Warlock
Base Class: Warlock

You have made a pact with a powerful sea creature or god. You constantly feel the call of the ocean. You feel insecure when you are too far away from the sea. 

Expanded Spell List

The following spells are added to the warlock spell list for you.

Expanded Spells
SPELL LEVEL SPELLS

1st

absorb elements, create or destroy water

2nd

aid, pass without trace

3rd

wall of water, tidal wave

4th

control water, watery sphere

5th

maelstrom, cone of cold

Power of the Sea

At 1st level, your tie to the sea grants you the ability to breathe underwater. In addition, you can walk on water and have a swim speed equal to your walking speed. You also learn the cantrip Shape Water which doesn't count against your number of cantrips known.

Curse of the Sea

Beginning at 6th level, you learn the secret of creating water weapons and infusing your weapons with a watery curse.
You can create a melee weapon with water in your empty hand with your bonus action. You can choose the form that this melee weapon takes each time you create it. You are proficient with that weapon. You can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls of the weapon you create. Your water weapon disappears into a splash of water if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again to create another weapon, if you dismiss the weapon (no action required), or if you die.

If you gain the Pact of the Blade feature, your water weapon is transformed into a pact weapon the moment it is created. You can have up to two pact weapons, but one of them must be a water weapon. The Curse of the Sea affects all your pact weapons. You can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls of your pact weapons.

When you hit a creature with a weapon affected by the Curse of the Sea, you can curse the target for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: 
- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. 
- The cursed target takes additional cold or lightning damage equal to your Charisma modifier. 
- You have advantage on attacks against the cursed target.
You can't curse the same or different targets until you finish a short or long rest.

Watery Defence

At 10th level, you gain the ability to momentarily assuming a watery form. As a reaction when you are hit by an attack, you can reduce the damage by an amount equal to your Warlock level plus your Charisma score, and then you can move up to 60 feet without provoking opportunity attacks. You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Wrath of the Sea

At 14th level, you can cast Tsunami once without expending a spell slot. You regain the ability to do so when you finish a long rest.

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