I have long endured the Siren's call. They beckon me into their waters and onto their cliffs. They have allied themselves with the Eastern Rebels, but I will not falter. Even if I must deafen myself to face them. They come by Sea and Sky, but the Land is mine.
— Revenex Esma, Great Matriarch of the South
Sirens are a race of strange humanoids that live on stormy cliffs and in the waters of wild seas at rocky dangerous shores. They are long time rivals of the sailors and one of the few races of the cliffs strong enough to keep the conquering might of the land’s armies at bay. Sirens defend their waters with charming songs and many ships have been led into their doom by a chorus of voices. Recently relations between sirens and other races have calmed down somewhat as they have become aware of the usefulness of having allies.
Siren Society
Recently sirens, before being mostly feral and wild, have adopted a form of civilization based on that of matriarchal customs. Females are leading and they have elected queens in charge of Tribes. Sirens are an egg-laying species and the males are in charge of raising their young. There are two types of Sirens, Sirens of the Air, and Sirens of the Sea. While being unrelated to other inhabitants of the storms, these subspecies seem to have convergent traits of Harpies and Merfolk respectively. They seem most closely related to the Medusa, who are sometimes referred to as the Sirens of the Land, and share many values with the snake-haired. Sirens also have preference for curt and harsh speech. A siren will often be very clear about hating or liking you. But even a siren that likes you might threaten your life if you annoy them. Death threads are common in Siren society and rarely serious. Merely being used in the same way another race might give a warning. Sirens can also be notoriously stubborn.
Siren Dimorphism
While females are higher in their society, both genders are very alike and there is less dimorphism then most other species. Both sexes can have breasts as these are not meant for breastfeeding, but as a lure for victims. In addition, unlike their lesser role implies, males are just as intelligent and strong as females and sometimes leave behind siren society to seek the equality of the western lands. The main difference within the species is between air and sea sirens. Both species can interbreed. The male young of such a mating always take on the subspecies of their mother, while female young can take on the subspecies of either parent.
Siren Names
Siren only recently started using names and as such most siren names are flights of fancy and prone to change. When a Siren interacts with a race or culture for a long time, they might take on a name in the tradition of the people it is interacting with. Parents rarely name their young, letting the child decide their own name when it is old enough to speak. Until a siren picks a name, it is often referred to by their appearance, such as the Black-feathered One or the Smaller One. Some sirens will add these descriptions to their chosen name.
Siren Traits
Your siren character has certain characteristics in common with all other sirens.
Ability Score Increase
Your Constitution score increases by 2. Your Charisma score increases by 1.
Age
Sirens mature at the age of 10, but can commonly reach 150 years.
Size
Sirens are between 4 and 6 feet tall and average about 100 pounds. With Sirens of the Air commonly being smaller than their sea counterparts. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Malevolent Song
You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell on a creature that can hear you once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.
Siren Stubbornness
Thanks to the stubbornness ingrained in sirens and their relation to Medusa, you have advantage on saving throws to end the charmed condition on yourself. In addition you have advantages on saving throws against the petrified condition.
Languages
You can speak, read, and write Common and one other language of your choice.
Subrace
Choose one of the subraces below.
Siren of the Air
Sirens of the Air are sirens with flying adaptations. They are the smaller of the two subspecies. They have a set of wings and bare vicious talons on their feet instead of nails.
Built for the Air
Thanks to your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor. While wearing medium or heavy armor, you can instead use your wings for extra defense. As a reaction when you are about to be hit, once per short rest, you can add your proficiency bonus to your AC until the start of your next turn.
Deadly Talons
Your talons are natural weapons, which you can use to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Siren of the Sea
Sirens of the Sea are sirens with aquatic adaptations. They are the larger of the two subspecies. While underwater they have a fish-like tail with which to swim, but as they move onto land a fold in their tail will open to reveal two legs that they can walk upon, dragging their fishy tails behind them.
Built for the Sea
You can breathe air and water, and have a swimming speed equal to your walking speed.
