Warlock
Base Class: Warlock

The Wisdom of the Seas Warlock's subclass embodies the union of martial prowess and oceanic mysticism. Those who follow this path are blessed by the Arga the Benevolent Titan of the Depths, gaining insight and power from the wisdom of the sea.

Expanded Spell List

The Wisdom of the Seas 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.

Great Old One Expanded Spells
Spell Level Spells

1st

Create or Destroy Water, Thunderwave

2nd

Gust of Wind, Moonbeam

3rd

Water Breathing, Call Lightning

4th

Control Water, Watery Sphere

5th

Maelstrom, Cone of Cold

Oceanic Blessing

At 1st level, your connection to the Benevolent Titan of the Depths grants you insight into the ebb and flow of the ocean's power. You gain proficiency in Wisdom saving throws, reflecting your heightened awareness and intuition granted by your patron's wisdom. Additionally, you gain the ability to cast the "Guidance" cantrip. This cantrip represents the guidance and wisdom imparted to you by your patron, allowing you to aid yourself or others with divine insight in moments of need.

Furthermore, you gain the ability to cast the "Thunderous Smite" spell, a number of times per long rest equal to your proficiency modifier (minimum of 1). When you hit a creature with a melee weapon attack, you can expend one of these uses to imbue your weapon with thunderous energy. The target must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. Additionally, the target takes 2d6 thunder damage, and if the target is wearing metal armor, it has disadvantage on the saving throw.

Titan's Might

At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

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

Thought Shield

Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Oceanic Fury

At 14th level, you can tap into the fury of the ocean to empower your spells. When you cast a spell that deals damage, you can choose to imbue it with the power of the ocean. The spell deals an extra 1d8 cold damage. Additionally, if the spell normally has a duration of 1 minute or longer, its duration is extended by 1 minute.

Previous Versions

Name Date Modified Views Adds Version Actions
4/12/2024 11:51:18 PM
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