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Warlock

Fathomless

You have plunged into a pact with the deeps. An entity of the ocean now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world? Whatever the reason for your pact, the sea and its unknown depths call to you.

Slarkrethel, the Sovereign (Kraken)

He is a terrifying force of nature that even gods would falter at confronting. Not only is he a being of immense power, he commands a horde of powerful Krakens.

Terms: Drawing ships to be consumed by its brood.

Punishments: Serving for up to years as its servant at the bottom of the sea.

Aremag, the Venerable (Dragon Turtle)

The venerable and grouchy dragon turtle who lives in the Sea of Swords. He is fair on the best of days and terrifying on the worst of days.

Terms: Use your services to give it monthly options of wealth.

Punishments: Bouts of rage that leak into your psyche.

Thaelin, the World Turtle (Dragon Turtle)

The largest dragon turtle on record. A behemoth that no longer has mortal foes.

Terms: Defend coastal towns and ships.

Punishments: Losing your bearing and bouts of nausea.

Omgar, the Endless (Sea Serpent)

A truly monstrous being who is said to curl around the whole of the material plane. No one has seen all of its body at once.

Terms: An offering of treasure or pleasing trinkets monthly.

Punishments: Forced to trick a ship into its path.

The Dreaming (Kuo-Toan hallucinogenic dreamlike gods)

Tricky beings of bizarre and unpredictable power who are born of the zealous faith of entire groups of Kuo-Toa. They constantly change due to their portfolios being affected by the whims of their wild and fervent followers who need them for a variety of purposes in their pseudo religions.

Terms: Converting others to the pseudo deity to amass its power.

Punishments: Burns and lashes like you were whipped appearing on you that may or may not be painful.

Deep Ones (Unknowable beings from alien seas)

Coming from the same twisted reality of the Great Old Ones, they are unknowable and nightmarish. Their will is alien and constantly changing. Their presence warps the very reality around them as the natural makes way for their unnatural existence.

Terms: The creation of bizarre shrines in specific places as commanded.

Punishments: Nightmares and disfigurements such as gills or scales.

Level Prepared Spells
3Create or Destroy Water, Encode Thoughts, Gust of Wind, Silence, Thunderwave
5Lightning Bolt, Sleet Storm
7Control Water, Summon Elemental (Water only)
9Bigby's Hand (appears as a tentacle), Cone of Cold

Subclass Features

Lv 3

Patron Spells

Your newly revealed Patron ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Tentacle of the Deep

You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 ft of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against one creature within 10 ft of it. On a hit, the target takes 1D8 Cold damage, and its speed is reduced by 10 ft until the start of your next turn.

As a bonus action on your turn, you can move the tentacle up to 30 ft and repeat the attack.

You can summon the tentacle a number of times equal to your Proficiency Bonus per long rest.

Gift of the Sea

You gain a Swimming speed of 40 ft, and you can breathe underwater.

Lv 6

Guardian Coil

Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 ft of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 2D8.

The damage dealt by your tentacle is increased to 2D8.

Oceanic Soul

You are now even more at home in the depths. You gain Resistance to Cold and Force damage.

Lv 10

Grasping Tentacles

You summon additional tentacles to aid your patron. You learn the spell Evard's Black Tentacles. It counts as a Warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your Warlock level. Moreover, damage can't break your concentration on this spell.

Lv 14

All Consuming Whirlpool

You can create a funnel that leads straight into the maw of your patron. As an action you summon an ethereal whirlpool of inky water in a 60 ft diameter that is 90 ft tall centered on you that remains for one minute. The area within the whirlpool is Difficult Terrain and each creature other than you and those you designate must make a STR saving throw DC equal to your spell save DC at the start of each of their turns and on a failed save is pulled 20 ft toward the center. If a creature is pulled to the center it vanishes for a brief period taking 4D6 Psychic damage as their mind is ravaged and is teleported to a random space outside of the whirlpool.

If you create a second whirlpool the first whirlpool vanishes.

Fathomless Plunge

You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 ft of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (Pond size or larger) or within 30 ft of it, each of you appearing in an unoccupied space within 30 ft of the others.

Once you use this feature, you can't use it again until you finish a short or long rest.