Warlock
Base Class: Warlock

Daughters of the sea. Swimmers in the brine. Said to be the weakest of the hags. Maybe you think she will be easier to deal with should the terms no longer favor you, or maybe you just like the reactions you get. But nonetheless, she's your patron. So you best be minding her ya?

Extended Spell List

Your patron adds the following spells to your spell list.

Spell Level Spells
1st  Create or Destroy Water, Fog Cloud
2nd  Melf's Acid Arrow, Rime's Binding Ice
3rd Bestow Curse*, Tidal Wave
4th Control Water, Watery Sphere
5th Destructive Wave, Maelstrom

Child of the Waves

Your patron breathes under the waves and moves through the water even more easily than she does the air, and magicily shares this ability with you.

You gain a swimming speed equal to your walking speed and can breath in both air and water without issue.

Awful Visage

Your patron's face alone is enough to strike fear into the hearts of even hearty sailors, and by your 6th level she has taught you a variant of this trick you can make use of yourself.

You may innately cast the Cause Fear spell using your warlock spell save DC at a level equal to your proficiency bonus a number of times equal to your charisma modifier and regain all uses of this feature when you complete a long rest.

Death Glare

It is said a sea hag can kill a man with but a look. And it is true. By your 10th level your patron teaches you the secrets of her own evil eye.

As an action you may target any frightened creature you can see and force them to pass on a wisdom save versus your warlock spell save DC or magically drop to 0 hit points. Once you attempt this trick you must complete a long rest before you may do so again.

Creatures with legendary actions are immune to this effect.

Makeshift Simulacrum

How she does it is her secret and hers alone, but some particularly powerful sea hags have a means of creating a simulacrum out of bits of trash found round her lair. And by your 14th warlock level, you have proven yourself trustworthy enough to learn this coveted secret.

As an action you may choose any creature you see within 30 feet with a CR no higher than your warlock level and force it to pass a charisma save versus your warlock spell save DC. If it fails, a simulacrum forms in an empty space within 5 feet of yourself, made of whatever lose materials are available. A creature may willingly fail this save.

The simulacrum carries functional but non magical replicas of any gear held by your target, lacks any legendary actions they hold, has only a rough idea of the original's memories, is destroyed after 1 minute, and must use your spell slots if casting but otherwise functions as a normal simulacrum as per the simulacrum spell.

Once you use this ability you must complete a long rest before you may do so again.

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