Base Class: Warlock
Warlock pact made with spirits of the drowned at sea.
Expanded Spell List
The Drowned Spirit 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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1st |
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2nd |
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3rd |
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4th |
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5th |
Chosen of the Drowned
Starting at 1st level, you can breathe underwater and you gain a swimming speed equal to your walking speed. You have advantage on charisma checks against sea creatures, and can speak Aquan.
Champion Below the Waves
Starting at 6th level, you may encase yourself in watery armor. If you are not wearing any armor, you may use your bonus action to create armor made of water, increasing your AC to 17 and granting resistance to fire damage. This armor lasts for 1 minute.
Once you use this feature, you can't use it again until after a short or long rest.
Screams of the Drowned
Starting at 10th level, you can magically draw forth a manifestation of your patron's everlasting pain. As an action, choose a point you can see within 60 feet of you. For 1 minute, shadowy forms of the ghosts of the drowned fill a 10-foot cube centered on that point. Each creature in that area when the Drowned appear must succeed on a Strength saving throw against your spell save DC or be restrained by the icy hands that pull it downwards. Any creature that starts its turn in the Drowned's area takes 3d6 necrotic or cold damage (your choice when it takes the damage). As an action, a restrained creature can repeat the saving throw, ending the restraint on a success. At the start of your turn, if there is a creature in the Drowned's area, you gain temporary hit points equal to your warlock level.
If this feature is used at sea, the Drowned will instead attempt to pull the target below the waves. Make an opposed grapple check with your spellcasting modifier each round, and on a success, the target is pulled 10 feet downwards.
Once you use this feature, you can't do so again until you finish a short or long rest.
Kiss of the Drowned
Starting at 14th level, you are kindred to the spirits of the Drowned. As an action, you can choose a point within 30 feet of you, and any creature(s) you choose within a 10 foot sphere begin to drown. The target(s) must make a Constitution saving throw or immediately begin drowning. Drowning creatures are incapacitated. At the start of their turn or when the target(s) take damage, they can repeat the saving throw, otherwise they can only survive a number of rounds equal to 1 or their Constitution modifier, whichever is higher.
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