Warlock
Base Class: Warlock

The seas have made a pact with you to guard its waters from the waste of those who have no respect for the grand ocean. Its powers have given you control over the water and ice that makes up the ocean, the secrets that lay with in its depths will eventually be released. However this deals has bound you to your duty until the gods eventually release you from it however its unlikely that they may ever do so as there rage burns eternal after hundred of years of pollution. 

Level 3: Seas Blessing

Starting at 3rd level , when you reduce a hostile creature to 0 hit points, a wave bursts out from the creator, all surrounding creators must make a con saving throw or take 2d6+ {{modifier:cha}}. The wave moving 10ft from the fallen enemy.

Level 3: Spell Of The Sea

The God of the sea 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.

Revenger Spells
Warlock Level Spells
3 Ice knife, Misty step, Cure wounds
5 Water walk, Control water
7 Cone of cold, Ice storm, Wall of ice
9 Tsunami, Control weather

Level 6: Head To The Ocean

Starting at 6th level, you can call on the oceans power to turn the battle field in your favour. When you make an attack roll you can make enemies withing 20ft of your target roll a dexterity check or be dragged towards the targeted enemy taking 2d8 bludgeoning damage. On a success full save target takes half as much damage and isn't moved. 

Once you use this feature twice, you can’t use it again until you finish a Long Rest.

Level 10: Cold Front

Starting at 10th level, you can choose one spell (cannot be a cantrip) that deals cold damage when you finish a short or long rest. You gain the ability to heal 3d8 after hitting a enemy with a cold element attack.

Level 14: Dragged To The Undertow

When you cast an area of effect all enemies hit by the effect will be connected by a undertow of water linking their lives. Once one of the linked targets has been hit the damage can then be distributed between the linked enemies. Any attack made will also have 4d10+ {{modifier:Cha}} cold damage add.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

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