Slippery Scales
When you become wet, your scales secrete a slippery oil that makes you harder to grab. While you are wet, you have advantage on saving throws and ability checks to escape being grappled, but not if you are also restrained.
Armor (shield), very rare (requires attunement by a creature with blood)
Warrior clans of the old mountains have long ago found the necrotic properties of blood magic, and as such developed shields that capitalize on this form of attack.
While attuned to this shield you gain a +3 bonus to AC until the start of your next turn whenever you take necrotic damage (you can only gain the benefits of this effect once per round) while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC.
When a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to necrotic.
Macuahuitl of Sacrifice
Weapon (longsword), very rare (requires attunement by a creature with blood)
Some warrior clans of the old mountains practice a mantra of self-sacrifice, sacrificing their own blood to empower their weapons. This sword is not made of metal, but uses a frame of wood inset with obsidian glass that can drink the warrior's own blood.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Sacrifice. While attuned to this blade you can channel a form of Blood magic. When you make a melee weapon attack with this weapon you can choose to take 1d6 + 6 necrotic damage. If you do this, you may activate the recompense effect of this blade whether or not you rolled a 20, though you must still hit the target.
Recompense. When you Attack a creature with this weapon and roll a 20 on the Attack roll, that target takes an extra 4d6 slashing damage (This damage is applied after the initial damage and does not count as part of a critical hit). Then roll another d20 (this roll can not be manipulated by the sacrifice effect of this blade). If you roll a 20, you lop off one of the target’s limbs, with the Effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.
Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
While females are higher in their society, both genders are very alike and there is less dimorphism then most other species. Both sexes can have breasts as these are not meant for breastfeeding, but as a lure for victims.
There is nothing I love more than a bit that is simultaneously highbrow and lowbrow
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Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter) Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
The waters of the world are deadly. Riptides carry the unwary into open seas, thick fogs leave ships lost on an endless ocean, massive waves crush ships and buildings to splinters. For the most part, these great seas and oceans have no senses of its their own. Currents and tides carry on uncaringly, allowing trade, fishing, and raiding alike without regard for who uses the water. But at times, the ocean develops its own intelligence, perhaps from the accumulation of scant powers granted by worship, or from the influence of an ancient being beneath the waves. To compensate for their limited reach, these ancient waters find agents to do their bidding. You number among them.
Perhaps you are a sailor, thrown out of a ship in a vicious storm and given a chance at life in exchange for serving the deep. Or perhaps you were drowned by jealous rivals, and have been borne again to seek revenge. Or you may amphibious like the merfolk, called by the magic of sacred waters, serving as the hands of the sea in the places where it could not normally reach. Whatever you are, the waters have vested the great power in you.
Gift of the Deep
At level 3 when you gain this subclass, you become comfortable in water. You gain a swim speed of 30 feet. If you already have a swim speed from your race, it increases by 10 feet. You also become amphibious, breathing water as well as air, and you don't suffer penalties for making weapon attacks underwater.
At 9th level, you can share these gifts with allied creatures. Over the course of a 1 hour ritual, which you can do as part of a short or long rest, you grant a divine blessing to up to 10 other creatures within 30 feet of you. At the end of that ritual, those creatures gain the swim speed, amphibious trait, and weapon attack benefits of this feature. These benefits last for 1 week or until you complete another ritual.
Pay the Tithe
At 3rd level, you gain a pool of resources called tithes. You have a number of tithes equal to 3 plus your Proficiency bonus. When you take certain actions, you can pay a tithe, expending one tithe from your pool to call upon the powers of the ocean.
Vicious Current. When you take the Dash action, you can pay a tithe to strike forward. Once during your turn, you can make a weapon attack without using an action after moving 10 feet in a straight line.
Expanding Waves. When you take the Disengage action, you can pay a tithe to create spectral waves that push outwards from you. Each creature within 5 feet of you must make a Strength saving throw against a DC of 8 + your proficiency bonus + your Dexterity modifier. Each affected creature takes cold damage equal to twice your proficiency bonus and is pushed 10 feet away from you on a failed save.
