Warlock
Base Class: Warlock

You've made a pact with an ancient, oceanic entity known as the Keeper of the Depths. As life teems within the seas, so do the secrets of the forgotten ages - sunken cities, ships lost at sea, and treasures unimaginable gone to the darkest currents that churn with horrible tentacles and creatures from nightmare. The Keeper watches over all of these, and guides them in its endless pursuit of knowledge. In the deepest crevices where sunlight has never been seen, all oceans are one to the Keeper of the Depths, and its desire is insatiable.

Keeper of the Depths Expanded Spells

The Keeper of the Depths 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
1st Identify, Entangle
2nd Beast Sense, Alter Self
3rd Tidal Wave, Water Breathing
4th Watery Sphere, Phantasmal Killer
5th  Maelstrom, Rary's Telepathic Bond

Secrets of the Depths

Starting at 1st level, your patron visits you in your dreams, learning what you've learned in exchange for hidden knowledge. Whenever you finish a long rest, you gain proficiency in two skills, languages, or tools of your choice. You remain proficient in these until you finish another long rest, at which point you can choose new ones to replace them.

Additionally, you gain a swim speed equal to your movement speed.

Strange Aeons

At 6th level, the Keeper shares the secret of false immortality with you. Whenever you have 0 hit points, you do not fall unconcious but still must make death saving throws until you are stabilized. However, you cannot personally take actions that would directly result in you recovering hit points. You can benefit from this feature once per short or long rest.

Madness of the Deep

At 10th level, your patron allows you to call on its unspeakable secrets and inflict them on others. As an action, choose a creature within 60 feet. The target must make an Wisdom saving throw against your warlock spell save DC. If they fail, they are driven mad, and must use their action to make a melee attack against themselves during their turn. This lasts until they succeed a repeated saving throw made at the end of each of their turns. Once you use this feature, you can't use it again until you finish a short or long rest.

Consumption of Mind and Soul

At 14th level, as an action, you can summon the terrible maw of the Keeper to appear before you. A massive beak surrounded by tentacles appears and attempts to grab a target of your choice within 30 feet. When a creature is targeted, it must make a Strength saving throw against your warlock spell save DC to shake off the grasp of the horror. If the target fails it is dragged into the beak and bitten, taking 6d10 piercing damage and 6d10 psychic damage. If this is enough to reduce the the target to 0 hit points, you can choose to have them be swallowed whole by the mouth, consuming them. Either way, the maw then immediately disappears. You can summon the maw once per long rest.

If you have a creature eaten using this feature, your patron visits you in your dreams during your next long rest and grants you a boon in return for the sacrifice. Choose any spell of 5th level or lower. You can cast this spell once using a warlock spell slot. If you do not cast this spell before killing another creature with this ability and resting, it is lost.

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