Warlock
Base Class: Warlock

The Drowned Ones are powerful deep sea creatures, often taking the form of giant fish, they prey on those lost at sea, often swallowing them whole. They then ask these damned souls if they wish for vengeance against the people who sealed their fate and the tools to do it. All they ask in return is the victims loyalty, what for remains a mystery.

Warlocks who choose the Pact of The Drowned Ones are fast moving assassins, gaining the abilities to quickly reposition, move across the battlefield near instantaneously and a unique pact weapon, letting them end opponents  just when they think they're safe.

Boon of The Drowned

At 1st level, you are given a gift by your patron, helping you to carry out it's will. You may choose one of the following magical items, The Drowned One's Staff, The Drowned One's Harpoon and The Drowned One's Bow. These weapons are unbreakable. Only you can wield these weapons, anyone else who try to attack with them will be stunned for 1 minute, however they can pick them up and move them with no restrictions. This weapon acts as your Arcane Focus.

Spells of The Drowned

At 1st level, the spell Create Or Destroy Water is added to your spell list.

At 5th level, the spells Wall Of Water. Water Breathing and Water Walk are added to your spell list.

At 10th level, the spell Phantasmal Killer is added to your spell list.

Ghostwater Dive

Your ancient powers let you enter the plane of the Drowned Ones at will. You start to swim through the air  as if it were water, invisible to all but the beings who grant you the power. As a bonus action, you may choose to use this ability. You become invisible to everyone not within 5ft of you, other then this, there is no way to see you, even through magical means. Your speed changes to 60ft and you gain a swimming speed of 100ft. You cannot be targeted by anything unless the caster or attacker can see you. When you finish your movement when under the effects of Ghostwater Dive you reappear wherever you stopped moving. Doing anything other then moving under the effects of Ghostwater Dive will end the effect early. This effect lasts for 1 round or until you cancel it. You can cancel the effect for free.

Phantom Undertow

Your ghostly powers allow you to disappear and reappear a short distance away, much to the surprise of your opponents. When you use this ability as a bonus action, you become ethereal and move forward in a 15ft straight line, leaving a phantom of you behind. You can dash through enemies using this. At the end of your turn, the phantom will return to you, dealing 2d6 Necrotic Damage and stunning any enemies between you and it. You can use this ability three times every long rest.

Depth From Below

Your aquatic masters have taught you how to drag your prey into the depths of the ocean, even when on land. When you reach 14th level, once per long rest, you can use this feature, but only at the start of your turn and only then. You target one enemy within 40ft, they must make a dexterity saving throw against your spell DC. If they fail, you instantly teleport to them and deal 5d6 Necrotic Damage to anyone within 5ft of the target, including them. If you kill your target with this ability, you can cast it again without having to long rest. You may recast this twice before having to long rest.

The damage of this feature increases to 10d6 at 16th level and a further 10d8 at 18th level.

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