TEXT:  
   
  
   
  1 
   
  Secrets of the Scaled Ones: Serpentine Spells
  Throughout recorded history, the humans of Faerûn have 
  feared the Scaled Ones—those sentient snake and lizard 
  races whose cultures, magic, weapons, cities, and visible 
  accomplishments parallel those of the dominant races 
  today. Fireside terror tales tell of slithering death, 
  unblinking eyes, and fangs in the night, and a few even 
  hint at the serpentfolks’ fell plans to enslave all other 
  races and breed them like cattle. Some people scoff at such 
  “darkshadow talk,” but the wisest sages warn that these 
  fears have a solid foundation. Some few even claim that 
  it’s too late to be afraid because undercover enslavement 
  already exists in many of Faerûn’s proudest cities. 
   From the abominable yuan-ti to the inhuman lizardfolk, 
  many are the scaled races who rival humanoids in various 
  parts of the Realms. Nagas, pterafolk, ophidians, asabi, 
  troglodytes, and the myserious sarrukh-- the scaled 
  creator race said to be the progenitor of the others-- are 
  all rumored to be at work behind the scenes of sinister 
  events in Faerun.  
   Many spells in common use today were once exclusively 
  associated with serpentfolk or scalykind. In ancient times, 
  the magical research of the sarrukh empires resulted in 
  major contributions to the development of magic in 
  Faerûn. Perhaps the greatest were the Nether Scrolls, the 
  results of 
  sarrukh 
  efforts to 
  compile, 
  deconstruct, 
  and extrapolate 
  the magic gleaned 
  from the savages that inhabited most of Faerûn during the 
  early days of the sarrukh empires. Penned based on this 
  research long after these empires had fallen, these scrolls 
  remain an invaluable reference today. 
   The sarrukh also made great strides in transmutation 
  magic, discovering techniques to permanently transform a 
  creature’s physical body and also grant it new 
  extraordinary and supernatural abilities. These eldritch 
  metamorphoses were so complete that the changes were 
  passed on to the next generation when the altered 
  creatures bred with members of their original races. 
  Eventually, the sarrukh found a way to imbue themselves 
  with the ability to use this magic at will. Many of the 
  scalyfolk still inhabiting the Realms today are the result of 
  such experimentation.  
   In your campaign, such reptilian humanoids may be the 
  shadowy villains manipulating events, just as described in 
  the rumors traded by merchants and adventurers on the 
  Sword Coast. Or players may be using Volo's Guide to 
  Monsters to play Scaled Ones such as lizardfolk or yuan-ti 
  as heroes. In either case, unique magic spells can be a 
  great way to make these beings distinctive. The spells 
  described in this document are still exclusively (or nearly 
  so) associated with the Scaled Ones. At the end, a new 
  monster is described, another rumored creation of the 
  sarrukh, the lycanthropic wereserpents.  
   
   
  This work contains material that is copyright Wizards of 
  the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for 
  Dungeon Masters Guild. 
  All other original material in this work is copyright 2016 by 
  Jeremy Forbing and published under the Community 
  Content Agreement for Dungeon Masters Guild. All art from 
  the public domain, or as provided by Wizards of the Coast 
  for DM's Guild use with permission.  
   
