Warlock
Base Class: Warlock

As a warlock who has made a pact with a powerful entity that dwells in the deep waters of the ocean, you possess the ability to tap into the elemental forces of the sea. The entity you have formed a bond with could be a merfolk king, a kraken, or an ancient sea god, among others. By drawing upon this entity's power, you have gained the ability to manipulate water, and unleash devastating oceanic magic upon your foes.

Your powers are tied to the ebb and flow of the tides, the currents that sweep across the sea, and the secrets that lie hidden beneath the waves. The sea is a place of great beauty, but also of great danger, and you have learned to navigate its mysteries and harness its power.

Your expanded spell list includes spells that allow you to control water, summon ocean creatures, and harness the elements of the sea. At higher levels, you gain the ability to teleport through flowing water, trap your enemies in magically deep waters, and create a whirlpool that drags your foes toward the center.

As a warlock of the deep, you are a master of the ocean and its many secrets. You can use your powers to bring forth the fury of the sea and unleash devastating attacks on your foes, or to manipulate the waters to your advantage and gain a strategic advantage in battle. Whatever your goals may be, your bond with your oceanic patron gives you the power to achieve them.

Expanded Spell List

That Which Lurks Beneath The Waters 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.

Expanded Spells
Spell Level Spells

1st

create or destroy water, thunderwave

2nd

darkness, silence

3rd

control water, tidal wave

4th

freedom of movement, watery sphere

5th

cone of cold, maelstrom

Gift of the Depths

Starting at 1st level, you gain the ability to breathe underwater. You can also communicate with any creature that has the ability to breathe underwater, such as aquatic creatures or other creatures with a similar magical ability. Additionally, you gain a swim speed equal to your walking speed plus 15. When submerged, melee attacks deal extra 1d4 cold and force damage each.

 

Eldritch Currents

At 6th level, you can use an action to teleport through bodies of flowing water. When fully submerged in water at least 10 feet deep and flowing at least 10 feet per round, you can teleport to any location within 100 feet of you that is submerged in water with the same conditions. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all uses after finishing a long rest.

Additionally, You can move through water at double your swimming speed for up to 10 minutes. This can be done a number of times per long rest equal to your proficiency modifier.

 

Pull of the Deep

Starting at 10th level, you gain the ability to create a whirlpool of water that pulls creatures toward the center. As an action, you choose a point within 60 feet of you that you can see. Each creature within a 20-foot radius of that point must make a Strength saving throw against your warlock spell save DC. On a failed save, a creature takes 6d10 bludgeoning damage and is pulled 20 feet toward the center of the whirlpool.

You can use this feature once per long rest.

Dark Waters

At 14th level, you gain the ability to trap creatures in the depths of the ocean. As an action, you choose a point within 60 feet of you that you can see, and create a circle of magically deep waters around that point, with a radius of 10 feet. Any creature in the area must make a Constitution saving throw against your warlock spell save DC or fall into the deep waters. While in the deep waters, a creature is unable to breathe, speak, or take any actions other than attempting to swim to the surface. At the start of their turn while in the waters, the creature takes 6d8 cold damage as the frigid waters sap their strength. The creature remains in the waters until they swim upward a distance equal to your warlock level multiplied by five plus your proficiency modifier multiplied by 10, at which point they emerge from the water, prone and unable to take any actions until the start of their next turn.

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

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