SIGNING IN

Punti Ferita

Dadi Vita 1d8 per livello

Competenze

STR , DEX

Caratteristiche di Classe

Livello 1

Viper Style
Focus of Caduceus

Livello 10

Archetype Feature

Livello 11

Ambidextrous Fighter

Livello 12

Ability Score Improvement

Livello 13

Serpent's Ire

Livello 14

Archetype Feature

Livello 15

Stalwart Hunter

Livello 16

Ability Score Improvement

Livello 17

Rattling Coil

Livello 18

Reawaken

Livello 19

Ability Score Improvement

Livello 2

Flow of the Viper
Viper Stance

Livello 20

Serpent's Legacy

Livello 3

Serpentine Inspiration

Livello 4

Ability Score Improvement

Livello 5

Extra Attack

Livello 6

Archetype Feature

Livello 7

Swiftscaled

Livello 8

Ability Score Improvement

Livello 9

Serpentine Aspect
Evasion

Competenze

Armor

light

Weapons

simple

martial

Skills

Equipaggiamento Iniziale

(a) a katana
a decorative scabbard for your katana

Caratteristiche di Classe

Viper Style (Level 1)

Beginning at 1st level, you've learned to fight adeptly with two weapons. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You can draw or stow two one-handed light weapons when you would normally be able to draw or stow only one.

Additionally, you trained to be fleet of foot in the dire situations. Your movement speed is increased by 5ft. and when you disengage from an enemy you are unaffected by difficult terrain. At 9th level, your movement speed is increased by an additional 5ft. and you gain the ability to move along vertical surfaces and on your turn without falling during the move.

Focus of Caduceus (Level 1)

Also beginning at 1st level, you have learned to dull your pain through intense focus. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your viper level.

You may use this feature a number of times equal to your proficiency bonus, uses of this feature are refreshed when you complete a long rest.

Flow of the Viper (Level 2)

At 2nd level, when you make a melee weapon attack you gain one charge of flow. You may spend charges of flow to replace attacks with a viper strikes instead. Some viper strikes require creatures to make saving throws. The DC is calculated as:

Viper Strike save DC

When you make a viper strike attack, you do not gain a charge of flow. There is no limit to the number of attacks you may replace in a turn. You may have a maximum number of charges of flow equal to your proficiency bonus. Viper Strikes are detailed at the end of the subclass description.

Viper strikes which do not replace attacks or are usable on hit will have their use requirement specified in their description.

Viper Stance (Level 2)

Also at 2nd level, you have developed a customized grip attachment which allows you to combine two one handed, light, finesse weapons into a single dual bladed staff called a Viper Staff. The Viper Staff is a two handed, light, finesse weapon. When applying damage you decide the damage type between the two weapons used to create the staff and deal any additional effects or bonus damage associated with that weapon. Attacks made with the viper staff deal bonus damage equal to your proficiency bonus. While wielding the viper staff you may use a bonus action to misdirect your target, gaining advantage on your next weapon attack until the end of your turn.

As a bonus action you may enter or exit your viper stance, some viper strikes may switch your viper stance as well.

Serpentine Inspiration (Level 3)

Beginning at 3rd level, you choose a Serpentine Inspiration you express with your viper skills: Vidraal Bane, Bloody Maw, or Serpent Shaman. Your archetype choice grants you features at 3rd level and then again at 6th, 10th, and 14th level.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Archetype Feature (Level 6)

At 6th level, you gain a feature granted by your Serpentine Inspiration.

Swiftscaled (Level 7)

Beginning at 7th level, battle offers you a rush of adrenaline to push beyond your limits. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Serpentine Aspect (Level 9)

Beginning at 9th level, your fighting style has allowed you to expand your skills beyond battle. You gain proficiency in the sleight of hand and stealth skills. If you are already proficient in these skills, you gain expertise in these skills.

Evasion (Level 9)

Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Archetype Feature (Level 10)

At 10th level, you gain a feature granted by your Serpentine Inspiration.

Ambidextrous Fighter (Level 11)

Beginning at 11th level, you have learned to fight as efficiently with your off hand as you do your main hand. You gain a second bonus action you may use on your turn. You may only use this bonus action to make a melee weapon attack with your off hand weapon or to gain advantage on your attacks while wielding the viper staff.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Serpent's Ire (Level 13)

Beginning at 13th level, when you use one of your viper strikes that has a cost of more than 1 flow charge, you recover half the number of spent flow charges, rounded down.