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  2 
   
  New Spells 
  These new spells supplement those in the Player’s 
  Handbook or the D&D Basic Rules. Per the spell lists below, 
  the spells detailed in this document can be cast by many of 
  the existing classes. After each spell, its school of magic is 
  listed in parentheses, as is whether it can be cast as a 
  ritual. 
  Artificer Spells 
  create poison (transmutation, ritual) 
  lesser water to poison (transmutation) 
  Bard Spells 
  create poison (transmutation, ritual) 
  lesser water to poison (transmutation) 
  greater water to poison (transmutation) 
  vipergout (conjuration)  
  Cleric Spells 
  create poison (transmutation, ritual) 
  lesser water to poison (transmutation) 
  greater water to poison (transmutation) 
  Druid Spells 
  create poison (transmutation, ritual)  
  razorscales (transmutation)  
  handfang (transmutation) 
  fang trap (abjuration)  
  lesser water to poison (transmutation) 
  serpent arrows (transmutation) 
  venom bolt (evocation) 
  greater water to poison (transmutation)  
  whirl of fangs (evocation)  
  vipergout (conjuration)  
  Ranger Spells 
  create poison (transmutation, ritual)* 
  razorscales (transmutation)  
  lesser water to poison (transmutation) 
  greater water to poison (transmutation) 
  Sorcerer Spells 
  razorscales (transmutation)  
  handfang (transmutation) 
  lesser water to poison (transmutation) 
  venom bolt (evocation) 
  greater water to poison (transmutation)  
  vipergout (conjuration)  
  Warlock Spells 
  create poison (transmutation, ritual)  
  handfang (transmutation) 
  lesser water to poison (transmutation) 
  serpent arrows (transmutation) 
  greater water to poison (transmutation)  
  whirl of fangs (evocation)  
  vipergout (conjuration)  
  Wizard Spells 
  create poison (transmutation, ritual)  
  handfang (transmutation) 
  fang trap (abjuration)  
  lesser water to poison (transmutation) 
  serpent arrows (transmutation) 
  venom bolt (evocation) 
  greater water to 
  poison 
  (transmutation)  
  vipergout 
  (conjuration)  
  
   
   
  3 
   
  Create Poison 
  1st-level transmutation (ritual) 
  Casting Time: 1 action 
  Range: Self (one vessel on your person) 
  Components: V, S, M (a small bottle or other container 
  that can hold a draught of water) 
  Duration: Instantaneous 
  You use some combination of scavenged substances, 
  focused meditation, and magic to transform the water in a 
  container you have on your person into a one dose of 
  improvised poison. This dose can be applied to one 
  weapon, up to three pieces of ammunition, or up to three 
  separate portions of food or drink. Once applied, the 
  poison retains potency until someone must roll a saving 
  throw against it, or for 1 minute, 
  after which point it dries or 
  dissolves. If a creature is struck with 
  the poisoned weapon or 
  ammunition, or if it ingests the 
  poisoned food or drink, it must 
  make a Constitution save or be 
  poisoned for 1 minute and take 1d8 
  poison damage, or 2d8 if the poison 
  is ingested). Creatures that succeed 
  on their save take half damage, but 
  suffer no other effects. 
   
  A poison you create can only be 
  used by you, and has no value if you 
  try to sell it. If you cast this spell 
  again, any doses of poison you have 
  previously created with this spell 
  instantly become water again. 
  Otherwise, poison doses created 
  with this spell retain their potency 
  until the next time you finish a long 
  rest, at which point they return to 
  being water. 
   
  At Higher Levels. When you cast 
  this spell using a spell slot of 3rd 
  level or higher, you create one 
  additional dose of poison for every 
  two levels above 1st. When you cast 
  this spell using a spell slot of 4th 
  level or higher, the poison gains an 
  extra effect: if a creature fails the 
  saving throw by 5 or more, its 
  Constitution score is reduced by 
  1d4.  
  Fang Trap 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a rare 
  serpent fang worth at least 100 gp, 
  which the spell consumes) 
  Duration: Until dispelled or 
  triggered 
  You create a magical trap that takes the form of massive 
  poisonous fangs when activated. When you cast this spell, 
  you create a magical trap tied to a surface (such as a table 
  or a section of floor or wall) or an object that can be closed 
  (such as a book, a scroll, or a treasure chest). While casting 
  this spell, you physically trace the area of the surface or 
  the outline of the object to be trapped. If you choose a 
  surface, the area of the surface can be no larger than 20 
  feet in diameter. If you choose an object, that object must 
  remain in its place; if the object is moved more than 20 
  feet from where you cast this spell, the spell ends without 
  being triggered. 
   You decide what triggers the trap when you cast the 
  spell. For fang traps placed on a surface, the most typical 
  triggers include touching or standing on the trapped 
  
