Water Weight. Creatures hit by spells cast by Christopher become encumbered by their armor or clothes. They loose 5 feet of movement.
Spellcasting. Chris is a 8-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Chris has following Warlock spells prepared:
Cantrips (at will): Eldritch Blast, Create Bonfire
3rd level (3 slots): Hunger of Hadar, Lightning Bolt, Misty Step, Hold Person
Aquatic Baptism. Chris can baptize his party while in the water or rain. The party Gains an aquatic shield providing them a plus 2 to their armor class. This effect works up to 6 creatures and lasts for 1 hour.
Raging Storm. Chris can summon a storm once a week. This brings heavy rains or snow depending on the season or location. While in the storm Chris becomes immune to resistant to bludgeoning, slashing and pricing damage as the water surrounding his skin helps protect him from impacts.
Action Name. Enter the description for your action.
Eldritch Blast. Ranged Magic Attack: +10 to hit, range 300ft., 1 target. Hit: (1d10 + 6) Force damage.
Tentacle Whip. Melee Magic Attack +10 to hit, range 10ft, 1 target. Hit: (1d8+6) Cold Damage. (Bonus Action)
Tentacle of the Deeps. You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you can create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.
When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
War Mage. Chris may make a spell attack at any creature leaving its melee attack range.
Chris can call upon his divine ability as an action on his turn.
Drown (1 Action). As an action on Chris's turn he can drown a target by forcibly pulling the water in the targets body into their own lungs. The Target must succeed on a DC 20 constitution saving throw or take 5d6 force damage the first turn. If the target failed the saving throw they begin coughing up water, on the targets turn they must make another save. If they fail they take another 5d6 force damage and take 2 levels of exhaustion. This save continues until the target dies or makes the saving throw.
The Target only takes half damage at any point when they save. The targeted creature will have disadvantage on his saving throw if he is within Chris's raging storm.
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