Archetype Feature (Level 14)

At 14th level, you gain a feature granted by your Serpentine Inspiration.

Stalwart Hunter (Level 15)

Beginning at 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Rattling Coil (Level 17)

Beginning at 17th level, when you roll initiative you instantly gain 2 flow charges and you cannot be surprised.

Reawaken (Level 18)

At 18th level, you are able to transcend your natural limits. As an action you cast the Haste spell on yourself and have advantage on Constitution saving throws for the spell's duration. You may cast the spell once in this way. Use of this feature refresh when you complete a long rest.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Serpent's Legacy (Level 20)

At 20th level, when you use Reawaken, you may cast the Haste spell as a bonus action instead. Additionally, your concentration cannot be broken on the Haste spell.

Multiclasse

Requisiti Multiclasse

{"dex":13}

Competenze Ottenute

Armor light
Skills Choose Scegli 1 da Acrobatics, Animal Handling, Athletics, Insight, Nature, Stealth, Survival
Weapons simple , martial

Sottoclassi

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You learn an additional druid cantrip of your choice at 10th level."],"name":"Cantrips","type":"entries"},{"entries":["The Serpent Shaman Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.","For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot."],"name":"Spell Slots","type":"entries"},{"entries":["You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your half your viper level rounded down (minimum of one spell). 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In addition, you use your Charisma modifier when setting the saving throw DC for a Red Mage spell you cast and when making an attack roll with one.",{"attributes":["wis"],"name":"Spell","type":"abilityDc"},{"attributes":["wis"],"name":"Spell","type":"abilityAttackMod"}],"name":"Spellcasting Ability","type":"entries"}],"level":3,"name":"Spellcasting","page":119,"source":"FFXIV","subclassShortName":"Serpent Shaman","subclassSource":"FFXIV","type":"entries"},{"__prop":"subclassFeature","className":"Viper","classSource":"FFXIV","entries":["{@i 3rd-level Serpent Shaman feature}","Beginning at 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. 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If you attempt to bond with a third weapon, you must break the bond with one of the other two."],"level":3,"name":"Blessing of the Serpent","page":119,"source":"FFXIV","subclassShortName":"Serpent Shaman","subclassSource":"FFXIV","type":"entries"}],"level":3,"name":"Serpent Shaman","page":119,"source":"FFXIV","subclassShortName":"Serpent Shaman","subclassSource":"FFXIV","type":"entries"}],[{"__prop":"subclassFeature","className":"Viper","classSource":"FFXIV","entries":[{"__prop":"subclassFeature","className":"Viper","classSource":"FFXIV","entries":["{@i 6th-level Serpent Shaman feature}","Beginning at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action."],"header":2,"level":6,"name":"Serpentine Weaving","page":119,"source":"FFXIV","subclassShortName":"Serpent Shaman","subclassSource":"FFXIV","type":"entries"}],"header":2,"level":6,"subclassShortName":"Serpent Shaman","subclassSource":"FFXIV","type":"entries"}],[{"__prop":"subclassFeature","className":"Viper","classSource":"FFXIV","entries":[{"__prop":"subclassFeature","className":"Viper","classSource":"FFXIV","entries":["{@i 10th-level Serpent Shaman feature}","Beginning at 10th level, as an attack you may throw one of your bonded weapons at a target creature or location within 20ft. of you to make a ranged weapon attack with the weapon. You may target a creature or location up to 40ft. away from you but make the attack