   
   
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  surface, removing another object covering the surface, or 
  approaching within a certain distance of the surface area. 
  For fang traps inscribed within an object, the most 
  common triggers include opening that object, approaching 
  within a certain distance of the object, or manipulating the 
  object in a pre-described way. Once a fang trap is 
  triggered, this spell ends. 
   You can further refine the trigger so the spell activates 
  only under certain circumstances or according to physical 
  characteristics (such as height or weight), creature kind 
  (for example, the ward could be set to affect aberrations 
  or drow), or according to whether or not the creature has 
  immunity to poison damage or the poisoned condition. 
  Unlike a glyph of warding, it can’t be made to activate on 
  the basis of alignment. You can also set conditions for 
  creatures that don’t trigger the fang trap, such as those 
  who say a certain password. You are unable to trigger the 
  fang trap yourself. 
   Any creature that sees you cast this spell knows the 
  exact area affected, and immediately makes an 
  Intelligence (Arcana) check against your spell save DC, 
  gaining advantage on that check. If the creature succeeds, 
  it also knows what triggers the trap. Otherwise, the fang 
  trap’s presence is almost undetectable and requires a 
  successful Intelligence (Investigation) check against your 
  spell save DC to be noticed. 
   When the fang trap discharges, the object or surface 
  grows huge fangs that immobilize the creature who 
  triggered it. The creature is restrained until the beginning 
  of its next turn. At the beginning of its next turn, it must 
  make a Constitution saving throw. If it succeeds, it is no 
  longer restrained. If it fails, it takes 2d8 piercing damage, 
  2d8 poison damage, and 2d8 psychic damage, and remains 
  restrained for 1 minute.  
   At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, the psychic damage increases by 
  1d8 for each slot level above 4th. 
  Greater Water to Poison 
  5th level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a serpent’s tooth) 
  Duration: Concentration, up to 1 minute 
  You transform any large quantity of water within a 10-foot 
  cube centered on a point you choose into a deadly poison. 
  This spell only affects bodies of water of at least 10 gallons 
  or more within the affected area, not separate smaller 
  quantities of water. It can also be liquid that is mostly 
  water (such as blood, sewage, or wine), but a living 
  creature’s vital fluids cannot be affected. 
   Any creature with its head one of its breathing passages 
  (such as a humanoid’s nose or mouth) currently 
  submerged into water you have transformed with this 
  spell must make a make a Constitution saving throw at the 
  beginning of any turn in which they are so submerged. On 
  a failure, the creature is poisoned for the duration, and 
  they take 4d8 poison damage. If the creature fails the 
  saving throw by 5 or more, its Constitution score is 
  reduced by 1d4. On a success, the creature can choose to 
  spit the water out and take no damage, or continue to 
  swallow it and take half damage. If the creature failed its 
  save, at the start of each of the creature's turns before the 
  spell ends, it must succeed on a Constitution saving throw 
  or take 3d10 poison damage. On a successful save, the 
  spell ends. 
   Creatures who do not need to save against the spell but 
  who are within 5 feet of the transformed water can use an 
  action to apply poison to one weapon, piece of 
  ammunition, or portion of food or drink. Once applied, the 
  poison retains potency for the duration of the spell or until 
  someone must save against it. If a creature is struck with 
  the poisoned weapon or ammunition, or if it ingests the 
  poisoned food or drink, it must make a Constitution save 
  or be poisoned for the duration and take 1d8 poison 
  damage, or 2d8 if the poison is ingested. If the creature 
  fails the saving throw by 5 or more, its Constitution score 
  is reduced by 1d4.   Creatures that succeed on their save 
  take half damage, but suffer no other effects. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 6th level or higher, you can affect one additional 
  creature who is drinking at the same time, and the damage 
  increases by 1d8 for each slot level above 5th. 
  Handfang 
  3rd-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You create a fanged, biting mouth in the palm of your 
  hand. Make a melee spell attack against a creature within 
  your reach as part of the action of casting this spell. On a 
  hit, the target takes 2d6 piercing damage and 2d6 poison 
  damage, and is restrained by the fanged mouth until the 
  spell ends. A creature restrained by this effect can use its 
  action to make a Strength or Dexterity check (its choice) 
  against your spell save DC. On a success, it frees itself. 
   Until the spell ends, you can make this attack again on 
  each of your turns as an action, but if you have a creature 
  restrained with this effect, you cannot only target that 
  creature with this attack. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, the piercing damage increases 
  by 1d8 for each slot level above 3rd. 
  Lesser Water to Poison 
  4th-level transmutation 
  Casting Time: 1 reaction, which you take when a creature 
  within 30 feet drinks 
  Range: 30 feet 
  Components: S, M (a vessel of water or a beverage which 
  is partially water, with which you make a toasting gesture 
  to the target as you both drink) 
  Duration: Concentration, up to 1 minute 
  Waiting for just the right moment, you transform the 
  water someone is drinking into deadly poison. The 
  
