Warlock
Base Class: Warlock

You have entered into a pact with a powerful and ancient Sea Hag. Her realm is in the dark deep of the ocean. These patrons grant their warlocks power under the expectations that the gifts will be repaid. Witches long to strike deals that work for their benefit, often using gambles or coercion to meet their ends. The motivations of such a being are often cryptic and rarely unfold in a predictable manner.

Sea Hags live underwater or on the shore, favoring bleak and despoiled places. They have pale skin like that of a fish, covered in scales, with glassy dead eyes an hier like lank seaweed. Sea hags are emaciated, buton might be tal or short, frail or large-boned. A sea hag hates beauty in any form and seeks to attack, deface, or corrupt it so it has the opposite effect on its viewers. 

Like every Hag, your patron is a master of manipulation and will only show you his true colors and intentions when there is no turning back. In the legends and fairy tales it is the souls of the sailors who are lured into the depths by their servants to serve as minions there.

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Expanded Spell List

The Sea Hag 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.

Sea Hag Expanded Spells
SPELL LEVEL SPELLS

1st

thunderwave, disguise self

2nd

gust of Wind, phantasmal force

3rd

blink, sleet storm

4th

dominate beast, control water

5th

dominate person, cone of cold

Weapons of the deep

You can use a Clam or Shell as your spellcasting Focus and you gain proficiency with a trident.

Curse of the Deep

Starting at 6th level, after a person has attacked you, you can place the curse of the deep on their soul and temporarily bind them to you. The curse of the deep lasts for one hour and so long you always know where the person is. The curse ends early if the target dies, you die, or you dismiss the Curse.

If the cursed humanoid dies, his spirit rise from its corpse as a specter. The specter stays with you until the next morning, or until you curse another soul. The specter is almost invisible to the normal eye, but some people can feel a cold presence.

If you have already bound a soul and cast a new curse  of the deep as reaction, the specter takes the half damage of the attack before the bond loosens and the specter disappears.

You can cursed humanoids a number of times equal to your half Charisma modifier (rounded up), and you regain all expended uses when you finish a long rest.

Beguiling Defenses

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Cage of the deep

Starting at 14th level, your Patron gives you a large clam. With this clam you can channel the Sea Hags power to slay a creature. You can cast Soul Cage. After you cast the spell with this feature, you can’t do so again until you finish a long rest.

Previous Versions

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