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"The whole world rests in the coils of the great serpent. You would be wise to learn its ways."[PH2:133]

Prerequisite: Shaman, call spirit companion power

Disciple of the World Serpent Path Features

Grasping Spirit (11th level): Enemies treat squares adjacent to your spirit companion as difficult terrain.

Spirit Shaman's Bounty (11th level): When you spend an action point to take an extra action, one ally adjacent to your spirit companion can spend a healing surge.

Spirit Venom (16th level): Whenever an enemy saves against your shaman daily attack powers, that enemy takes 10 poison damage.

 Serpent's Rebuke Disciple of the World Serpent Attack 11
The jaws of the World Serpent bite at your foe, stabbing through its mind and rooting it in place. Enemies that draw too close to the transfixed foe feel the echoes of its pain.
 Encounter + Implement, Primal, Psychic
 Standard Action  Ranged 10
 Target: One creature
 Primary Attack: Wisdom vs. Will
 Hit: 2d8 + Wisdom modifier psychic damage. Until the end of your next turn, the target is immobilized, and any enemy that enters a square adjacent to the target takes 5 psychic damage. An enemy takes this damage only once for each use of this power.


 Seal of the Serpent Disciple of the World Serpent Utility 12
A twisting mark like a glowing green serpent appears on your enemy’s skin, drawing the attacks of your ally to unerringly strike the foe.
 Encounter + Primal
 Minor Action  Ranged 5
 Target: One creature
 Effect: Choose yourself or one ally within 5 squares of you. Until the end of your next turn, that character ignores cover, superior cover, concealment, and total concealment when attacking the target. In addition, the character can make ranged attacks against the target without having line of sight or line of effect to it.


 Crush of the Serpent Disciple of the World Serpent Attack 20
You call on the spirit of the World Serpent to crush your enemy in its emerald coils.
 Daily + Implement, Primal
 Standard Action  Ranged 10
 Target: One creature
 Attack: Wisdom vs. Fortitude
 Hit: The target is immobilized and takes ongoing 15 damage (save ends both).
 Aftereffect: The target is immobilized and takes ongoing 5 damage (save ends both).
 Miss: The target is slowed and takes ongoing 5 damage (save ends both).
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