Base Class: Warlock
In a long abandoned temple you found a well and the apsara guardian of it. In exchange for your worship and service she granted you access to her power and sent you out into the world to restore her temple and bring her new followers. Please note the demands of the apsara, which are intrusive and carry penalties for failure. These more than compensate for the significant first level bonuses of this subclass and players should be fully aware of all the features/drawbacks of this subclass before utilizing it.
Demands of the Apsara
Beginning at first level:
-The Apsara expects to receive an offering of fine goods (jewelry, clothing, art) worth ~100gp every seven days. At the beginning of every day past this deadline the character must make a DC5+(the number of days past the deadline) Charisma saving throw or lose their Warlock powers until they have made a double sacrifice (worth ~200gp).
-The Apsara is lonely and expects the warlock to worship her for at least one hour out of every twenty-four hours. If this is not done the character must make a DC10+(the number of days past the deadline) Charisma saving throw or be 'gifted' with dreams of the apsara that prevent the character from gaining the benefits of a long rest.
-The Apsara demands sacrifices, in the form of male animals and goods worth the level * 100 gold pieces (e.g. at level 10 the animals and good must be worth 10 * 100 = 1000 gold pieces) offered during a day long ceremony, before bestowing additional class powers with level advancement.
Blessing of the Apsara
Beginning at first level you become a expert dancer and performer. Your charisma and dexterity both increase, but you become vulnerable to heat damage and your strength and intelligence decrease. You gain the ability to swim if you didn't already have it. You learn the ability to use the shape water cantrip.
Expanded Spell List
The apsara allows you to channel a fraction of her powers. The following spells are added to the warlock spell list for you.
Apsara Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Apsara's Grace
Starting at 6th level, your connection to the apsara grants you a grace of actions that allows you to apply the finesse property to any melee or simple weapon.
Apsara's Wrath
Starting at 10th level, once per long rest you can create water and make the water appear in the throat and lungs of an opponent you can see within 120ft. The opponent cannot speak or cast spells requiring a verbal component and must make a Constitution saving throw at the end of their turn to cough up the water. If they fail then they are choking (see suffocating in the Player's Handbook) and will continue to be so affected for so long as you maintain concentration and they do not succeed on their saving throw.
Apsara's Fortune
Starting at 14th level, you gain the Lucky Feat with 6 luck points per long rest.
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