Warlock
Base Class: Warlock

You have made your pact with a massive terrifying creature from the deep seas. A creature who's legends are told by terrified sailors on ports, often dismissed as mere myth. These tales of your patron may be of a destructive being that drags ships to the bottom of the sea, embodying the violent elemental fury of the sea. Alternatively such a creature could be a benevolent defender of the sea watching over and guiding those that travel it. Some notable examples of powerful leviathans that may find service from mortal creatures would be the legendary kraken, Uk'otoa, or the world serpent Jörmungandr.

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.

Leviathan Expanded Spells
SPELL LEVEL SPELLS
1st create or destroy water, fog cloud
2nd blur, spike growth
3rd tidal wave, wall of water
4th control water, watery sphere
5th cone of cold, maelstrom

Shielding Tides

At 1st level, upon choosing this subclass, you gain the ability to summon tides of water to defend yourself. As a reaction, when a creature comes within 5 feet of you, you may force all creatures that are huge or smaller within 5 feet of you to make a Strength saving throw against your warlock spell save DC. On failure that creature is pushed 5 feet from you and may not move into a space within 5 feet of you until the start of your next turn if it is huge or smaller. Additionally, until the start of your next turn, if a huge or smaller creature that has not made this saving throw enters a space within 5 feet of you, it must make a Strength saving throw. If it fails it is pushed 5 feet away from you and may not enter a space within 5 feet of you again until the start of your next turn.

Once you use this ability you may not do so again until you take a short or long rest.

Traveler of the Deep

At 6th level, your patron grants you the ability to more easily traverse the sea. You gain the following benefits:

  • You can breathe both air and water.
  • You gain a swimming speed equal to your walking speed.

Grasping Tendril

Starting at 6th level, the power of the tides become under your control. As a bonus action, you conjure a tendril that sprouts from the ground in an unoccupied space of your choice that you can see within range. You can direct the tendril to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 10 feet or away feet directly toward the tendril.

You may use this ability a number of times equal to your charisma modifier per short or long rest (minimum once).

Mantle of the Sea

At 10th level, you learn to take a shifting watery form. As an action you may shift into a liquid form for 10 minutes. The effect ends early if you are knocked unconscious or die. For the duration you gain several benefits: 

  • Resistance to acid damage as well as bludgeoning, piercing, and slashing damage from nonmagical Attacks
  • Immunity to being grappled, paralyzed, prone, or restrained 
  • If you take cold damage equal to your Constitution score in one hit your movement speed is reduced by half
  • You are considered invisible while underwater
  • You can breathe underwater and your swim speed becomes equal to twice your move speed
  • You can enter a hostile creature's space and stop there.
  • You can move through a space as narrow as 1 inch wide without squeezing.

You may not use this feature again until you finish a long rest.

Surging Maelstrom

At 14th level, you learn to summon a whirling pool of water. As an action, choose a point within 120 feet, you create a 20-foot radius area on the ground or water for 1 minute. This area is considered difficult terrain. Whenever a creature starts its turn or enters the area for the first time that turn, the creature must make a Strength saving throw or be pulled to the center of the area and its movement is reduced to 0 until the end of their turn.

You may not use this ability again until you finish a long rest.

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