Warlock
Base Class: Warlock

Legend says this ancient being created the Sirens when she took pity on a drowned woman by the name of Atlanta. The Mother granted Atlanta a fish-like humanoid body to replace her old drowned one and granted access to a small portion her power for Atlanta to use so she may help any women in a similar situation and gift them, too, the Sirens body.  It is said that all Sirens born in this way are at their core servants of The Mother. 

Expanded Spell List

The Mother lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells

1st

fog cloud, ice knife

2nd

acid arrow, warding wind

3rd

tidal wave, wall of water

4th

control water, storm sphere

5th

control winds, maelstrom

Spells of The Drowned

At 1st level, the spells Create Or Destroy Water, and fog cloud are added to your spell list.

At 5th level, the spells Wall Of Water, and Water Walk are added to your spell list.

At 10th level, the spells Storm of Vengeance, Control weather and Control winds are added to your spell list.

Force of the Tides

Starting at 6th level your patron makes sure the ocean is never far from you. As an action on your turn you can conjure a wave to crash into a creature you can see within 40 feet of you. That creature makes a Dexterity saving throw against your spell save DC, on a failed save it takes 4d8 bludgeoning damage and if it's size large or smaller it is pushed 20 feet away from you or knocked prone your choice, on a successful save it takes half as much damage and isn't pushed or knocked prone. You can do this once and regain the ability to do so after completing a long rest.

Fury of the Storm

Starting at 10th level your patron grants you the power of a maelstrom when you enter combat. When you roll initiative you can create powerful gusts of wind filled with lashing rain that hinder your foes movements, choose a number of creatures up to your Charisma modifier within 60 feet of you to target with this ability, each of your targets has disadvantage on their initiative check and is blinded until the end of their first turn in combat.

Crush of the Deep

At 14th level your patron allows you to bring the unlit depths of the very bottom of the ocean that it dwells in to your enemies. As an action on your turn you can affect a 20 foot radius centered on you causing magical darkness to spread throughout it that lasts for up to a 1 minute while you concentrate as though on a spell, as long as this darkness remains all creatures besides you must, when they enter the area for the first time on a turn or start their turn within the affected area, succeed on a Strength saving throw or take 4d6 bludgeoning damage and be restrained as the weight of the oceans bears down on it, on a successful save a creature takes half damage. While this is active you cannot leave the area of darkness however you can see as normal. You can do this once and regain the ability to do so after completing a long rest

Expanded Spell List

The Mother lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells

1st

fog cloud, ice knife

2nd

acid arrow, warding wind

3rd

tidal wave, wall of water

4th

control water, storm sphere

5th

control winds, maelstrom

Spells of the drowned

You patron Grants you spells for your protection

At 1st level, the spells Create Or Destroy Water, and fog cloud are added to your spell list.

At 5th level, the spells Wall Of Water, and Water Walk are added to your spell list.

At 10th level, the spells Storm of Vengeance, Control weather and Control winds are added to your spell list.

Force of the Tides

Starting at 6th level your patron makes sure the ocean is never far from you. As an action on your turn you can conjure a wave to crash into a creature you can see within 40 feet of you. That creature makes a Dexterity saving throw against your spell save DC, on a failed save it takes 4d8 bludgeoning damage and if it's size large or smaller it is pushed 20 feet away from you or knocked prone your choice, on a successful save it takes half as much damage and isn't pushed or knocked prone. You can do this once and regain the ability to do so after completing a long rest.

Fury of the Storm

Starting at 10th level your patron grants you the power of a maelstrom when you enter combat. When you roll initiative you can create powerful gusts of wind filled with lashing rain that hinder your foes movements, choose a number of creatures up to your Charisma modifier within 60 feet of you to target with this ability, each of your targets has disadvantage on their initiative check and is blinded until the end of their first turn in combat.

Crush of the Deep

At 14th level your patron allows you to bring the unlit depths of the very bottom of the ocean that it dwells in to your enemies. As an action on your turn you can affect a 20 foot radius centered on you causing magical darkness to spread throughout it that lasts for up to a 1 minute while you concentrate as though on a spell, as long as this darkness remains all creatures besides you must, when they enter the area for the first time on a turn or start their turn within the affected area, succeed on a Strength saving throw or take 4d6 bludgeoning damage and be restrained as the weight of the oceans bears down on it, on a successful save a creature takes half damage. While this is active you cannot leave the area of darkness however you can see as normal. You can do this once and regain the ability to do so after completing a long rest

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