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Sharpened Sea Shell

  • casting time Action
  • range 5 /20Ft

  • components 1d4 + 1
  • duration Instant

A shell honed to a razor's edge, found along the banks of a lake.

This item has the same properties of a dagger: finesse, light, thrown.

You can wield it in either hand and choose to throw it out like a discus.

Siren Sorlock Combat Action

Fisher's Net

  • casting time Action/Bonus Action
  • range 5/15 Ft

  • components DC-10 STR
  • duration Instant

Use the nets that the anglers have used on your people to ensare your enemy.

A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make with this equipment.

Siren Sorlock Combat Action

Waterlogged Branch

  • casting time Action
  • range 5 Feet

  • components 1d4 - 1
  • duration Instant

You have been told it's important to speak quietly and carry a big stick with you, but you're also pretty certain whoever said that shouldn't have been in any leadership roles.

Still, you carry around a log that you found along the coasts of your old home. The wood is waterlogged and petrified, making it a very durable club.

Although it is a light enough weapon that you can wield it in one hand, it is clunky and slow. However, it is handy in that you are sure if you hit just right you might be able to avoid lethal damage if you chose to knockout instead of bash in an opponent's head.

Siren Sorlock Combat Action

General Actions

  • casting time Action/Bonus
  • range 5 Feet

  • components n/a
  • duration Instant


-UNARMED Strike (use your fists as a weapon).
-SHOVE (action to push things into other things or down)
-GRAPPLE (an action to wrestle an enemy)
-DODGE (improve your chances of avoiding damage)
-DASH (take an action to x2 your movement)
-DISENGAGE (take an action to avoid opportunity attacks)

-HELP (give advantage to an ally or help them with death saving throws)
-HIDE (even if you're not stealthy, try cover)
-INFLUENCE (talking is a free action)
-READY (take an action now to prepare it for a triggered event, like ready an attack when an enemy rounds a corner)
-SEARCH (take some time to look around)

-IMPROVISE (take an action to practice your improv...kidding, but be creative and ask for help)

All Classes General Actions

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