Warlock
Base Class: Warlock

Wave communicates telepathically with its wielder and wishes for them to worship one or more sea gods. Wave lost in the ocean calls out to you, providing you magic in exchange for worshiping Umberlee, Istishia, or Deep Sashelas. Your driving goal is to reclaim Wave and convert people to your gods calling.

Expanded Spell List

Wave lets 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.

Wave Expanded Spells

Dominion over Water

At 1st level you gain 30 ft of swimming speed, if you already have swimming speed, increase it by 15 ft. You may spend an action to breath underwater for the next minute.

Arcane Warrior

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.

Ocean Escape

Starting at 6th level, you can vanish in a splash of water in response to harm. When you take damage, you can use your reaction to turn  invisible as you burst into water and teleport up to 30 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell at which point you reform from the water.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Liquid Form

Beginning at 10th level, your patron teaches you how to shift your form into a liquid and back again.  You are able to transform yourself, along with everything you are wearing and carrying, into living liquid of medium size and a shape of your own choosing.  While in this form you may move on ground or within water at your base movement speed. You may enter and occupy the space of another creature. You have resistance to nonmagical damage and advantage on Strength, Dexterity, and Constitution saving throws.  You can pass through small holes, narrow openings, and even mere cracks without squeezing. You are immune to grappled, paralyzed, petrified, poisoned, prone, restrained, and fall damage.  If you are in any of these conditions when you shift then you are freed from this condition.  

While in this form you are unable to speak, and any objects you were carrying or holding can't be dropped, used, or otherwise interacted with.  You are unable to attack or cast spells, and you are vulnerable to cold damage. If you take more than 1/4th of your life total in cold damage in this form you become partially frozen, reducing your speed to half.  If you take lethal damage from cold you become frozen solid, which has the same effects as being paralyzed.

This effect lasts 1 hour unless you dismiss it as an action to reform.  Once you use this feature you are not able to use it again until you finish a long rest.

Destructive Wave

When you throw your trident, you may channel your power over water to summon a destructive wave that follows behind it. Every creature in a 60 ft cone must make a Dexterity saving throw against your warlock spell save DC, It deals 12D8 bludgeoning damage on a failed save or half as much on a successful one. Destructive Wave will extinguish all fires and deal double damage against fire elementals.

Once you use this feature you are not able to use it again until you finish a long rest.

The Trident Named Wave Image

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