Base Class: Warlock
Your pact is with the Shark-Father Sekolah, an evil god that resides in Stygia, the fifth layer of the Nine Hells. Sekolah is known for being the greatest tyrant of the sea, taking pleasure in the hunt, plunder, and inevitable slaughter of his leviathan prey, or any other creature he deems worthy. Sekolah values strength above all else, and requires his followers to prove themselves thoroughly before he grants them his power. Therefore, your pact with him is a brittle one, easily broken if you show any sign of weakness.
Expanded Spell List
The Great Shark 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.
The Great Shark Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Ocean's Might
Beginning at 1st level, while you are not wielding a shield or wearing any armor, your Armor Class equals 10 + your Strength modifier + your Charisma modifier.
Ruthless Predator
Also at 1st level, you develop the skills needed to join in your patrons hunt. You gain weapon proficiency with tridents and nets, and whenever you make an attack roll with advantage, you can immediately make a weapon attack as a bonus action using your strength for the attack and damage rolls.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
You can make this extra attack a number of times equal to your Charisma modifier (minimum 1), and you regain all uses after finishing a long rest.
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 one 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. It can use an action to make a Wisdom saving throw against your warlock spell save DC, ending the curse on a success.
Once you use this feature, you can’t do so again until you finish a short or long rest.
Cull the Meek
At 10th level, as a reaction when you take damage, you can swing a melee weapon you are wielding in a decimating arc around yourself. Each creature within 5 feet of you must succeed on a Dexterity saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or take your weapon damage + your Strength modifier as damage. If at least one creature fails its save, you gain temporary hit points equal to the result of your damage roll and an additional 10 for each creature that dies as a result of this damage.
Breathtaker
Starting at 14th level, whenever you deal damage with a melee weapon attack to a creature holding its breath, it loses a number of rounds of breath equal to your Strength modifier.
Hunting Grounds
Also at 14th level, you summon forth a watery prison from the abyss in which you can freely hunt your prey. You can use your action to create a 30-foot-radius sphere of water centered on you. Hostile creatures within the sphere when you create it must immediately make a Wisdom saving throw or become frightened. While frightened in this way, a creature is magically locked within your hunting grounds, unable to leave the sphere using its movement. The sphere moves with you, and lasts for 1 minute or until you lose concentration (as if concentrating on a spell).
When you use this feature, you can choose up to 4 willing creatures to gain a swimming speed of 30 feet and water breathing until it ends.
Once you use this feature, you can't use it again until you finish a long rest.







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