with disadvantage.","After throwing the weapon you may use your bonus action to teleport to the location of your weapon. You may do this once. Uses of this feature are recovered when you complete a short or long rest."],"header":2,"level":10,"name":"Slithering Strike","page":119,"source":"FFXIV","subclassShortName":"Serpent Shaman","subclassSource":"FFXIV","type":"entries"}],"header":2,"level":10,"subclassShortName":"Serpent Shaman","subclassSource":"FFXIV","type":"entries"}],[{"__prop":"subclassFeature","className":"Viper","classSource":"FFXIV","entries":[{"__prop":"subclassFeature","className":"Viper","classSource":"FFXIV","entries":["{@i 14th-level Serpent Shaman feature}","Beginning at 14th level, your weapon attacks deal bonus damage equal to your Wisdom ability modifier."],"header":2,"level":14,"name":"Nature's Sting","page":119,"source":"FFXIV","subclassShortName":"Serpent Shaman","subclassSource":"FFXIV","type":"entries"}],"header":2,"level":14,"subclassShortName":"Serpent Shaman","subclassSource":"FFXIV","type":"entries"}]],"subclassSpells":["Control Flames|XGE","Create Bonfire|XGE","Druidcraft","Frostbite|XGE","Guidance","Gust|XGE","Infestation|XGE","Magic Stone|XGE","Mending","Mold Earth|XGE","Poison Spray","Primal Savagery|XGE","Produce Flame","Resistance","Shape Water|XGE","Shillelagh","Thorn Whip","Thunderclap|XGE","Aero|FFXIV","Bio|FFXIV","Fire|FFXIV","Stone|FFXIV","Thunder|FFXIV","Aerora (Aero II)|FFXIV","Biora (Bio II)|FFXIV","Cure|FFXIV","Fira (Fire II)|FFXIV","Stonra (Stone II)|FFXIV","Thundara (Thunder II)|FFXIV","Watera (Water II)|FFXIV","Cura (Medica)|FFXIV","Refresh|FFXIV","Curada (Cure II)|FFXIV","Firaga (Fire III)|FFXIV","Stonga (Stone III)|FFXIV","Thundaga (Thunder III)|FFXIV","Waterga (Water III)|FFXIV","Esuna|FFXIV","En-Element|FFXIV","Bar-Element|FFXIV","Curaga (Cure III)|FFXIV","Aeroga (Aero III)|FFXIV","druidcraft|xphb","guidance|xphb","mending|xphb","poison spray|xphb","produce flame|xphb","resistance|xphb","shillelagh|xphb","thorn whip|xphb"],"subclassTableGroups":[{"colLabels":["{@filter Cantrips Known|spells|level=0|subclass=Viper: Serpent Shaman (FFXIV5E)}","{@filter Prepared Spells|spells|subclass=Viper: Serpent Shaman (FFXIV5E)}"],"rows":[[0,0],[0,0],[2,3],[2,4],[2,4],[2,4],[2,5],[2,6],[2,6],[2,7],[2,8],[2,8],[2,9],[2,10],[2,10],[2,11],[2,11],[2,11],[2,12],[2,13]],"subclasses":[{"name":"Serpent Shaman","source":"FFXIV"}]},{"colLabels":["{@filter 1st|spells|level=1|subclass=Viper: Serpent Shaman (FFXIV5E)}","{@filter 2nd|spells|level=2|subclass=Viper: Serpent Shaman (FFXIV5E)}","{@filter 3rd|spells|level=3|subclass=Viper: Serpent Shaman (FFXIV5E)}","{@filter 4th|spells|level=4|subclass=Viper: Serpent Shaman (FFXIV5E)}"],"rowsSpellProgression":[[0,0,0,0],[0,0,0,0],[2,0,0,0],[3,0,0,0],[3,0,0,0],[3,0,0,0],[4,2,0,0],[4,2,0,0],[4,2,0,0],[4,3,0,0],[4,3,0,0],[4,3,0,0],[4,3,2,0],[4,3,2,0],[4,3,2,0],[4,3,3,0],[4,3,3,0],[4,3,3,0],[4,3,3,1],[4,3,3,1]],"subclasses":[{"name":"Serpent Shaman","source":"FFXIV"}],"title":"Spell Slots per Spell Level"}]},{"__prop":"subclass","_fMisc":[],"_fSources":"FFXIV","_isStandardSource":true,"className":"Viper","classSource":"FFXIV","name":"Vidraal Bane","page":117,"shortName":"Vidraal Bane","source":"FFXIV","subclassFeatures":[[{"__prop":"subclassFeature","className":"Viper","classSource":"FFXIV","entries":["In the homeland, the art of the viper was born out of necessity to combat powerful, supernatural beasts known as Tural Vidraal, beasts who've mutated into monsters equal parts deadly and cunning. 