Warlock
Base Class: Warlock

The Fathomless of the Calm and the Waves, one who called the depths of the Sultimius Archipelago home, is respected at all the edges that salt water reaches. Omens of its vigilance are told as sailor's tales and are easily mistakable for natural effects of the waters.

Sea Currents are powerful forces that tug and push all aquatic beings all over the ocean, the mightiest warlocks of Ophimius do those machinations.

Expanded Spell List

 

Spell Level

Spells

1º Shield, Thunderwave
2º Branding Smite, Gust of Wind
3º Blink, Sleet Storm
4º Phantasmal Killer, Control Water
5º Bigby Hand (in the form of a Tentacle), Cone of Cold

Diverging Currents

A warlock of Ophimius is gifted the opportunities of the sea and the hexes of the blades. The strength of the tides protect those who give themselves for the Serpent and empowers them with water's versatility.

Hexblade's Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can't use this feature again until you finish a short or long rest.

Tentacle of the Deeps

At 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.

You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Diverging Currents

The treasures of the ocean and the blades flow through you.

Accursed Specter

Accursed Specter

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics of which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Oceanic Soul

Oceanic Soul

At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

Diverging Currents

In case you don't have access to Hexblade's Curse, the Hexblade option for this level isn't available. Instead, you can choose Swirl of the Waves.

Armor of Hexes

At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

 

Grasping Tentacles

Starting at 10th level, you learn the spell Black Tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.

Swirl of the Waves

Upon choosing this option at 10th level, your control over Tentacle of the Depths gets much greater.

Instead of an attack, as a bonus action, you can choose the Tentacle of the Deeps to wrap around a creature within range. It must succeed on a Strength saving throw against your spell DC or be restrained. If a creature starts its turn restrained by the tentacle, it takes 2d8 + your charisma modifier cold damage. A target can use an action to try to break free, and makes another Strength saving throw.

While being used this way, the Tentacle of the Deeps can't attack and can only move 15 feet, taking the restrained target with it.

Diverging Currents

In case you don't have access to Hexblade's Curse, the Hexblade option for this level isn't available. Instead, you can choose Freezing Flux.

Fathomless Plunge

When you reach 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.

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

Freezing Flux

At 14º level, the waters find a way to hit your enemies regardless and may freeze them.

You ignore resistance to cold damage and, when you cast a cantrip, you can use a reaction to change the damage type to cold. Additionally, once a day, you can cast Hold Monster without spending a spell slot, if you have dealt cold damage to the target within the last minute.

Master of Hexes

Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.

Affluent Flows

Giving the fact that certain levels give you plural abilities, this topic represents those extra resources.

Gift of the Sea

Also at 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater.

Guardian Coil

At 6th level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

Hex 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.

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