Warlock
Base Class: Warlock

Warlocks who make a pact with a powerful sea leviathan gain the ability to harness the ocean's might. These warlocks command the waves, breathe underwater, and can harness the wrath of the sea. They serve their colossal patrons by carrying out their will, whether that involves protecting the seas, seeking vengeance against those who desecrate them, or furthering the leviathan's inscrutable goals. Patrons of the Leviathan both feared and respected, their powers as vast and unpredictable as the ocean itself.

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
Spell Level Spells

1st

create or destroy water, fog cloud

2nd

see invisibility, blur

3rd

tidal wave, wall of water

4th

control water, watery sphere

5th

maelstrom, cone of cold

Ocean's Embrace

At level 1, you gain the ability to breathe underwater and have a swim speed of 30 feet. You also gain the cantrip Shape Water.

Crushing Depths

Starting at level 6, you can call upon the pressure of the deep ocean to crush your enemies. As an action, you can force a creature you can see within 60 feet of you to make a Strength saving throw against your spell save DC. On a failed save, the creature takes 3d10 bludgeoning damage and is restrained by crushing water pressure for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature takes half damage and is not restrained. You can use this feature once per short rest.

Damage dice increases to 4d10 at level 11, and 5d10 at level 16.

Retaliating Wave

Beginning at 10th level, you gain defenses befitting your oceanic patron. As a reaction when a creature makes a melee attack against you, you can command a wave of water to retaliate. This reaction can occur either after they deal damage if their attack hits, or after their attack misses. The attacker must make a Strength saving throw against your spell save DC. On a failed save, the attacker is pushed up to 10 feet away from you and knocked prone. On a successful save, the attacker is pushed 5 feet and is not knocked prone. This ability works on creatures that are Huge or smaller.

Leviathan's Lure

Starting at 14th level, you can summon a mesmerizing, bioluminescent lure to beguile your enemies and bolster your allies. As an action, you create a glowing orb of light that hovers in a spot you choose within 60 feet of you. This orb emits bright light in a 30-foot radius and dim light for an additional 30 feet. The orb lasts for 1 minute or until you dismiss it (no action required).

While the orb is active, it provides the following effects:

  • Hypnotic Glow: Hostile creatures that start their turn within the 30-foot radius of bright light or enter the bright light for the first time on a turn must make a Wisdom saving throw against your spell save DC. On a failed save, they are charmed by the light and must use their movement to move toward the center of the lure. While charmed in this way, they cannot willingly move away from the lure's bright light. They can still attack creatures but must move as close to the lure as possible. They can repeat the saving throw at the start of their next turns, ending the effect on a success.
  • Illuminating Lure: Friendly creatures have advantage on attack rolls against hostile creatures charmed by the Hypnotic Glow.

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

The Leviathan Image

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