Base Class: Warlock
You have made a pact with a creature of great power that exists beneath the waves. Beings of this sort include Ben-Hadar, Olhydra, the Eldest, or even a powerful Morkoth or Kraken. Maybe you fell overboard and it granted you the power to live underwater, or perhaps it stole you from the shore and offered you a bargain in exchange for your life. Either way, you were subjected to an ancient ritual that forever changed you and bound you to your patron.
Expanded Spell List
The Voice of the Deep 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.
Fiend Expanded Spells
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Spell Level |
Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Gifts of the Deep
At 1st level, you have the ability to breathe both air and water and you have a swim speed equal to your walking speed.
Armor of the Deep
Beginning at 1st level, you have learned how to cloak yourself in the power of your patron when you cast spells. Whenever you consume a Warlock spell slot, you gain temporary hit points equal to 10 times the spell slot level.
If you cast Armor of Agathys, these temporary hit points are added to it's total, but not the damage.
Psychic Screech
Starting at 6th level, you can call on the power of your patron to let out a fierce scream in battle. As an action, you let out an otherworldly scream that is audible for 300 feet. All creatures within 30 feet of you must make Constitution saving throws or be stunned until 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.
Watery Defense
At 10th level, you gain resistance to fire damage.
Additionally, you may use an action on your turn to turn your body and everything you are carrying into water. While in this form, your walking speed is reduced to 10 feet as you flow on the ground and your swimming speed increases to 60 feet. You have resistance to nonmagical damage. Until you leave this form, you may pass through small holes and narrow cracks and you are invisible while submerged in water.
While in this form, you can't talk or manipulate objects, and any objects you was carrying or holding can't be dropped, used, or otherwise interacted with. You can't attack or cast spells.
You may transform back to your normal as an action, or if you fall unconscious/die.
Seabringer's Curse
Starting at 14th level, you gain the ability to curse targets to experience the crushing effects of the deep. You learn 3 new ways to curse targets using the power of your watery patron.
These curses are added to the list of spells you know.
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