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.
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.
Feature Deleter 9000
An invisible feature to go at level three, because the 2024 classes update screwed up the system.
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.
That Which Lurks Beneath The Waters Expanded Spells
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2nd |
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3rd |
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4th |
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5th |
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 a bonus action to teleport through bodies of flowing water. When fully submerged in water at least 10 feet deep, you can teleport to any location within 60 feet of you that is submerged in water with the same conditions. You can use this feature once per turn.
Additionally, as a bonus action, you can move through water at double your swimming speed for 1 minute. This can be done a number of times per long or short rest rest equal to your proficiency modifier.
Pull of the Deep
As an action, you create a maelstrom of water centered on you, with a radius of 50 feet. At the beginning of its turn, a creature within the maelstrom must make a Strength saving throw. On a failed save, the creature takes cold and force damage equal to 4d10 each and is pulled 15 feet toward the center. On a successful save, a creature takes half damage and is not pulled. While in the area of the maelstrom, you use your swimming speed instead of your walking speed, plus 15. If used in a body of water at least 5 feet deep and as wide as the maelstrom, the radius increases by 10 feet for each additional 10 available, to a maximum of 90. The maelstrom lasts a number of turns equal to your proficiency modifier, or until dispelled by you. This feature can be used 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.
Previous Versions
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11/10/2024 12:03:37 AM
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49
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3
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Coming Soon
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