Base Class: Warlock
Your patron is a creature of myth or legend from beneath the waves. This ancient being might be an ominous creature of great and terrible power such as a Kraken or a Leviathan, or it might be beings worshiped as a deities such as the Sea Twins, or even a god or goddess of the sea such as Umberlee, Eadro or Deep Sashelas.
Expanded Spell List
The Deep Dweller 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.
Deep Dweller Expanded Spells
|
Spell Level |
Spells |
|---|---|
|
1st |
|
|
2nd |
|
|
3rd |
|
|
4th |
|
|
5th |
Aquatic Adaptation
Starting at 1st level, you gain the ability to breathe underwater, and you have a swim speed equal to your walking speed.
Should you later acquire the Gift of the Depths Eldritch Invocation, you gain the following additional benefits:
- Increase your swimming speed by 10 feet.
- You have advantage on any Strength (Athletics) checks made to swim.
- You can see normally in nonmagical darkness whilst underwater, to a distance of 120 feet and ignore any of the drawbacks caused by a deep, underwater environment
Hydromancy
At 1st level, your spellcasting channels the power of the tides. When you cast a Warlock spell, you can move a Large or smaller creature within 5 feet of you up to 10 feet in any direction.
Strength of the Tide
Starting at 6th level, you are imbued by a small measure of your patron's power. When another creature successfully grapples you, you may use your reaction to immediately end the effect. You then expel an ink cloud in a 10-foot radius which is heavily obscured to creatures other than you. The cloud disperses at the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Resilience of the Deep
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons ignores this resistance.
Aquatic Rule
Starting at 14th level, you gain the ability to control aquatic creatures. You can use your action to touch a beast that has an innate swimming speed, if the creature is hostile to you it must succeed on a Wisdom saving throw against your Warlock spell save DC. If it is not hostile to you or if it fails its Wisdom saving throw it is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature." "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. Commanding the creature to do something obviously resulting in self harm, such as "Bite yourself" will end the effect.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/26/2018 9:47:29 PM
|
7
|
0
|
--
|
Coming Soon
|
Comments