Warlock
Base Class: Warlock

Willingly or not, you have sunken into the mind of a predator of the sea. Will you join the underwater hunt, or will you serve as a bait to catch a bigger fish? 

Reckless pirates, greedy sailors, fallen marines, or even casual victims of shipwrecks find themselves bargain with a sea-dwelling entity, with the purpose of expanding their desires; one may want to get their hands on a hidden treasure, others may need to plot a salty revenge. Such people are thirsty for power, but so is the Sea Predator, who patiently slithers in the darkest depths, attempting to lure them into their misery. 

Whether it is a voracious kraken, an archfiend that spilled from the Abyss, or the resonant sea shanty of a long forgotten pirate king, the Sea Predator provides you a coriaceous shell and a hooked blade that allow you to hunt even in the stormiest of waters.


 

Expanded Spell List

The Sea Predator 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.

Sea Predator Expanded Spells
SPELL LEVEL SPELLS

1st

thunderwave, command

2nd

Rime's binding ice, darkness

3rd

lightning bolt, blink

4th

Evard's black tentacles, control water

5th

conjure elemental (water only), destructive wave

Gills and Barnacles

Starting at 1st level, your body adapts to survive in treacherous waters. While you are wearing no armor and not wielding a shield, you gain a swimming speed equal to your walking speed and your AC equals 10 + your Constitution modifier + your Charisma modifier.

Also, you can breathe underwater a number of hours equal to your proficiency bonus.

Sea Hunter

 Also at 1st level, you learn how to infuse your weapon with thalassic energy. Whenever you finish a long rest, you can touch one weapon that lacks the two-handed and heavy property and gain proficiency in that weapon, until you use this feature again. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Seawater Frenzy

At 6th level, you can call upon sea critters to distract your enemies. As a bonus action, choose a creature you can see within 30 feet (9 meters) of you. For 1 minute, all sort of marine life unleashes towards the target, enveloping it in a delirious frenzy. When you or a creature you can see takes damage while within 5 feet (1.5 meters) of the target, you can use your reaction to choose one of those creatures and roll a d6, applying a bonus to your AC or saving throw equal to the number rolled, potentially causing the attack to miss.

Once you summon the critters with this feature, you can't use the feature again until you finish a long rest.

Armor of Tendrils

At 10th level, you rely on the darkness of the ocean depths, and you learn the spell shadow of Moil. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, the Sea Predator bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.

Oceanic Plunderer

At 14th level, the Sea Predator rewards you to become one with the sea. Your senses attune to the surrounding environment, your skin grows coriaceous and stinging, and your thirst for hunting becomes insatiable. As an action, you can magically mutate your body for up to 10 minutes. While doing so, you gain the following benefits, the effects of which last until the transformation ends:

  • You gain a swimming speed of 40 feet (12 meters), and you ignore the effect of water pressure.
  • You gain blindsight within 30 feet (9 meters) from you. 
  • You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. Also, when a creature at 5 feet (1.5 meters) from you hits you with an attack, it must succeed a Constitution saving throw or being poisoned until the end of its next turn, when the effect ends on it.
  • When you hit a creature with your "Sea Hunter" weapon, you can deal necrotic damage instead. When doing so, you regain hit points equal to half the amount of necrotic damage dealt.

Once you use this feature, you can't do so again until you finish a long rest.

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