Warlock
Base Class: Warlock

The waves and watery depths are the domain of your patron. A Drowned patron will often demand blood sacrifices from those who sail their seas and manifest their wrath as fierce storms that sink ships to the ocean floor, never to be seen again. You were chosen by the Drowned perhaps because of your skill as a sailor seeking greater mastery, others because they were wronged at sea and seek vengeance. Each demands the same though, blood must be spilled.

 Beings who would qualify as Drowned patrons include gods such as Poseidon (Neptune), Talos, Istishia,  and Vogan or powerful and long lived aberrations like aboleths.

Expanded Spell List

The Drowned 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.

Drowned Expanded Spells

Spell Level

Spells

1st

bane, fog cloud

2nd

knock, pass without trace

3rd

bestow curse, undertow

4th

control water, phantasmal killer

5th

passwall, submerge

Gift of the Drowned

Starting at 1st level, your patron has granted you mastery over the watery abyss. You gain a swim speed of 30 feet. If you already have a swim speed, it instead increases by an additional 30 feet. Additionally, you can ignore the verbal component of spells while underwater. Lastly, you can see through fog, rain, snow, or other water based obscurement to a range of 60 feet.

If you later gain the Pact of the Chain feature, these benefits apply to your familiar and it can also breath underwater.

Drag Down

Beginning at 1st level, you learn the secret hunting techniques of the deep. You learn the skewer cantrip, which counts as a warlock cantrip for you.

Ambush Predator

Upon reaching 6th level, the range of your Skewer cantrip and the weapon thrown by it increase by 20 feet. In addition, if you have the Thirsting Blade invocation, you may make a melee weapon attack as a bonus action against the creature hit by your Skewer cantrip if they are in range. If you are hidden from your target, both Skewer and the bonus attack (if granted) have a critical hit range of 19-20.

Camouflage

Beginning at 10th level, you can Hide as a bonus action. When you hide, you can instead become invisible until the end of your next turn. If you have the Pact of the Tome feature, each round you are invisible in this way you regain hit points equal to your Charisma modifier. If you are underwater when you activate this feature, your swim speed doubles and you are invisible to everything except truesight.

Once you use this feature to turn invisible, you can't again until you finish a short or long rest.

Ocean's Fury

Starting at 14th level, you may channel the unrelenting power of the ocean to cheat death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet in a fit of rage. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. You may mark one enemy you can see within 60 feet of you as your foe. Until the start of your next turn, you have advantage on attacks against that creature, saving throws versus abilities it uses, and resistance to any damage that creature deals you.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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