   
   
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  quantity of water does not matter, just that the target 
  drinks more than a sip. It can also be a beverage that is 
  partially water (such as wine, beer, or juice). The creature 
  who drinks makes a Constitution saving throw. On a 
  failure, the creature is poisoned for the duration, and they 
  take 4d8 poison damage. If the creature fails the saving 
  throw by 5 or more, its Constitution score is reduced by 
  1d4. On a success, the creature can choose to spit the 
  water out and take no damage, or continue to swallow it 
  and take half damage. If the creature failed its save, at the 
  start of each of the creature's turns before the spell ends, 
  it must succeed on a Constitution saving throw or take 
  4d8 poison damage. On a successful save, the spell ends. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, you can affect one 
  additional creature who is drinking at the 
  same time, and the damage increases by 
  1d8 for each slot level above 4th. 
  Razorscales 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a thin-bladed razor) 
  Duration: Concentration, up to 1 minute 
  Your skin transforms into razor sharp scales. Your 
  Armor Class cannot be lower than 15, no matter what 
  armor you wear, and any creature that grapples you 
  or hits you with a melee attack during the duration 
  must roll a Dexterity saving throw. It takes 2d4 
  slashing damage on a failure, or half as much 
  damage on a success. 
   At Higher Levels. When you cast 
  this spell using a spell slot of 3rd 
  level or higher, the damage 
  increases by 1d4 for each slot level 
  above 2nd. 
  Serpent Arrows 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a 
  serpent scale) 
  Duration: Concentration, 
  up to 1 hour 
  You touch a quiver 
  containing arrows or 
  bolts. When a target is 
  hit by a ranged weapon 
  attack using a piece of 
  ammunition drawn from 
  the quiver, the target takes 
  an extra 2d6 poison 
  damage. Even if the attack 
  misses, the target takes 
  1d6 poison damage. The 
  spell’s magic ends on the piece 
  of ammunition when it hits or misses, and the spell ends 
  when ten pieces of ammunition have been drawn from the 
  quiver. 
   After each attack, whether it hits or misses, the used 
  piece of ammunition falls into the unoccupied space 
  nearest to the target, where it transforms into a giant 
  poisonous snake under the control of the creature who 
  attacked with the ammunition. The DM has the statistics 
  for a giant poisonous snake.  
   Giant poisonous snakes created by this spell are friendly 
  to you and your companions. They act on the initiative of 
  the creature who attacked with the ammunition, 
  immediately after that creature’s turn ends, but have 
  their own turns. 
  They obey 
  
   
   
