Pact Of Sunken Grace Image

Your otherworldly patron bestows a small gift upon you in exchange for your loyal service. Every morning you must spend 10 minutes of silent ritual prayer and communion with your otherworldly patron. Afterwards you are granted one of the 6 following graces at random. Only one grace can be granted per sunrise.

1. Protection of the Reef: Your patron provides you with a suit of armor made from coral that provides additional protection. Once per long rest, you can use your action to summon a suit of coral armor incases your body and lasts for 1 hour. The armor provides an additional +2 to your AC and is resistant to piercing damage.

2. Sailor's Legs: Your patron enhances your ability to move and balance on unstable surfaces. You gain proficiency in the Acrobatics skill, and you can walk on any surface, including water and ceilings, as long as you move at half your normal speed.

3. Kraken's Maw: Once per short or long rest, your patron allows you to peel back the flesh on your body to release the jagged beak of a kraken. The beak can emerge from the chest or the back, but not any of the limbs. This can be used as a melee attack action which deals 2D8 + your spellcasting modifier or as a bonus attack action for 1D6 + your spellcasting modifier. 

4. Knowledge of Worlds Forgotten: Your otherworldly patron bestows glimpses of their knowledge and experiences into your mind. Until the grace expires, you have access and proficiency to all types of knowledge checks. In addition, you get to pick one knowledge check to roll with advantage.  

5. Vile Ink: Your patron grants you the ability to expel a cloud of ink that can blind and confuse your enemies. Once per  long rest, you can use your action to release a cloud of ink in a 20-foot radius centered on you. Creatures within the area must succeed on a Constitution saving throw or be blinded until the end of your next turn and take poison damage equal to half your warlock level (round down).

6. Burial at Sea: Your patron imbues you with the service of the souls lost at sea. Once per short rest you can call forth the simple soul of a sailor who has lost their life at sea to serve you for 10 minutes. The soul is considered spectral, undead, and extraplanar. The soul has a movement speed 40 ft. The soul has a STR 1, CON 1, DEX 14, CHA 10, INT 1, WIS 12. The soul can fly up to 40 ft above the user and move through solid objects. The soul can gather simple information (sights and sounds) and can relay back some of that information to the user only. The soul can be used as a dim light source (20 ft/10 ft). The soul can be consumed by the user to regain HP equal to half the users warlock level + 1 (round down) at the cost of 1D6 sanity. The user can cause the soul to compress its spectral energy and burst, killing the soul, but dealing 1D4 necrotic and sanity damage in a 5 ft radius. 

 

Pact Of Sunken Grace Image

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