Warlock
Base Class: Warlock

You become a Siren for your patron, enchanting and luring your enemies to a watery grave. Your power comes from the darkest depths of the sea, from the abyss that seafarers dare not explore. Such horrors as krakens, leviathans, dretches, and hezrous dwell from these parts. Your patron may be Dagon the demonlord of the ocean's abyss, Yeathen the demigod of drowning and watery deaths, Olhydra the goddess of water creatures, or other gods and goddesses of the storms and seas such as Umberlee, Osprem, Procan, or Valkur.

Expanded Spell List

The Siren 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.

Siren Expanded Spells

Spell Level

Spells

1st

create or destroy water, dissonant whispers*

2nd

alter self, moonbeam

3rd

tidal wave, wall of water

4th

control water, dominate beast

5th

maelstromdominate person

*Spell is from PHB. 

Bonus Cantrips

At 1st level, you learn the shape water and ray of frost cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Gift from the Depths

Starting at 1st level, you can breathe underwater, have a swimming speed of 30 feet, gain resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

Siren's Song

Starting at 6th level, your patron can enchant your words with hypnotic undertones. As an action, you may cast enthrall on a single creature of your choice without spending a spell slot. While this creature is enthralled by this feature, you may cast command on it on each of your turns as a bonus action and without spending spell slots.

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

Cruel Captivation

Starting at 10th level, your enchantment spells become even more dangerous.

Whenever a creature fails a saving throw for the first time against an enchantment spell that you control, you may have it take psychic damage equal to your Charisma modifier + your warlock level (minimum of 1). This damage does not alert the creature to the enchantment spell, nor does it break any of the spell's effects -- the creature is so captivated that it is not aware that it is taking the damage.

Additionally, once per long rest, when you use an enchantment spell to cause one or more creatures to become charmed, you may force one of those creatures to make their first saving throw against that spell at disadvantage.

Desiccate

Starting at 14th level, you can manipulate the forces of water to pull the moisture out of another creature, causing them to wither and shrivel as their body dries out.

Using an action on your turn, you begin to rapidly dehydrate a creature that you can see within 30 ft. While this effect is active, at the end of each of your turns, the target suffers one level of exhaustion, then must make a Constitution saving throw. The target takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one. While using this feature, your movement speed is halved.

At the start of the target's turn, it may use it's action to attempt to break free of this effect by passing a Constitution saving throw. If they succeed on this save, the effect ends and the creature immediately recovers one level of exhaustion.

This effect ends if you end your turn while the target is outside the feature's range or has total cover from you. This feature has no effect on undead or constructs.

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

Previous Versions

Name Date Modified Views Adds Version Actions
2/22/2024 11:26:23 PM
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