Concealing Fog. When you take the Hide action, you can pay a tithe to create a cloud of fog that expands 5 feet around you, lightly obscuring the area until the start of your next turn. You can hide in this fog even if you are seen.
Drag Down
At 9th level, you can call upon the wrath of the deep ocean to magically drown a creature, even on dry land. As a bonus action, target a creature within 60 feet of you. That creature must make a Constitution saving throw against a DC of 8 + your Proficiency Bonus + your Dexterity modifier now and at the end of each of its turns for 1 minute, with each failed saving throw inflicting additional penalties.
Failed saving throws
Effect
0
You can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
1
The target’s movement speed is halved.
2
The target can’t speak. When it makes an attack roll, it rolls a 1d4 and subtracts the result from that attack roll.
3
The target takes one fewer reaction and one fewer bonus action each round.
4
When the target makes a saving throw, it rolls a 1d4 and subtracts the result from that saving throw.
5 or more
Each time the target fails another saving throw against this effect, it loses hit points equal to a roll of half your Sneak Attack dice (rounded up). Its maximum hit points are reduced by the same amount.
Whenever you deal Sneak Attack damage to the target, it automatically fails another saving throw against this effect.
If the target successfully saves against this effect three times, the effect ends. The successes and failures don't need to be consecutive, keep track of both until the effect ends.
Once you use this feature, you must finish a long rest before you can use it again.
Greater Tithes
At 13th level, you gain greater powers when you pay your tithes.
Vicious Current. If you make a weapon attack with this feature, you deal an additional 2d8 cold damage.
Expanding Waves. Your targets have disadvantage on their Strength saving throw against this feature.
Concealing Fog. The fog from the cloud you create lingers on you, allowing you to remain hiding even if you leave the cloud or approach a creature. A creature will still see you after you attack it.
Visions in Reflection
At 13th level, you learn the spell scrying, and can cast it once without using a spell slot. When you cast the spell this way, you can use a pool of water as your material focus, and you have the strongest possible connection to creature you have affected with your Drag Down feature (giving them a -10 modifier on the saving throw).
After you cast this spell, you regain the ability to do so when you finish a long rest.
The Inevitable Sea
At 17th level, you have advantage on attack rolls you make against enemies affected by your Drag Down feature. Additionally, you regain your use of this feature when you finish a short or long rest, or when a creature affected by the features falls to 0 hit points.
While females are higher in their society, both genders are very alike and there is less dimorphism then most other species. Both sexes can have breasts as these are not meant for breastfeeding, but as a lure for victims.
There is nothing I love more than a bit that is simultaneously highbrow and lowbrow
Quick question: I've got a couple decent subclasses already made that I think could possibly fit the PC theme, but I'm not entirely sure. They both focus on storm-based features; they don't really have anything to do directly with water, per say, but I was just wondering if the storm theme was close enough to be acceptable. If so I'll pick one and enter it. If not, I'll just not submit either, lol.
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Join the Competition of the Finest 'Brews XIX!(Or just spectate and vote, that's cool too. Either way, go there. It's awesome, and it'll be even more awesome if you join.)
My initial thought is that she's a bit too combat focused. Arcane Burst (with three attacks!), Overwhelming Revelation, spirit guardians, hypnotic pattern, Fury of the Small... that's a lot for an NPC who per her description could easily just avoid fights that she can see coming, rather than standing and scrapping
I'd consider swapping out a couple of those for more escape-centric spells or abilities like invisibility, misty step etc. Even something like glyph of warding (that she placed exactly where you're about to be five seconds from now) might fit better
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Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter) Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
My initial thought is that she's a bit too combat focused. Arcane Burst (with three attacks!), Overwhelming Revelation, spirit guardians, hypnotic pattern, Fury of the Small... that's a lot for an NPC who per her description could easily just avoid fights that she can see coming, rather than standing and scrapping
I'd consider swapping out a couple of those for more escape-centric spells or abilities like invisibility, misty step etc. Even something like glyph of warding (that she placed exactly where you're about to be five seconds from now) might fit better
Okay. I started with the diviner wizard as the basis, which is where the Arcane Burst and Overwhelming Revelation came from, and then I added the goblin race to it which is where Fury of the Small came from. Then I figure that fly and lightning bolt didn’t fit so I replaced them with spirit guardians and hypnotic pattern since I figured they could easily be reflavored as “stellar” effects that would help her more easily either avoid or discourage fights, which is where they came from. I figured she should really be able to handle herself in a scrap if she needs to, but just doesn’t need to often. (I mean, she is a li’l ol’ gobbo lady alone in the big city after all.) And I wanted her CR to be high enough to make her a worthy contact for a mid-high level party assuming the campaign wraps in 12 as most do. But I can see replacing Overwhelming Revelation and maybe some of the spells if that works better.
