Base Class: Sorcerer
Dating back to the earliest days of seafaring, the siren call of merfolk across the ships of sailors brought together the earliest known Sorcerers of the Merfolk Bloodline. Inheriting the melodic magical voices of their merfolk ancestors, these Sorcerers are said to hold a powerful bond with spells requiring vocal components - often casting their spells with beautiful, dulcet tones. Calling upon spells both aquatic and melodic, the Merfolk Bloodline has been known use their musical magic to protect themselves and their loved ones, charm their way into the minds of others, and call their enemies in closer to seal their doom.
Bonus Cantrips and Spells
You learn the Harmony Cantrip. This Cantrip doesn’t count against your number of Cantrips known. In addition, you may replace the vocal components of any spell with a song or a melody that you can perform.
You learn additional spells when you reach certain levels in this class [See Merfolk Spells Table]. Each of these spells counts as a Sorcerer spell for you, but it doesn’t count against the number of Sorcerer spells you know.
Merfolk Spells
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | Healing Word, Sleep, Surge |
| 3rd | Moonbeam, Silence |
| 5th | Geyser, Mass Healing Word |
| 7th | Control Water, Polymorph |
| 9th | Conjure Elemental, GEAS |
Merfolk Metamagic
In addition to the Metamagic options you gain, you may also choose from the Metamagic options as a Merfolk Bloodline Sorcerer
- Shrieking Magic. When you cast a spell that requires a Damage Roll to be made, you may expend 1 Sorcery point to add your Spellcasting Modifier to the damage dealt.
- Melodic Magic. When you cast a spell that requires a verbal component and would restore Hit Points to a creature, you may expend 1 Sorcery point to reroll any number of those dice once, taking the higher of the two options.
Siren's Call
Siren's Song
Your voice becomes an enhanced magical focus that cannot be silenced by normal means.
Your voice is immune to magical effects that would alter, silence, or block sound (such as the Silence spell), and if within such an effect, your voice can be heard as though you were speaking normally.
Siren's Shield
When you cast spells, you are surrounded by the magical manifestation of your song or melody.
When you cast any spell of 1st Level or higher that requires a vocal component, you gain a number of Temporary Hit Points equal to the level of spell cast, plus your Charisma Modifier. These Temporary Hit Points last until depleted or whenever you complete a Long Rest, whichever happens first
Melodic Echos
You sing a charming melody, wrapping unsuspecting creatures in your ethereal song.
(Action - Proficiency Bonus/Long Rest). You may target one creature you can see within 30 ft.
· The creature must make a Charisma Saving Throw (Sorcerer Spellcasting DC).
- On Failure: The target is Charmed for 1 Minute, and you can read their thoughts, learning what is most on their mind at that moment. In addition, you gain understanding of their reasoning (if any), their emotional state, and something that looms large in their mind (such as something they worry over, love, or hate).
- On Success: Nothing happens, and the target is immune to this feature for 24 hours.
- The target is unaware that you attempted to probe into their thoughts but does recognize and can easily remember your voice in their mind.
- Creatures immune to the Charmed condition are immune to this ability.
Song of Doom
You tap into your latent merfolk bloodline and sing a dreadful mourning song, calling your foes to their doom.
(Action - Proficiency Bonus/Long Rest). You may target any creature of your choice you can see within 30 ft. The creature must make a Charisma Saving Throw (Sorcerer Spellcasting DC).
· On Failure: The target takes 2d10 Psychic Damage, becomes Charmed, and must immediately use their Reaction (if available) to move as close as they can to you. During their next turn, the Charmed creature regards you as a friendly acquaintance. This effect lasts until the end of their next turn.
· On Success: The target takes half damage and is not subject to the other effects of this feature.
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