As a bonus action (once per long rest), you may commune with the Deep Ones. You may roll a D12 and must choose the effect. If you do not roll a mentioned number, nothing happens.
1: The voices of the Deep Ones become too much to handle and you take 1d12 of sanity damage every 4 hours.
4: The Deep Ones imbue you with arcane energy, adding 1d8 psychic damage for any melee attack.
6: Roll an effect from the wild magic table whenever you cast your next spell.
8: You imbue the form of a Deep One, everyone around a 15ft cube is frightened, DC 13 wisdom save.
10: The Voice From the Deep revitalizes you, regaining one spell slot of any level.
12: You gain the blessing of The Deep, which allows you to turn one miss from any attack into a critical.
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