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  any verbal commands issued to them by the creature 
  controlling them (no action required by you). If that 
  creature doesn't issue any commands to them, they 
  continue to attack the target of the ranged attack that 
  created them (even if that target dies), but otherwise take 
  no actions beyond defending themselves. 
   Each snake changes back into a piece of ammunition 
  when it drops to 0 hit points or when the spell ends. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, the number of pieces of 
  ammunition you can affect with this spell increases by two 
  for each slot level above 4th. 
  Venom Bolt 
  4th-level evocation 
  Casting Time: 1 action 
  Range: Self (100-foot line) 
  Components: V, S, M (a drop of venom from any sort of 
  poisonous snake) 
  Duration: Concentration, up to 1 minute 
  A beam of caustic green energy that forms a line 100 feet 
  long and 5 feet wide blasts out from your eye, mouth, 
  fingertip, or tail tip in a direction you choose. Every 
  creature in the affected area must roll a Dexterity saving 
  throw, taking 3d6 acid damage on a failure or half as much 
  on a success. 
   In addition, the blast poisons the area it struck with 
  toxic energy and nauseating fumes. When a creature 
  enters the affected area for the first time on a turn or 
  starts its turn there, it must make a Constitution saving 
  throw or take 2d8 poison damage and become poisoned 
  for the duration. If it succeeds, it takes half as much 
  damage. 
   A creature that is poisoned by this spell but is no longer 
  within the affected area can make a Constitution saving 
  throw at the start of each of its turns. On a success, it is no 
  longer poisoned. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, the acid damage increases by 
  1d8 for each slot level above 4th. 
  Vipergout 
  7th-level conjuration 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S, M (a snakeskin, which you swallow 
  during the casting of the spell) 
  Duration: Concentration, up to 1 minute 
  You summon vipers which leap forth from your mouth to 
  attack your enemies. Choose three unoccupied spaces that 
  you can see within 30 feet. Three giant poisonous snakes 
  under your control leap from your mouth to land in each 
  space. The DM has the statistics for a giant poisonous 
  snake. 
   Until the spell ends, on each your turns, you can 
  summon up to three more snakes from your mouth as a 
  bonus action. 
   Giant poisonous snakes created by this spell are 
  considered fiends. They are immune to fire damage and 
  poison damage, and they can see normally in darkness, 
  both magical and nonmagical, to a distance of 120 feet. 
  The snakes are friendly to you and your companions. They 
  act on your initiative, immediately after your turn ends, 
  but have their own turns. They obey any verbal commands 
  that you issue to them (no action required by you). If you 
  don't issue any commands to them, they defend 
  themselves from hostile creatures, but otherwise take no 
  actions. 
   Each snake vanishes when it drops to 0 hit points or 
  when the spell ends, leaving only an empty snakeskin. 
   The spell ends early once you have summoned a total of 
  24 snakes or if you choose to stop concentrating on it. 
  Until the spell ends, you cannot speak, cast spells with 
  verbal components, or activate items that require speech. 
  (The snakes are not actually present in your mouth, and 
  do not interfere with your breathing.) 
  Whirl of Fangs 
  6th-level evocation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V,S 
  Duration: Concentration, up to 10 minutes 
  You create an immobile curtain of snapping, serpent-
  fanged jaws shaped of magical force. The barrier appears 
  within range on a solid surface and lasts for the duration. 
  You choose to make the barrier up to 60 feet long, 10 feet 
  high, and 5 feet thick or a circle that has a 20-foot 
  diameter and is up to 20 feet high and 5 feet thick. The 
  barrier blocks line of sight. 
   When the barrier appears, each creature within its area 
  must make a Dexterity saving throw. On a failed save a 
  creature takes 8d6 piercing damage, or half as much 
  damage on a successful save (rounding up). 
   The barrier is difficult terrain. Furthermore, the first 
  time a creature enters the barrier on a turn, or ends its 
  turn there, the creature must make a Dexterity saving 
  throw. It takes 8d6 force damage on a failed save, or half 
  as much damage on a successful one (rounding up). 
   You can move through or remain within your own whirl 
  of fangs without taking damage. This spell is popular 
  among yuan-ti spellcasters, who “wear” this spell as a sort 
  of immobile cloak when fighting formidable foes. 
   At Higher Levels. When you cast this spell using a spell 
  slot of the 7th level of higher, both types of damage 
  increase by 1d6 for each slot level above the 6th. 
   
