time is reduced by 1 round, and the Reflex save bonus increases by 1.


Creation[edit]

Prerequisites: Incarnum Enchanting, Serpent's Chosen, creator must be able to bind Soulmelds to the Brow, Crown, Throat and Feet Chakras, and creator must have an Essentia capacity for 4 or higher for each of these Chakras.
Cost to Create (Per piece of set): 25,000 GP, 2,000 EXP, 50 days.



Back to Main Page3.5e HomebrewEquipmentWondrous Items

AuthorZhenra-Khal +
Body SlotFace/Mask +, /Helmet; See text +, Lenses/Goggles; See Text +, Gloves/Gauntlets; See Text + and Boots; See Text +
Cost50,000 GP +
Identifier3.5e Equipment +
RatingUndiscussed +
SummaryA horned mask carved from wood, with engravings of scales and runes. +, A crest of brilliant red feathers, intended to be worn on the head as a headdress. +, A pair of goggles; Green crystalline lenses held by iron fixtures and attached to what appears to be snakeskin. +, A pair of snakeskin gloves, with bright red feathers sewn in at the wrists and talons from a bird of prey at the fingertips. + and A pair of puttees - Strips of cloth used as tribal leggings - That appear to be made from the skin of a reptile, with strings of colorful beads woven in. +
TitleOrnaments Of The Serpent +