Base Class: Warlock
The Mariner is an Ancient Deity Patron, rumoured to make sure Sailors who fail to follow Ancient Sea Rules perish beneath his might. When Sailors escape to Land to escape his wrath and grasp of the sea, The Mariner has bestowed some of his powers to worthy agents who he offers pacts with.They receive his powers and can use them to their own will providing they bring the deaths of the Sailors who have escaped their watery grave.
Sentinel Parrot
Starting at 1st level, you gain the service of a spirit sent by The Mariner to watch over you. The spirit assumes the form and game statistics of a parrot, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.
While the parrot is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the Parrot can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.
You can see through the parrot's eyes and hear what it hears while it is within 100 feet of you.
In combat, you roll initiative for the parrot and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.
The parrot doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
The parrot vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.
At the end of a short or long rest, you can call the parrot back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.
Water Whip
As an action you create a whip of water that shoves and pulls a creature to unbalance it. The creature that you can see within 30ft must make a dexterity save, on a failed save it takes 3d10 bludgeoning damage and you can either knock it prone or pull it 25ft closer to you. On a successful save it takes half and you don't pull or knock it.
Once you use this you must take a long rest to use it again.
The Mariner's Soul
Gain Resistance to Lightning Damage, and you can breathe Underwater. You gain a swimming speed of 30ft.
The Mariner's Wrath
Channeling the power of The Mariner, you can thunderously rebuke attackers. When a creature within 5ft of you hits you with an attack, you an use your reaction to cause the creature to make a dexterity saving throw. On a failed save it takes 3d6 lightning or thunder damage, or half on a successful save.
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