Base Class: Warlock
You have bound yourself to an ancient elder elemental known as Leviathan, a titanic monsters that ravage the seas and coastal regions of the world. The Leviathan grants you power for the sole purpose of spreading its own influence. Predators willing to share their power include the Kraken; Scylla, the hydra; Aspidochelone, the island turtle; Bakunawa, the winged behemoth; Charybdis, the bottomless whirlpool; and the Umibōzu, the sea spirits.
Expanded Spell List
The Leviathan 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.
Leviathan Expanded 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 |
Bonus Cantrip
At 1st level, you learn the acid splash cantrip. It counts as a warlock cantrip for you, but it doesn't count against your number of cantrips known.
Embrace of the Depths
Starting at 1st level, your patron bestows upon you the blessings of the deep. You have spheres of water that circle around you called tears. You have a number of tears equal to your Charisma modifier (to a minimum of one). As an action, you can cause one or more of the tears to pop into a splash of dark water. If you do this you recover hit points equal to 1d4 + proficiency bonus for each tear expended. You recover any expended tears on a short or long rest.
Burst of Water
Beginning at 6th level, you are able to create and manipulate the dark waters of the depths. When a creature makes a melee weapon attack against you, you can use your reaction to splash their eyes with the dark waters. The creature must make a Dexterity saving throw against your warlock spell DC, taking 1d4 + your warlock level in acid damage and becoming blinded until the beginning of its next turn on a failed save, or half as much damage on a successful one and not be blinded.
Once you use this feature, you can't use it again until you finish a short or long rest.
Scion of the Depths
Starting at 10th level, your patron accepts you into its inner court of servitors. You gain the ability to breathe water and a swim speed equal to your normal speed. You gain immunity to lightning damage. If you would take lightning damage, you can use your reaction to cause creatures of your choice that you can see within 30 feet of you to take lightning damage equal to your Charisma modifier + your proficiency bonus.
Summon the Depths
Beginning at 14th level, you can channel the depths of the ocean into reality. As an action, you cause an area 60 feet in radius around you to become dark and tinted blue for 1 minute. Creatures within the area can feel the weight and pressure of water flowing around them. When you hit with an attack you can use this feature to summon the likeness of your patron which crashes into your target. The target must make a Strength saving throw or take 10d10 bludgeon damage and be knocked prone. On a successful save, the target takes half damage and is not knocked prone.
Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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5/16/2019 12:57:07 AM
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