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The poison stays active for 1 minute after application or until it is successfully applied to a creature.",{"caption":"Viper Poisons","colLabels":["Poison","Effect"],"colStyles":["col-2 text-center","col-8 text-center"],"rows":[["Gorgon's Kiss","The creature's movement speed is halved for 1 minute and cannot make attacks of opportunity"],["Viper's Fang","The creature gains the Poisoned status condition for 1 minute and takes 2d8 poison damage."],["Shaaloni Sunset","The creature falls asleep for 1 minute or until it takes damage or if another creature takes an action to shake it awake."],["Twilight in Tural","The creature is blinded for 1 minute."]],"type":"table"},"When struck with a poisoned weapon the target creature must make a Constitution saving throw against your Noxious Gash save DC calculated as:",{"attributes":["wis"],"name":"Noxious Gash save DC","text":"8 + your proficiency bonus + your","type":"abilityGeneric"},"A poisoned creature repeats their saving throw at the end of their turn. On a successful saving throw the creature is unaffected by the poison."],"level":3,"name":"Noxious Gash","page":119,"source":"FFXIV","subclassShortName":"Vidraal Bane","subclassSource":"FFXIV","type":"entries"}],"level":3,"name":"Vidraal Bane","page":146,"source":"FFXIV","subclassShortName":"Vidraal Bane","subclassSource":"FFXIV","type":"entries"}],[{"__prop":"subclassFeature","className":"Viper","classSource":"FFXIV","entries":[{"__prop":"subclassFeature","className":"Viper","classSource":"FFXIV","entries":["{@i 6th-level Vidraal Bane feature}","Beginning at 6th level, you gain proficiency in the survival skill, or if you already have proficiency in the skill you gain expertise instead. You have advantage when making Wisdom (Survival) checks when tracking creatures or searching for signs of a specific creature known to you in the area."],"header":2,"level":6,"name":"Master Tracker","page":119,"source":"FFXIV","subclassShortName":"Vidraal Bane","subclassSource":"FFXIV","type":"entries"}],"header":2,"level":6,"subclassShortName":"Vidraal Bane","subclassSource":"FFXIV","type":"entries"}],[{"__prop":"subclassFeature","className":"Viper","classSource":"FFXIV","entries":[{"__prop":"subclassFeature","className":"Viper","classSource":"FFXIV","entries":["{@i 10th-level Vidraal Bane feature}","Beginning at 10th level, when a creature resists the effect of one of your viper poisons, the next time they make a save against one of your poison effects, their saving throw has a -1 penalty. Each time the creature resists the effect of your poison this penalty increases by 1 until it your poison's effect is successfully applied up to a maximum penalty equal to your wisdom modifier.","Additionally, a weapon which has had poison applied to it deals bonus poison damage equal to your Wisdom ability modifier for 1 minute. The weapon will continue to deal bonus damage for the full 1 minute, even after successfully applying the poison to a target unless a new poison is applied."],"header":2,"level":10,"name":"Toxic Shock","page":119,"source":"FFXIV","subclassShortName":"Vidraal Bane","subclassSource":"FFXIV","type":"entries"}],"header":2,"level":10,"subclassShortName":"Vidraal Bane","subclassSource":"FFXIV","type":"entries"}],[{"__prop":"subclassFeature","className":"Viper","classSource":"FFXIV","entries":[{"__prop":"subclassFeature","className":"Viper","classSource":"FFXIV","entries":["{@i 14th-level Vidraal Bane feature}","Beginning at 14th level, when you make a melee weapon attack against a poisoned creature, your attacks score a critical hit on die result 19 or 20."],"header":2,"level":14,"name":"Serpent's Kiss","page":119,"source":"FFXIV","subclassShortName":"Vidraal Bane","subclassSource":"FFXIV","type":"entries"}],"header":2,"level":14,"subclassShortName":"Vidraal Bane","subclassSource":"FFXIV","type":"entries"}]]}]">
Bloody Maw
FFXIV
Serpent Shaman
FFXIV
Vidraal Bane
FFXIV

