Base Class: Warlock
Your patron is a creature of the depths, an ancient horror whose twisted mind contains secrets not meant for mortals. These creatures ultimate desires are often unknowable and the missions it sends its minions on will general make little sense to those who carry them out. It may be a one of the original Krakens or some older horror that was forgotten before history was ever recorded. Some of these creatures, when encountered, can be confused for Great Old Ones of the Far Realm, but make no mistake these monstrosities are the last remnants of bygone eras from this world.
Expanded Spell List
The Deep one 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.
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Strength of the Waves
Starting at first level your patron modifies your biology to make you better suited to its natural environment. You gain darkvision out to a range of 60 feet, if you already have darkvision increase its range by 30 feet, you can breathe both air and water, you gain resistance to cold damage, and you don't suffer the effects of extreme depth as described in the Dungeon Master's Guide.
Force of the Tides
Starting at 6th level your patron makes sure the ocean is never far from you. As an action on your turn you can conjure a wave to crash into a creature you can see within 40 feet of you. That creature makes a Dexterity saving throw against your spell save DC, on a failed save it takes 4d8 bludgeoning damage and if it's size large or smaller it is pushed 20 feet away from you or knocked prone your choice, on a successful save it takes half as much damage and isn't pushed or knocked prone. You can do this once and regain the ability to do so after completing a long rest.
Fury of the Storm
Starting at 10th level your patron grants you the power of a maelstrom when you enter combat. When you roll initiative you can create powerful gusts of wind filled with lashing rain that hinder your foes movements, choose a number of creatures up to your Charisma modifier within 60 feet of you to target with this ability, each of your targets must succeed on a Constitution saving throw or suffer disadvantage on their initiative check and be blinded until the end of their first turn in combat.
Crush of the Deep
At 14th level your patron allows you to bring the unlit depths of the very bottom of the ocean that it dwells in to your enemies. As an action on your turn you can affect a 20 foot radius centered on you causing magical darkness to spread throughout it that lasts for up to a 1 minute while you concentrate as though on a spell, as long as this darkness remains all creatures besides you must, when they enter the area for the first time on a turn or start their turn within the affected area, succeed on a Strength saving throw or take 4d6 bludgeoning damage and be restrained as the weight of the oceans bears down on it, on a successful save a creature takes half damage. While this is active you cannot leave the area of darkness however you can see as normal. You can do this once and regain the ability to do so after completing a long rest
Previous Versions
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11/26/2019 10:46:47 PM
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Coming Soon
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