Elemental Warlocks
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Next: The Unyielding Stone
Previous: The Unbounded Sky
Of the
primordial patrons, the unending sea may be the most welcoming and forgiving,
its warlocks are, certainly, the most varied. Most such warlocks come from
seafarers or aquatic races, with water gensai having significant
representation. The most notable warlocks of the unending sea are those who are
malleable, changeable, and adaptable; taking whatever form the situation
demands. In peace they are tranquil as still waters and in combat rushing like
the raging storm. They can be stoic, with unfathomable depths and hidden
undercurrents, or they can be as transparent as a mountain lake.
Familiars are
common among waterlocks, though they are found most frequently with those who already
live in aquatic or simi-aqatic environments as they generally taking the forms
of crabs, frogs (toads), octopus, fish (quippers), sea horses. Meanwhile, those
who receive the pact of the chain may gain water elemental wisps.
The most
common pact blades for warlocks of the unending sea are those that can be
wielded underwater without issue, dagger, javelin, shortsword, spear, and
trident, though nets and whips are not uncommon choices. Tomes are generally
traditional in form, with covers of mother of pearl or made from shells of
giant clams and pages of seaweed or kelp. A few receive great pearls, enchanted
to show arcane knowledge to those who peer into the depths of these milky orbs.
Expanded
Spell List
The Unending
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.
Level
|
Water
|
1
|
Ice Knife, Create or Destroy Water
|
2
|
Water Breathing, Water Walk
|
3
|
Tidal Wave, Wall of Water
|
4
|
Control Water, Ice Storm
|
5
|
Cone of Cold, Maelstrom
|
Bond of the
Ocean
At first
level you can speak, read, and write Aquan and Primordial. You are trained in
Strength (Athletics) checks and double your proficiency bonus on such checks.
Gift of the
Implacable Sea
At 6th
level, as an action you may gain advantage on Strength checks for one hour. During
this time your carrying capacity is doubled. After you use this ability you
cannot use it again until you complete a long rest. At 14th level you can use
it again after either a short or long rest.
Hands of
Water
At 10th
level you have proficiency with Strength saving throws.
Call of the
Waves
At 14th
level, you conjure up a deluge of water that crashes down on an individual within
60 feet. This creature must make a Dexterity saving throw. On a failure, a
creature takes 12d8 bludgeoning damage and is knocked prone. On a success, a
creature takes half as much damage and isn’t knocked prone. You cannot use this effect again until you have completed a short or long rest.
Next: The Unyielding Stone
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