Base Class: Warlock
Collector of Secrets
There are ancient things that dwell within the darkness of the ocean, watching those who live upon the surface of the world with curiosity and envy. Among them, there is a creature known as the Keeper of the Depths – a hulking tentacled crustacean of great wisdom and greater madness that stares into the night sky with greed, for the light of the sun is painful to its sensitive eyes. Thus, it waits for a time when thunderstorms and squalls drench the shores and cloud the skies to emerge, ever hungry for the secrets once thought lost. An Accumulation of Ages
The Keeper is a jealous lord, ever vigilant for another prize. Ships carrying artifacts and treasures often draw its attention, as it will invade the dreams of the captain and crew to drive them into its clutches. The beast shall call forth a storm and rise from its home, grasping the ship and dragging it down into the deep to add to its collection. Its lair is littered with countless shipwrecks and ruins of civilizations long lost to time, and it decorates itself with the weapons of those sent to slay it and the treasures they sought to protect. The Keeper
uses magic to preserve the objects that cannot bear the terrible pressure of the ocean depths and places the pieces of its collection that are still living in suspended animation, keeping
them alive and aware of their surroundings even as they are trapped and unable to act, blinded by the dark. The horror of this is beyond description, driving even stalwart souls mad.
Harvester of Dreams
Those who survive but are not worthy of collection are marked by the Keeper, who entraps them in servitude by forcing them to relive death after terrible death in their dreams, only
relenting when they agree to serve. It will erase the memories of the torments they have suffered, sealing them behind an accursed black mark hidden upon one’s soul. Nevertheless,
it will continue to seek out these unfortunate chosen in their sleeping hours, taking knowledge from their minds in exchange for information relating to the goals it wishes them
to pursue.
That Which Lurks Beneath
All who interact with the Keeper of the Depths directly and live to tell the tale report that it is calculating and merciless, wise and regal in a twisted sense. Some communities along the coastline make offerings to it in an attempt to appease the appetites of its insatiable greed. Sacrifices of maidens and priests during moonlit nights are entertaining to this cruel nightmare, yet those who seek to bargain with it on equal terms often grant it this offering in an attempt to curry favor. Typically, they are rewarded with little more than scraps and teasing hints of secrets once forgotten, but those who succeed are granted power over both the ocean and the minds of mortals. Few among its entourage know the true motive of
their master, however...
Secrets of the Lost
Starting at 1st level, your patron visits you in your dreams, stealing fragments of your experiences in exchange for hidden knowledge. Whenever you finish a long rest, you gain proficiency in two skills, languages, or tools of your choice. You remain proficient in these until you finish another long rest, at which point you can choose new ones to replace them. Additionally, you gain a swimming speed equal to your walking speed.
Sailor’s Nightmare
At 6th level, you learn to curse your enemies, using the weight of ethereal water to drag them into the sea’s embrace. As a bonus action, you can curse a creature that you can see within
60 feet of you for 1 minute. While the creature is afflicted by this curse, it cannot jump or fly, and it treats all terrain as difficult terrain. If the creature is flying or swimming, it automatically descends 60 feet at the start of each of its turns. Once you use this feature, you can’t do so again until you finish a short or long rest.
Madness of the Deep
At 10th level, the Keeper’s gaze looms over you. Whenever you take damage, you can use your reaction to unleash a wave of black ink to cloud the air in a 10-foot radius of your current location for one minute, heavily obscuring the area. Hostile creatures that end their turn within the area must make a Wisdom saving throw against your warlock spell save DC. If they fail, they are frightened until the start of your next turn and must attempt to escape the cloud.Once you use this feature, you can’t do so again until you finish a short or long rest.
Hunger for Knowledge
Starting at 14th level, you can summon the terrible maw of the Keeper to appear before you as an action. A massive beak surrounded by tentacles appears and attempts to grab a target of your choice within 30 feet. When a creature is targeted, it must make a Strength saving throw against your warlock spell save DC to shake off the grasp of the horror. If the target fails,
it is dragged into the beak and bitten, taking 6d10 piercing damage and 6d10 psychic damage. If this is enough to reduce the target to 0 hit points, you can choose to have them be swallowed whole by the mouth, consuming them. Either way, the maw then immediately disappears.Once you summon this maw, you can’t do so again until you finish a long rest.
If the maw consumes a creature using this feature, your patron visits you in your dreams during your next long rest and grants you a boon in return for the sacrifice. Choose any
spell of 5th level or lower from the warlock or wizard spell lists. You can cast this spell twice using a warlock spell slot, after which it is lost. The spell is also lost if you sacrifice a new
creature and select a new spell using this feature.
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