My initial thought is that she's a bit too combat focused. Arcane Burst (with three attacks!), Overwhelming Revelation, spirit guardians, hypnotic pattern, Fury of the Small... that's a lot for an NPC who per her description could easily just avoid fights that she can see coming, rather than standing and scrapping
I'd consider swapping out a couple of those for more escape-centric spells or abilities like invisibility, misty step etc. Even something like glyph of warding (that she placed exactly where you're about to be five seconds from now) might fit better
Okay. I started with the [Tooltip Not Found] as the basis, which is where the Arcane Burst and Overwhelming Revelation came from, and then I added the goblin race to it which is where Fury of the Small came from. Then I figure that fly and lightning bolt didn’t fit so I replaced them with spirit guardians and hypnotic pattern since I figured they could easily be reflavored as “stellar” effects that would help her more easily either avoid or discourage fights, which is where they came from. I figured she should really be able to handle herself in a scrap if she needs to, but just doesn’t need to often. (I mean, she is a li’l ol’ gobbo lady alone in the big city after all.) And I wanted her CR to be high enough to make her a worthy contact for a mid-high level party assuming the campaign wraps in 12 as most do. But I can see replacing Overwhelming Revelation and maybe some of the spells if that works better.
Yeah, I'm not saying to make her helpless, just that I read the description and looked at abilities like Portent and got the idea of an NPC who would always be two steps ahead of any enemies, not one who would simply try to out-blast them.
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Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter) Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
What if I replace Overwhelming Revelation with these?
Action
Stellar Flare (Recharge 4–6). A brilliant flash of light occurs at a point Madam Celestia can see within 60 ft., each creature within 20 ft. of that point must make a DC 16 Constitution saving throw or be blinded until the end of Madam Celestia’s next turn.
Bonus Action
Precognitive Sidestep (4/Day). Madam Celestia glimpses a moment into the future to foresee the next potential incoming threat. Until the start of Madam Celestia’s next turn, the first creature that makes an attack against Madam Celestia must succeed on a DC 16 Wisdom saving throw or else the attack is redirected against the creature closest to the attacker other than Madam Celestia, or against the attacker itself. If multiple eligible creatures are closest, the attacker chooses which one to target.
That aught to keep the CR the same but make her more “stars” and “precognitive,” doncha think?
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter) Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
She didn’t strike me as a character very combat-oriented at all, as an elderly fortune teller, which was why I was perplexed by the fact that she has 90 hit points and can deal about 90 damage in a single turn.
Under Additional Proficiencies, you simply say “Astrology Supplies”, when what it should say is “Madame Celestia has proficiency with astrologer’s supplies.”
Under Spellcasting, you always need to say what the to-hit on spell attacks is, whether or not she has any spells that make attacks. Additionally, you seem to have left a damage calculator for Spirit Guardians there, when such a thing is not needed and never included.
DM option: the inkstone and brush
https://homebrewery.naturalcrit.com/share/kku0Ihinvqx6
Here’s my submission for the Interactive Options category: (https://www.dndbeyond.com/monsters/4277632-madam-celestia).