Caratteristiche Sottoclasse

Bloody Maw

Bloody Maw (Level 3)

Battle hardened vipers who have chosen to focus on perfecting their swordmanship have decided to turn from the tools of subtlety and aim to pressure their foes with an ceaseless flow of attacks and slippery defense.

Tenacious Onslaught

3rd-level Bloody Maw feature

Beginning at 3rd level, when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.

Masterful Movement (Level 6)

6th-level Bloody Maw feature

Beginning at 6th level, as a bonus action you may sharpen your focus on your movement gaining advantage on any Athletics or Acrobatics checks and adding your Wisdom ability modifier to the die result.

Sidewinding Strike (Level 10)

10th-level Bloody Maw feature

Beginning at 10th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. This follow up attack does not generate a charge of flow.

Deadly Precision (Level 14)

14th-level Bloody Maw feature

Beginning at 14th level, when you make a weapon attack you gain a bonus to your attack rolls equal to the number of flow charges you have.

Serpent Shaman

Serpent Shaman (Level 3)

Serpent Shamans are masters of stealth and infiltration. Having mastered the ability to hide their presence, they have no issue in finding their way through any door or around any guard. Though rarely regarded as the source of a problem, Serpent Shamans are notorious for the chaos they can cause when left alone behind enemy lines.

Spellcasting

Cantrips

You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.

Spell Slots

The Serpent Shaman Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

Preparing and Casting Spells.

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your half your viper level rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Red Mage spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Red Mage spell you cast and when making an attack roll with one.

Spell
Spell

Blessing of the Serpent

3rd-level Serpent Shaman feature

Beginning at 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Serpentine Weaving (Level 6)

6th-level Serpent Shaman feature

Beginning at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Slithering Strike (Level 10)

10th-level Serpent Shaman feature

Beginning at 10th level, as an attack you may throw one of your bonded weapons at a target creature or location within 20ft. of you to make a ranged weapon attack with the weapon. You may target a creature or location up to 40ft. away from you but make the attack with disadvantage.

After throwing the weapon you may use your bonus action to teleport to the location of your weapon. You may do this once. Uses of this feature are recovered when you complete a short or long rest.

Nature's Sting (Level 14)

14th-level Serpent Shaman feature

Beginning at 14th level, your weapon attacks deal bonus damage equal to your Wisdom ability modifier.

Vidraal Bane

Vidraal Bane (Level 3)

In the homeland, the art of the viper was born out of necessity to combat powerful, supernatural beasts known as Tural Vidraal, beasts who've mutated into monsters equal parts deadly and cunning. The vidraal bane vipers are experts at slaying foes far larger than themselves and employ peerless bladework and cunning poisons to slay their foes.

Noxious Gash

3rd-level Vidraal Bane feature

Beginning at 3rd level, you have learned how to concoct viper poisons using local ingredients. When you complete a short or long rest you complete a number of poison vials equal to your proficiency bonus. Poison vials you have created prior to completing a short or long rest become impotent when you create a new batch.

As a bonus action, you can apply one of the vials to a weapon or three pieces of ammunition. When you apply the poison you select one of the Viper Poisons below. The poison stays active for 1 minute after application or until it is successfully applied to a creature.

Viper Poisons
PoisonEffect

Gorgon's Kiss

The creature's movement speed is halved for 1 minute and cannot make attacks of opportunity

Viper's Fang

The creature gains the Poisoned status condition for 1 minute and takes 2d8 poison damage.

Shaaloni Sunset

The creature falls asleep for 1 minute or until it takes damage or if another creature takes an action to shake it awake.

Twilight in Tural

The creature is blinded for 1 minute.

When struck with a poisoned weapon the target creature must make a Constitution saving throw against your Noxious Gash save DC calculated as:

Noxious Gash save DC

A poisoned creature repeats their saving throw at the end of their turn. On a successful saving throw the creature is unaffected by the poison.

Master Tracker (Level 6)

6th-level Vidraal Bane feature

Beginning at 6th level, you gain proficiency in the survival skill, or if you already have proficiency in the skill you gain expertise instead. You have advantage when making Wisdom (Survival) checks when tracking creatures or searching for signs of a specific creature known to you in the area.

Toxic Shock (Level 10)

10th-level Vidraal Bane feature

Beginning at 10th level, when a creature resists the effect of one of your viper poisons, the next time they make a save against one of your poison effects, their saving throw has a -1 penalty. Each time the creature resists the effect of your poison this penalty increases by 1 until it your poison's effect is successfully applied up to a maximum penalty equal to your wisdom modifier.

Additionally, a weapon which has had poison applied to it deals bonus poison damage equal to your Wisdom ability modifier for 1 minute. The weapon will continue to deal bonus damage for the full 1 minute, even after successfully applying the poison to a target unless a new poison is applied.

Serpent's Kiss (Level 14)

14th-level Vidraal Bane feature

Beginning at 14th level, when you make a melee weapon attack against a poisoned creature, your attacks score a critical hit on die result 19 or 20.