Warlock
Base Class: Warlock

You have made a pact with a being from the darkest depths of the ocean, a being with mysterious goals. Monsters like this are often strong enough to challenge gods or other powerful creature. Leviathans strong enough to forge a pact include the Kraken, other monsters that exist outside of what is known of the ocean, and even devious gods of the ocean.

Expanded Spell List

The Leviathan 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.

Fiend Expanded Spells
Spell Level Spells

1st

create or destroy water, fog cloud

2nd

blur, dust devil

3rd

tidal wave, water walk

4th

control water, watery sphere

5th

conjure elemental, mislead

Oceanic Scion

Starting at 1st level, you can use an action to transform into a piscine form, resembling a deep scion. While in this form, you gain the ability to breathe air or water, a 40 foot swim speed, you can speak aquan, and you can emit a psychic screech once per short or long rest. When you do, any number of creatures of your choice within 30 feet of you must make a Wisdom saving throw against your Warlock spell save DC. On a failure, the target is stunned until the end of your next turn. This screech can be heard for 300 feet. It is an action to transform back into your humanoid form.

Gifts of the Sea

Starting at 6th level, you can share the benefits of you pact with other allies. Once per long rest, you can cast Water Breathing as a ritual.

Bloated Bodies

At 6th level, you gain the ability to call upon your patron to punish your foes. When you reduce a creature to zero hit points and it dies, you can use you reaction to cause it to rapidly decompose and bloat the body before exploding it with necrotic energy. Every creature of your choice within 10 feet of the body must make a Dexterity saving throw against your Warlock spell DC, taking half damage on a success. If the target is medium or smaller, it deals 4d6 necrotic or bludgeoning damage (your choice). If the target is large, it deals 6d6 necrotic or bludgeoning damage (your choice). If the target is huge, it deals necrotic or 8d6 bludgeoning damage (your choice). If the target is Gargantuan, the damage is 10d6 necrotic or bludgeoning damage (your choice). If you kill multiple creatures at once, you can detonate as many of them as you want. Alternatively, you can target a corpse as a bonus action, dealing half the damage stated above.

Watery Grave

Starting at 10th level, you can use a bonus action on your turn to mark a target. You choose a creature within 60 feet of you that you can see. A spectral anchor wraps around them, reducing their speed to zero. This effect lasts until the end of your next turn. You can use your bonus action on subsequent turns to extend the effect by one turn. This effect lasts for up to one minute. When the anchor is first applied to a creature, they must make a wisdom saving throw against your Warlock spell save DC, becoming frightened on a failure. They have disadvantage on the save if you are in your piscine form. While frightened in this way, they see all creatures as fish monsters, cannot distinguish enemies from allies and believe themselves to be underwater, taking 3d8 psychic damage on that turn. They can repeat the save after each if their turns, ending the frightened condition on a success. If the number of rounds they are frightened in this way equals their constitution modifier (minimum of one) they take psychic damage equal to one of their hit die and fall unconscious as they believe that they have drowned. Creatures that don't need to breathe or can breathe underwater are immune to this frightened effect. You can use this feature once per long rest.

Domain of the Leviathan

Starting at 14th level, your patron recognizes you devotion, and grants you the full might of the sea. Once per long rest, as an action, for one minute you can create a circle no bigger than 100 feet and no smaller than 30 feet in diameter, centered on a point you can see within 100 feet of you. This circle appears as an infinitely deep hole filled with seawater, but the water is solid, and cannot be traversed into. When you create this circle, you can choose any number of creatures within it. These creatures cannot leave the circle, and consider the circle as rough terrain. As long as the circle exists, you can take any of the following actions on your turn:
Shark. A large shark comes from the bottom of the circle and attempts to bite at a creature. You make a melee spell attack against a creature in the circle that you can see, on a hit, the creature takes 2d10 magical piercing damage.
Tentacle. You make a melee spell attack against a creature in the circle that you can see, on a hit, the target takes 1d10 piercing damage and must succeed a Strength (Athletics) of Dexterity (Acrobatics) check against your Warlock save DC or be restrained. The creature can repeat the check on the end of each of its turns, ending the effect on itself on a success. Up to three creatures can be restrained in this way at a time.
Lightning. You call down lightning from the sky. You make a ranged spell attack against a creature in the circle that you can see. On a hit, they take 3d6 lightning damage.
Storm. You create a large storm spanning the size of the circle. The area in the circle in now heavily obscured.
Undead Mariners. Undead hands attack all creatures of your choice in the circle. Every creature in the circle must make a Dexterity saving throw against your Warlock spell save or take 1d10 necrotic damage, taking half on a successful save. On a failed save, their speed is reduced by half.
Leviathan Surge. A spectral form of your patron bursts up from the circle, attacking all creatures of your choice in a manner appropriate to your patron. Every creature in the circle than you chose takes 5d12 psychic, lightning, bludgeoning, piercing, slashing, cold, thunder or necrotic damage (your choice). The same damage type applies to all enemies. This action destroys the circle.

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