Base Class: Warlock
Expanded Spell List
The Deep One lets you choose from an extended list of spells when you learn a warlock spell. The followings are added to the warlock spell list for you.
Deep One Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | entangle, fog cloud |
| 2nd | detect thoughts, spike growth |
| 3rd | water breathing, sleet storm |
| 4th | blight, control water |
| 5th | planar binding, maelstrom |
Deep One's Grasp
Starting at 1st level, your patron's hold on you and your being has more meaning than metaphorical. Whenever you make a WIS saving throw, you automatically have advantage.
Shield from The Depths
Starting at 6th level, you have been given protecting limbs from your patron. Whenever you are attacked, you can use this limb, which is in the shape of a tentacle, to block 1d8 bludgeoning, slashing, or piercing damage from the attack as a reaction if the attack hits. You can use this ability twice per long or short rest.
Deep One's Anger
Starting at 10th level, the limbs you received from your patron do more than just protecting yourself. As an action, you can do one of three things:
Once you use this feature you can't use it until you finish a short or long rest.
Tentacle Attack
Magical Melee attack. + Spell casting modifier, 1d10 bludgeoning.
Tentacle Grapple
You can use these tentacles to grapple an enemy within melee range, and the target must make a Strength save against your spell save DC. If they fail they are grappled, and must make another Strength save to your DC until they are freed.
Tentacle Movement
You can use your tentacles to double your movement until the end of your next turn.
A Dark and Stormy Night
Starting at 14th level, you chant to summon power from your patron into a painful shower of rain to your enemies. As an action, you can choose a point within 60 feet of you that you can see that will rain an acidic like liquid onto all creatures within a 10 foot radius. Each creature must make a Dexterity saving throw or take 8d6 acid damage on a failed save and half as much on a successful one. If you are within the radius of the rain, you have advantage on attack rolls against enemies who have failed their Dexterity saving throw that are within the area of effect
Once you use this feature you can't use it until you finish a long rest.
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