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Epic Boons on DDB
Player Options: Tidal Forces
Siren Race Details
Sirens are a race of strange humanoids that live on stormy cliffs and in the waters of wild seas at rocky dangerous shores. They are long time rivals of the sailors and one of the few races of the cliffs strong enough to keep the conquering might of the land’s armies at bay. Sirens defend their waters with charming songs and many ships have been led into their doom by a chorus of voices. Recently relations between sirens and other races have calmed down somewhat as they have become aware of the usefulness of having allies.
Siren Society
Recently sirens, before being mostly feral and wild, have adopted a form of civilization based on that of matriarchal customs. Females are leading and they have elected queens in charge of Tribes. Sirens are an egg-laying species and the males are in charge of raising their young. There are two types of Sirens, Sirens of the Air, and Sirens of the Sea. While being unrelated to other inhabitants of the storms, these subspecies seem to have convergent traits of Harpies and Merfolk respectively. They seem most closely related to the Medusa, who are sometimes referred to as the Sirens of the Land, and share many values with the snake-haired. Sirens also have preference for curt and harsh speech. A siren will often be very clear about hating or liking you. But even a siren that likes you might threaten your life if you annoy them. Death threads are common in Siren society and rarely serious. Merely being used in the same way another race might give a warning. Sirens can also be notoriously stubborn.
Siren Dimorphism
While females are higher in their society, both genders are very alike and there is less dimorphism then most other species. Both sexes can have breasts as these are not meant for breastfeeding, but as a lure for victims. In addition, unlike their lesser role implies, males are just as intelligent and strong as females and sometimes leave behind siren society to seek the equality of the western lands. The main difference within the species is between air and sea sirens. Both species can interbreed. The male young of such a mating always take on the subspecies of their mother, while female young can take on the subspecies of either parent.
Siren Names
Siren only recently started using names and as such most siren names are flights of fancy and prone to change. When a Siren interacts with a race or culture for a long time, they might take on a name in the tradition of the people it is interacting with. Parents rarely name their young, letting the child decide their own name when it is old enough to speak. Until a siren picks a name, it is often referred to by their appearance, such as the Black-feathered One or the Smaller One. Some sirens will add these descriptions to their chosen name.
Siren Traits
Your siren character has certain characteristics in common with all other sirens.
Ability Score Increase
Your Constitution score increases by 2. Your Charisma score increases by 1.
Age
Sirens mature at the age of 10, but can commonly reach 150 years.
Size
Sirens are between 4 and 6 feet tall and average about 100 pounds. With Sirens of the Air commonly being smaller than their sea counterparts. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Malevolent Song
You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell on a creature that can hear you once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.
Siren Stubbornness
Thanks to the stubbornness ingrained in sirens and their relation to Medusa, you have advantage on saving throws to end the charmed condition on yourself. In addition you have advantages on saving throws against the petrified condition.
Languages
You can speak, read, and write Common and one other language of your choice.
Subrace
Choose one of the subraces below.
Siren of the Air
Sirens of the Air are sirens with flying adaptations. They are the smaller of the two subspecies. They have a set of wings and bare vicious talons on their feet instead of nails.
Built for the Air
Thanks to your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor. While wearing medium or heavy armor, you can instead use your wings for extra defense. As a reaction when you are about to be hit, once per short rest, you can add your proficiency bonus to your AC until the start of your next turn.
Deadly Talons
Your talons are natural weapons, which you can use to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Siren of the Sea
Sirens of the Sea are sirens with aquatic adaptations. They are the larger of the two subspecies. While underwater they have a fish-like tail with which to swim, but as they move onto land a fold in their tail will open to reveal two legs that they can walk upon, dragging their fishy tails behind them.
Built for the Sea
You can breathe air and water, and have a swimming speed equal to your walking speed.
Slippery Scales
When you become wet, your scales secrete a slippery oil that makes you harder to grab. While you are wet, you have advantage on saving throws and ability checks to escape being grappled, but not if you are also restrained.
I am also here.
Am snek.
DM Options: Dynamic Duos
Blood-bound Battle Gear (Two Magic Items)
Chīmalli of Necrosis
Armor (shield), very rare (requires attunement by a creature with blood)
Warrior clans of the old mountains have long ago found the necrotic properties of blood magic, and as such developed shields that capitalize on this form of attack.
