Sorcerer
Base Class: Sorcerer

Whether by a forbidden communion between land and sea, the blessings or trickery of a sea goddess, or the being exposed to a magical surge within the fathomless depths of the sea, your body and soul have not only become one with the sea but your voice and magic mirror is vast beauty. Like a siren, your magic saturates your voice, able to bewitch or inspire others as you see fit. Furthermore, your aquatic nature enables you to explore entire worlds beyond the eyes of any of your kin, making the sea truly your playground

One with Water

Also at 1st level, you gain a swimming speed of 30 feet, you can breathe underwater and speak aquan.

Siren's Magic

You learn additional spells when you reach certain levels in this class, as shown on the Siren Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment, illusion or a transmutation spell from the sorcerer, warlock, or bard spell list.

Clockwork Spells  
Sorcerer Level Spells
1st dissonant whispers, fog cloud
3rd suggestion, enthral
5th tidal wave, hypnotic pattern
7th watery sphere, storm sphere
9th geass, cone of cold

Stupefying Serronade

Starting at 6th level,  when you cast a spell that forces a creature to make a saving throw to resist its becoming charmed, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. In addition, if the spell normally requires verbal components, the target loses immunity to the charmed condition before it makes its first saving throw for the duration of the spell cast.

At 14th level, you gain the ability to target an additional creature with this ability (maximum 2). Targeting an additional creature does not consume any further sorcerer points however.

Stunning Beauty

At 14th level, you melodious magic permeates into your speech and empowers your magic further. When you make a Charisma (Deception), Charisma (Persuasion) or a Charisma (performance) check, you can treat a d20 roll of 9 or lower as a 10.

Furthermore, whenever you spend one or more sorcerer points in addition to the cast of a spell that would charm one or more targets, any targets that becomes charmed will also become stunned until the start of your next turn.

Spawn of the Sea

Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a watery form. In this form, you have resistance to bludgeoning, slashing, piercing, acid, fire and cold damage and you gain immunity to poison damage. Furthermore, you gain immunity to these following conditions: exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious. Lastly, you can enter a hostile creature's space and stop there and you can move through a space as narrow as 1 inch wide without squeezing.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Previous Versions

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12/17/2025 1:21:56 AM
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12/25/2025 5:19:43 PM
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