Base Class: Warlock
This subclass focuses on a symbiosis between the ocean and the warlock. Dagon is like other patrons, but focuses on the ocean, his home and object of his lust for power.
Expanded Spell List
The Heart of the Ocean 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.
Spell Level------ Spell Names
1--------------------- Create or Destroy Water, Fog Cloud
2--------------------- Misty Step, Water Walk
3---------------------Tidal Wave, Wall of Water
4--------------------- Black Tentacles, Control Water
5--------------------- Maelstrom, Conjure Elemental
Newfound Power
At first level, you learn the Shape Water cantrip. It counts as warlock cantrip for you, but it doesn't count against your number of cantrips known.
As an action, you can call upon the water in the environment and manipulate it, bringing the water below the ground to the surface. The DM reserves the right to restrict this ability based on environmental circumstances. You may use this water to:
- Try to knock a creature within thirty feet prone by slamming into its legs with a small but densely packed wave of water. The creature must make a Strength Saving Throw against your spell save DC or be knocked prone. A creature with no legs or that does not rely on legs to stay upright is immune to this effect.
- Saturate the ground, turning sand, dirt, or grassy terrain into difficult terrain originating at a point within thirty feet and with a diameter of thirty feet by creating pockets of thick mud. This power has no effect on terrains such as stone, wood, or other solid surfaces.
- Create a vertical spout of water in the face of an enemy within thirty feet that does not do damage but is very distracting. The target must make a DC 15 Dexterity Saving Throw or have disadvantage on their next attack.
This power cannot be used again until after a short or long rest.
One With the Water
Starting at 6th level, You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet. You have darkvision while underwater and can cast spells with verbal components while submerged.
Due to your connection with the water, your skin has taken on a wet sheen and you gain advantage on any Dexterity(stealth) checks while at least half submerged in water.
Speak for the Sea
Starting at 6th level, You learn to speak Aquan (Primordial), allowing you to commune with beings from the plane of water.
Additionally, you gain the ability to communicate in a limited manner with beasts and plants from the water. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Improved Powers
Starting at 10th level, you have increased master over the powers granted to you by your patron. You may now use your powers twice per short or long rest. In addition, the following uses of your power have become available to you as actions:
- You use your control of liquid to change the flow and viscosity of your blood in a limited manner to promote healing. You regain hitpoints equal to your warlock level plus your charisma modifier.
- You create a counter-current over the ground to obstruct up to three targets within fifty feet. The targets must succeed on a Dexterity Saving Throw equal to your spell save DC. On a failed save, the targets' speed is reduced to 0 until the end of their next turn. On a successful save, the targets have their speed reduced by half for the same duration.
- You super-heat the water under a target on the ground and send it shooting upward in a thirty-foot geyser of scalding hot steam. The target must make a Dexterity Saving Throw equal to your spell save DC. On a failed save, the target takes 4d6 fire damage and an additional 4d6 force damage. On a successful save, the target takes half as much damage.
Water Mastery
Beginning at level 14, you are able to cast one of the spells Create or Destroy Water, Misty Step, and Wall of Water once a day without expending a spell slot. Your body is able to absorb moisture from the air and as such you no longer have the need to drink water. Additionally, you may now use your power over water abilities three times per short or long rest.
When you roll for initiative and have no more uses of your Power over Water abilities remaining, you regain one.
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