While attuned to this shield you gain a +3 bonus to AC until the start of your next turn whenever you take necrotic damage (you can only gain the benefits of this effect once per round) while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC.
When a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to necrotic.
Macuahuitl of Sacrifice
Weapon (longsword), very rare (requires attunement by a creature with blood)
Some warrior clans of the old mountains practice a mantra of self-sacrifice, sacrificing their own blood to empower their weapons. This sword is not made of metal, but uses a frame of wood inset with obsidian glass that can drink the warrior's own blood.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Sacrifice. While attuned to this blade you can channel a form of Blood magic. When you make a melee weapon attack with this weapon you can choose to take 1d6 + 6 necrotic damage. If you do this, you may activate the recompense effect of this blade whether or not you rolled a 20, though you must still hit the target.
Recompense. When you Attack a creature with this weapon and roll a 20 on the Attack roll, that target takes an extra 4d6 slashing damage (This damage is applied after the initial damage and does not count as part of a critical hit). Then roll another d20 (this roll can not be manipulated by the sacrifice effect of this blade). If you roll a 20, you lop off one of the target’s limbs, with the Effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.
Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
I am also here.
Am snek.
Hey The_Lost_Leg.... Not to be that girl, but you completely mistitled my interactive options submission in the competitor's list
I am also here.
Am snek.
Sorry about that! its fixed now.
There is nothing I love more than a bit that is simultaneously highbrow and lowbrow
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter)
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Here is my Player Options Submission!
Roguish Archetype: The Drowned
The waters of the world are deadly. Riptides carry the unwary into open seas, thick fogs leave ships lost on an endless ocean, massive waves crush ships and buildings to splinters. For the most part, these great seas and oceans have no senses of its their own. Currents and tides carry on uncaringly, allowing trade, fishing, and raiding alike without regard for who uses the water. But at times, the ocean develops its own intelligence, perhaps from the accumulation of scant powers granted by worship, or from the influence of an ancient being beneath the waves. To compensate for their limited reach, these ancient waters find agents to do their bidding. You number among them.
Perhaps you are a sailor, thrown out of a ship in a vicious storm and given a chance at life in exchange for serving the deep. Or perhaps you were drowned by jealous rivals, and have been borne again to seek revenge. Or you may amphibious like the merfolk, called by the magic of sacred waters, serving as the hands of the sea in the places where it could not normally reach. Whatever you are, the waters have vested the great power in you.
Gift of the Deep
At level 3 when you gain this subclass, you become comfortable in water. You gain a swim speed of 30 feet. If you already have a swim speed from your race, it increases by 10 feet. You also become amphibious, breathing water as well as air, and you don't suffer penalties for making weapon attacks underwater.
At 9th level, you can share these gifts with allied creatures. Over the course of a 1 hour ritual, which you can do as part of a short or long rest, you grant a divine blessing to up to 10 other creatures within 30 feet of you. At the end of that ritual, those creatures gain the swim speed, amphibious trait, and weapon attack benefits of this feature. These benefits last for 1 week or until you complete another ritual.
Pay the Tithe
At 3rd level, you gain a pool of resources called tithes. You have a number of tithes equal to 3 plus your Proficiency bonus. When you take certain actions, you can pay a tithe, expending one tithe from your pool to call upon the powers of the ocean.
Drag Down
At 9th level, you can call upon the wrath of the deep ocean to magically drown a creature, even on dry land. As a bonus action, target a creature within 60 feet of you. That creature must make a Constitution saving throw against a DC of 8 + your Proficiency Bonus + your Dexterity modifier now and at the end of each of its turns for 1 minute, with each failed saving throw inflicting additional penalties.
Failed saving throws
Effect
0
You can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
1
The target’s movement speed is halved.
2
The target can’t speak. When it makes an attack roll, it rolls a 1d4 and subtracts the result from that attack roll.
3
The target takes one fewer reaction and one fewer bonus action each round.
