Base Class: Warlock
"Some make pacts with devils. Others bargain with something far older—the endless sea itself."
Whether your patron is an ancient leviathan, the spirit of a drowned pirate king, or the living storm, you command the fury of the ocean and the wrath of the skies.
Level 3: Blessing of the Deep
When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.
Level 3: Dread Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Fog Cloud, Command, Shatter, Suggestion |
| 5 | Lightning Bolt, Sleet Storm |
| 7 | Armor of Agathys, Ice Storm |
| 9 | Bestow Curse, Maelstrom |
Level 6: Storm's Fortune
After seeing the result of an ability check or saving throw, you can add 1d10 to the roll.
Describe this as:
a sudden gust pushing you clear,
lightning sharpening your instincts,
or the ocean guiding your hand.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.
Level 10: Ocean's Resilience
Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.
Level 14: Eye of the Tempest
Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Eye of the Tempest. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a whirlwind of water. The target takes 8d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
Previous Versions
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8/5/2026 11:03:53 PM
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Coming Soon
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