Tuesday, August 16, 2016

Primordial Patrons; The Unending Sea (D&D 5e)

Elemental Warlocks
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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