4
When the target makes a saving throw, it rolls a 1d4 and subtracts the result from that saving throw.
5 or more
Each time the target fails another saving throw against this effect, it loses hit points equal to a roll of half your Sneak Attack dice (rounded up). Its maximum hit points are reduced by the same amount.
Whenever you deal Sneak Attack damage to the target, it automatically fails another saving throw against this effect.
If the target successfully saves against this effect three times, the effect ends. The successes and failures don't need to be consecutive, keep track of both until the effect ends.
Once you use this feature, you must finish a long rest before you can use it again.
Greater Tithes
At 13th level, you gain greater powers when you pay your tithes.
Visions in Reflection
At 13th level, you learn the spell scrying, and can cast it once without using a spell slot. When you cast the spell this way, you can use a pool of water as your material focus, and you have the strongest possible connection to creature you have affected with your Drag Down feature (giving them a -10 modifier on the saving throw).
After you cast this spell, you regain the ability to do so when you finish a long rest.
The Inevitable Sea
At 17th level, you have advantage on attack rolls you make against enemies affected by your Drag Down feature. Additionally, you regain your use of this feature when you finish a short or long rest, or when a creature affected by the features falls to 0 hit points.
Honestly same haha, it's my sense of humor
I am also here.
Am snek.
Quick question: I've got a couple decent subclasses already made that I think could possibly fit the PC theme, but I'm not entirely sure. They both focus on storm-based features; they don't really have anything to do directly with water, per say, but I was just wondering if the storm theme was close enough to be acceptable. If so I'll pick one and enter it. If not, I'll just not submit either, lol.
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If they don't have anything to do with the ocean then they don't fit the theme, but you might be able to make a few minor changes to make it fit.
Anyone have any feedback for me?
I’d appreciate it.
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My initial thought is that she's a bit too combat focused. Arcane Burst (with three attacks!), Overwhelming Revelation, spirit guardians, hypnotic pattern, Fury of the Small... that's a lot for an NPC who per her description could easily just avoid fights that she can see coming, rather than standing and scrapping
I'd consider swapping out a couple of those for more escape-centric spells or abilities like invisibility, misty step etc. Even something like glyph of warding (that she placed exactly where you're about to be five seconds from now) might fit better
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter)
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Okay. I started with the diviner wizard as the basis, which is where the Arcane Burst and Overwhelming Revelation came from, and then I added the goblin race to it which is where Fury of the Small came from. Then I figure that fly and lightning bolt didn’t fit so I replaced them with spirit guardians and hypnotic pattern since I figured they could easily be reflavored as “stellar” effects that would help her more easily either avoid or discourage fights, which is where they came from. I figured she should really be able to handle herself in a scrap if she needs to, but just doesn’t need to often. (I mean, she is a li’l ol’ gobbo lady alone in the big city after all.) And I wanted her CR to be high enough to make her a worthy contact for a mid-high level party assuming the campaign wraps in 12 as most do. But I can see replacing Overwhelming Revelation and maybe some of the spells if that works better.
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Yeah, I'm not saying to make her helpless, just that I read the description and looked at abilities like Portent and got the idea of an NPC who would always be two steps ahead of any enemies, not one who would simply try to out-blast them.
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter)
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
What if I replace Overwhelming Revelation with these?
That aught to keep the CR the same but make her more “stars” and “precognitive,” doncha think?
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I like that better, yeah
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter)
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Any other opinions?
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Im definitely gonna enter this I think I have a great idea for a sea based race
She didn’t strike me as a character very combat-oriented at all, as an elderly fortune teller, which was why I was perplexed by the fact that she has 90 hit points and can deal about 90 damage in a single turn.
Under Additional Proficiencies, you simply say “Astrology Supplies”, when what it should say is “Madame Celestia has proficiency with astrologer’s supplies.”
Under Spellcasting, you always need to say what the to-hit on spell attacks is, whether or not she has any spells that make attacks. Additionally, you seem to have left a damage calculator for Spirit Guardians there, when such a thing is not needed and never included.
Otherwise, cool NPC!
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My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
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