Base Class: Warlock
Disclaimer: This subclass is not properly balanced and as such is probably far too powerful or weak. Also, I'm not good at this so you will have to keep track of the features yourself.
Deep in the elemental plane of water dwell the leviathans. Powerful, whale-like elementals that could annihilate the material plane if they could leave their realm. Like the other kinds of elder elementals, they stick to the depths of their home. To bring their power to the surface they use warlocks as vessels. When left alone, the leviathans are simply going about their existence at the bottom of their seas but when they are disturbed they are violent brutes blinded by bloodlust. Their warlocks often act similarly, going on with their life but when in battle these warlocks are raging machines fuelled by destruction.
Swim speed
You gain a swim speed equal to your walk speed. Cannot be used with heavy armour.
Bonus cantrips
You gain the Ray of Frost and Shape water cantrips at first level.
Maw of the leviathan
From 6th level, you can call forth a manifestation of your patron's gaping mouth. Each creature in a 10-foot radius of a point you choose within 60 feet of yourself must make a strength saving throw. On a failure, they are restrained and take 2d6 piercing damage and 1d6 cold damage each turn. The creatures must repeat the saving throw every round. You also heal hit points equal to the damage you deal with this ability at the start of each of your turns. Excess healing becomes THP.
The bottom of the deep blue
You gain resistance to cold damage.
Walk on water
You can access to the water walk spell as a 10th level warlock.
Depth caller
You may use an action to summon up to 3 water weirds for 1 minute with concentration.
Power of the deep
From 14th level, your water weirds to inflict lightning damage when they successfully constrict a target and their escape DC becomes 17.
Water form
From 14th level onward you can change your body into pure water and squeeze through spaces larger than half an inch.
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