   
   
  
   
   
  7 
   
  Wereserpents 
  Very little is known of the sinister wereserpents, reptilian 
  lycanthropes who can take on a humanlike form or 
  transform into an oversized snake. Their hybrid form is a 
  bipedal, scaled humanoid with slender, flexible limbs and 
  a long tail. A wereserpent forced into battle prefers its 
  hybrid form, which allows it to use the broadest range of 
  its powers. It bites a dangerous opponent to inject its 
  poison, then grabs that foe with its tail as soon as possible. 
  It continues to constrict that creature while fighting others 
  if it must.  
   Like wererats, who secretly live in great numbers in 
  many large cities, wereserpents are often integrated into 
  an unknowing society. They’re common in or near yuan-ti 
  enclaves, especially in southern lands. Most wereserpents 
  are strangely attractive, easily drawing others to them. As 
  such, they’re often part of merchant or criminal interests, 
  or both. For example, in Tethyr, the Janor family, a noble 
  house, contains a number of wereserpents. Though 
  rumors persist, they keep this knowledge secret and 
  maintain their wealth by investing in 
  businesses, legal and illicit, up and 
  down the Sword Coast.  
   Serpentine humanoids in general 
  are quick to ally with one another. 
  Wereserpents are found in the 
  company of nagas and yuan-ti, 
  and can easily manipulate 
  nonreptilian beings into 
  serving them as well. 
  Wereserpents might be found 
  among all sorts of creatures. They 
  attract and are attracted to snakes, 
  and often keep serpentine beasts as 
  pets. Yuan-ti and other powerful 
  reptilian creatures, such as the 
  ancient sarrukh race of Okoth, 
  often have wereserpents in 
  their service. Yuan-ti and 
  sarrukh still have the 
  knowledge of changing 
  humans and similar 
  humanoids into 
  wereserpents without 
  the bite of a 
  lycanthrope.  
   
  Medium humanoid (human, shapechanger), lawful evil 
    
  Armor Class 13 in humanoid form, 14 (natural armor) in 
  constrictor snake or hybrid form 
  Hit Points 150 (20d8 + 60) 
  Speed 30 ft., swim 30 ft. 
    
  STR 
  DEX 
   CON 
   INT 
   WIS 
   CHA 
  19(+4) 17 (+3)  16 (+3)  13 (+1)  10 (+0)  14 (+2) 
    
  Skills Deception +5, Insight +3, Perception +3, Stealth +6 
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks not made with silvered 
  weapons 
  Condition Immunities poisoned 
  Senses blindsight 10 ft., passive Perception 14 
  Languages Common, Draconic 
  Challenge 6 (2,300 XP) 
    
  Shapechanger. The wereserpent can use its action to 
  polymorph into a constrictor snake, a snake-humanoid 
  hybrid, or back into its true form, which is a humanoid. Its 
  statistics, other than its size and AC, are the same in each 
  form. Any equipment it is wearing or carrying isn't 
  transformed. It reverts to its true form if it dies.  
   
  Multiattack. The wereserpent makes three attacks, but 
  can only use its bite and constrict attacks once 
  each. 
  Bite (Giant Serpent or Hybrid Form Only). Melee 
  Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 9 (2d4 + 4) piercing damage and the target 
  must make a DC 14 Constitution saving throw, 
  taking 11 (2d10) poison damage on a failure or half as 
  much on a success. If the target is a humanoid, it takes 
  no poison damage on a failed save, but is cursed 
  with wereserpent lycanthropy instead. 
  Claw (Giant Serpent or Hybrid Form Only). 
  Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing 
  damage.  
  Constrict (Giant Serpent or Hybrid Form 
  Only). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one Medium or smaller 
  creature. Hit: 11 (2d6 + 4) bludgeoning 
  damage and the target is grappled 
  (escape DC 14). Until this grapple ends, 
  the target is restrained, and the 
  wereserpent cannot constrict another 
  target. 
  Scimitar (Humanoid or Hybrid Form 
  Only). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 7 (1d6 + 4) 
  slashing damage. 
  
   
   
  8 
   
   
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