Siren Soul (5e Subclass)

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Siren Soul[edit]

The power of ancient and secret underwater curses runs through your veins. You can be the descendant of ancient sirens and powerful mermaids, or maybe, you where exposed to a profane ritual that imbued your blood with this power. Your control over hexes could even be the unexpected effect of an cursed bloodline. Either way, you have the innate power to manipulate the fate, storm the sea, place maledictions and bring fortune or misfortune with your words, gestures or even just a glance.

Siren Quirks If you wish, you can pick from or roll on the siren Quirks table to create a quirk for your character.

d6 Quirk

1 You always seems to be followed by a raven.

2 No matter how old you are you look as though you’re in your prime.

3 You have personal object that you never lose. Not even when you try.

4 Most sailors can’t get enough of you and your charms.

5 On your body as thought they’re freckles you have scales that grow.

6 When you’re in a really bad mood, it starts to storm.

Sea Lore[edit]

At 1st level, you start to manifest your siren magic.

At 1st level, you learn the hex spell and the sense emotion spell.

at 3rd level you learn blindness/deafness spell and air bubble spell.

at 5th level you learn bestow curse spell and freedom of the waves spell and call lightning spell.

At 7th level you learn control water spell and Evard’s Black Tentacles.

At 9th level you learn maelstrom spell and freedom of the winds spell.

These spells count as sorcerer spells for you, but they don’t count against your number of sorcerer spells known.

Barnacle Defense[edit]

When you choose this subclass at 1st level, a cursed aura protects you from harm. You receive a bonus to your AC and saving throw equal to your Charisma modifier against anyone affected by your hexes or Sea Lore spells.

Also at 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater. Underwater, if you so choose, you can turn your lower half into a mermaid tail, any objects on your lower half are accessible through a bonus action.

Hexes[edit]

Starting at 6th level, you learn how to use special hexes to bless allies and curse foes. You can select two minor hexes and one major Hex from the List of Hexes. The DC of your Hexes is equal your Sorcerer spell save DC. Your hexes can be affected by Metamagic. Once you use a Hex, you cannot use it again until you complete a long rest or use 3 sorcery points to refresh it. Hexes can be switched upon gaining a level in Siren Soul or during long rests.

Rainmaster[edit]

Starting at 6th level, once per day you can cast Control Weather. When under the effects of Control Weather, add your charisma modifier to Stealth, Intimidation, Persuasion, and Insight checks. Once you cast Control Weather using this method, you cannot do so again for 2 days. You can regain this spell by sacrificing 8 sorcery points.

You also gain resistance to cold damage and lightning damage.

Siren Song[edit]

At 14th level, you learn how to use your voice to control your enemies and defend yourself. You have two charges of Siren Song per long rest. All expended Siren Songs come back to you on a long rest.

Heed my Call- You sing a haunting melody to enrapture your enemies and trap them within your voice. Enemies within 60ft must make a Charisma saving throw and on a fail will be incapacitated by you. Those who pass will have their movement speed reduced by 15ft.

Deafening Chord- A wicked chord erupts from your voice ripping through the air. Enemies within 60ft must make a Constitution saving throw, on a fail they take 6d8 force damage and are pushed 10ft. On a save enemies take half damage and are not moved.

In addition, you learn a minor and a major hex from the List of Hexes.

Eye of the Hurricane[edit]

At 18th level, your connection to the sea and hexes has surpassed that which should be possible. As an bonus action, once per day you can enter a state of chaos becoming one with the waves. For 1 hour, you gain the following benefits:

As a reaction you can teleport to anyone that has been inflicted by one of your curses.

When the Control Weather spell is active you add your proficiency bonus to all saves and gain half-cover.

Once per turn when you cast a spell that does lightning, force or bludgeoning damage you can expend 5 sorcery points to roll max damage.

You cannot be restrained, poisoned or charmed.

Once you use this feature, you can’t use it again until you finish a long rest or if you expend 5 sorcery points.

List of Hexes[edit]

Minor Hexes[edit]

Hex of Enfeeblement. You lower the defenses of a creature. When you cast a damaging spell and it hits a target, you may spend 2 sorcery points to give −2 penalty to its AC until the end of your next turn.

Hex of Power. You bring cursed power to an ally. When you cast a spell on yourself or a willing creature, you may spend 2 sorcery points to target it with this hex. For 1 minute, when this creature makes a weapon or spell attack, it has a +2 bonus on all attack and damage rolls.

Hex of Luck. When you cast a spell on yourself or a willing creature, or damage an enemy with a spell or hit your target, you may spend 2 sorcery points to target it with this hex. For the day, when this creature rolls a 20 it is instead a 1, and when this creature rolls a 1 it is instead a 20.

Hex of the Banshee. This hex manifests as a deafening curse upon those it effects. The sounds of thousands of sirens fills the minds of those who are effected by this curse, making the target unable to concentrate. When you cast a damaging spell or an adverse effect and it hits a target, you may spend 2 sorcery points to silence the enemy until it’s next turn. Enemies under this hex cannot concentrate on spells and cannot make sound.

Hex of Weakness. This hex causes the target to lose strength. When you target a creature with spell, you can spend 4 sorcery points to affect it with this hex. The creature must make a Constitution Saving throw. On a failure, the creature has disadvantage on attack roll, ability check, and saving throw using Strength. This Hex lasts for 1 minute.

Hex of Confusion. This hex confuses the mind of a creature. When you target a creature with spell that requires a saving throw to avoid its effects, you spend 2 sorcery points to force the creature to make a Wisdom Saving throw. On a failure, on the beginning of the creatures turn, you throw a d6. On a odd number, the creature will target another creature within its range to attack. If there's none, it will hit itself with its next attack. This effect lasts for 1 minute.

Major Hexes[edit]

Echoed Hex. When you cast a cantrip that targets one creature, you can spend 2 sorcery points to force the target to make a Charisma Saving throw. On a failure, it receives the effects of the cantrip again, if there is a de-buff its effect is doubled.

Hex of the Depths. This hex traps those who attack you in a watery doom. When a creature attempts to attack you with a spell or attack you can spend 3 sorcery points and a reaction to force the creature to make a Constitution saving throw. On a failure, you trap your enemies’s head in a ball of water causing them to drop their weapon or choke on water with their spell, the spell fizzles and the attack misses. On a success, the attack goes off as planned. At the end of its turns the enemy who failed can make another Constitution saving throw. On four failures, the target drowns in the water ball. On three saves, the target breaks free from the hex. A target who can breathe water immediately gets one save but can still fail subsequent saves. Other than that a creature with a water ball around their head can still make attacks but cannot cast spells.

Hex of Ruin. When you cast a spell, you may expend 4 sorcery points to make a single target of the spell have vulnerability to one type of damage for the attack. If a creature has immunity to that type of damage, it now has resistance to it. This effect last for 1 minute.

Terrifying Hex. This hex poisons the mind of the target and changes their perception. When you target a creature with spell that requires a saving throw to avoid its effects, you spend 4 sorcery points to affect it with this hex. The creature must make a Wisdom Saving throw. On a failure, the creature is effected by the Fear condition, the object of their fear being you. Everyone they look at becomes you in their perception. You add your charisma modifier to damage against enemies with the Terrifying Hex, and regain one spell slot of 3rd level or lower when you defeat or kill them. This Hex lasts for 1 minute.

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