Base Class: Warlock
Sammira is the usually depicted as a goddess and a force of good. Even though she might seem like a godess she has long since been forgotten. Lost to the sands of time and put away in the corners of history. She has only one known temple in the world burried under the hot desert sand filled with many traps to test her believers and find her champion that will act as a right hand in the mortal realm. She fills her followers eyes with unquestioning loyalty and love for her and her undead son who is a guiding hand for her champion and followers. The temple is hidden and only known to people around the area.
Sammira her symbol is what seems to be almost a tear made out of blood in the form of the yin symbol, behind it is pure red ruby crystal , rough almost as if to symbolise a drop of blood. The righteous blood of her believers.
HISTORY
Most of her scriptures and histories have been lost to time. There is ony a bit known which is carved into beautifull illustrations that decorate the temple walls on the second and third floor. Here is she is shown coming out of what seems to be a lake , made from the water and tears of the oppressed people. Her skins is a delicate pearl white, golden soft coloured hair and chestnut brown eyes. She is further shown to help the people who are hurt, pressed under the thumb of a regime by a vile dictator. The next picture if of the masses, the poor, the strained and the hurt finding their love for her. Further on the floor it shows her standing up with the people, organising a revolution to one of the dictators holding the people back, with victory being the final outcome.
A floor further down it is shown that she has gotten pregnant but a malicious force is at work. The force seems to be cloacked in shadow and the people try to protect her but in the eind fail. His fangs seem to pierce to the belly and the light that had shown her devine power was now being tainted around her belly while her own was still fine. She getts a healthy son, however the kid seems to be only shown in the night. His skin even more pale than his mothers and his hair black as night. On the second floor there are more depictions of her and her son arguïng over unseen stories or situations lost to time.
One floor lower is a lot less decorated and seems a lot older. There is a picture of his mother in what seems to be a casket and the boy seems to be in unbearable pain. The boy his age seems to be around 18. This part of the tomb or temple also seems much older.
Expanded Spell List
Sammira let's 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.
1st | Cure Wounds, Hellish Rebuke
2nd | Charm Person, Lesser Restoration
3nd | Spare the dying, Daylight
4th | Guardian of faith, Flame Strike
5th | Sun Beam, Gaes
The Bloodbound Champion
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
The champion can focus on his chosen hex weapon, letting the godess her light shine through it and envelop the steel in white holy flames. When attack with the weapon it will allow the user to add 2d6 to their damage roll. This effect counts as a bonus action, can only stay for 1 minute and can only be used once per short rest.
When the warlock obtains Sammira's gift, the amount of times it can be used will equal the charisma modifier.
Champions Protection
at 6th level you acquire a strong bond between you and your patron. When you reach this bond a red almost crystal in the form of a tear will be softly imbedded at the surface of the champion's hand, as a proud symbol of their loyalty towards the patron as well as proof that their patron has accepted them. This crystal holds the power of protection.
When an Ally or the champion is attacked, the champion can use this power as a reaction to add the charisma modifier to the AC Bonus of him or an ally within 30ft
This effect lasts till the end of the turn. This power can be used up to 3 times per long rest.
The crystal in question will glow less each time used until a long rest will restore the power to the embedded crystal.
When the Warlock obtains Sammira's gift the spell will increase in power. The protection will increase in strenght giving the AC + charisma modifier + 1d4, the range will be increased to 60ft
Charmer of Crowds
At 10th level you gain proficiency in the Persuasion. If they have half proficiency it now becomes full, if it is full it becomes their expertise.
The patron can now suggest a course of activity (limited to a max of 2 sentences) and magically influence up to 20 creatures of their choice that are within a range of 60ft and can hear/understand you. Creatures that cannot be charmed are immune to this effect. This suggestion is an stronger version of the mass suggestion enchantment.
You can order the group of 20 creatures to do anything you want except physically hurting themselves directly. Obvious harmfull acts automatically negate the effect of the smell .
Each target must make a normal wisdom saving throw, when you have engaged in combat or any violent form the roll will be a disadvantage . On a failed save it pursues the course of action you described to the best of its ability. If the suggested activity can be completed in a shorter time then the spell ends when the subject finishes what it was asked to do.
You can also set up specific conditions for a suggestion to trigger. For example, having someone fall in love with the first person they see.
When actions have been chosen the spell ends after the action has been completed. When a more difficult task has been chosen, a feeling has been suggested or a trigger has been placed the duration will increase depending on the roll. The Warlock can roll 1d10 + their charisma modifier. The result will be the amount of days the suggestion can be active.
When the Warlock obtains Sammira's gift the d10 will change to a d20 + charisma modifier.
Sammira's Gift
At the 14th level you haven proven yourself in front of your godess and she will give you her strongest gift. During combat you can choose to activate Sammira's gift as a main action. A 10 feet area from you outward will form and you will be enveloped in a golden shimmering light. People the warlock considers to be allies will heal 4d8 every turn whilst in the area.
Enemies that want to enter the area have to face a constitution saving throw. When failed the enemies trying to enter the area take 5d10 radiant damage + your charisma modifier and become charmed. When succeeded the enemies take 3d10 damage radiant damage + your charisma modifier.
This effect lasts for 2 turns and can only be used 2 times per long rest.
Lastly as a result of your loyalty, your patron will be increasing the strenght of the previous given boons.
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