View Full Version : D&D 5e/Next Singing Sea Otherworldly Patron: An aquatic warlock subclass

2017-07-14, 12:06 AM
Your patron is an enigmatic entity hailing from the depths of the sea. Their goal being to lure others into the waters. For what purposes your patron desires these tithes you may not know but the powers given by this entity allow you to assist. Examples of such creatures include aboleths, morkoths, krakens, the purple star caiphon, sirens, and all other manner of oceanic horrors.

At 1st level, you gain a swim speed equal to your walking speed, you can breathe air and water, and you have advantage on saving throws to escape grapples and restraints. In addition, you ignore the negative effects of a deep water environment.

Song of the Deep
At 1st level, you can magically project your voice so that it originates from a point within 60 feet.
As an action, you can attempt to lure a creature that can hear your voice. That creature must make a wisdom saving throw against your spell save DC, or become charmed by you for one minute, or until you stop singing.
While charmed in this manner the creature must spend their turn moving towards the source of your voice. For its action, it can only take the dash action or attempt to escape from an effect that is preventing it from moving. A creature charmed in this way will not place themselves in an immediately dangerous situation to reach your voice, such as standing in fire or throwing themselves from a cliff, but can do potentially dangerous things such as swimming through rough water or going near an aggressive monster.
The creature is no longer charmed as soon as it takes damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You must complete a short or long rest before using this ability again.

Inured to the Abyss
At 6th level, you have become accustomed to the effects of the things that lurk beneath the waves. You have advantage on saving throws to avoid becoming frightened or charmed and, you have resistance to cold and psychic damage.

Otherworldly Sight
At 10th level, you gain blindsight to a range of 30 feet. Within the radius of this blindsight, you can see as if under the effects of the See Invisibility spell. While underwater the range of your blindsight increases to 120 feet.

Black Mark
At 14th level, as a bonus action, you can mark one creature to be consumed by the sea. For 5 hours or until you lose your concentration, the creature is marked with a pitch black spot on their hand; the creature is frightened of you, you always know the location of the creature, and as a bonus action you can teleport to a location within 30 feet of the creature. This effect can be removed by a Remove Curse spell or other similar effect. You must complete a long rest before being able to use this feature again.

Expanded Spell List
1st: Dissonant Whispers, Fog Cloud
2nd: Detect Thoughts, Silence
3rd: Call Lightning, Tidal Waves
4th: Control Water, Ice Storm
5th: Dominate Person, Maelstrom

Ahuizotl's Hand
Prerequisite: The Singing Sea patron, Pact of the Blade feature
You can create a rusting, iron trident. The head resembles a grasping claw. When you hit a creature with a ranged attack using this weapon, you can expend a spell slot to deal an additional 2d6 cold damage per spell level, and cause one of the following effects:
The creature must make a Dexterity saving throw against your spell save DC or fall prone
The creature must make a Strength or Dexterity (their choice) saving throw against your spell save DC or have their speed reduced to 0 feet, until a creature within 5 feet of the trident takes an action to remove it.
The creature must make a Strength saving throw or be pulled up to 60 feet in a straight line towards you, and the trident flies back to your hand.

Deadly Hold
Prerequisite: The Singing Sea patron
You add your charisma modifier to all athletics checks made to grapple creatures, and you can move at full speed while grappling a creature that is the same size or smaller than you. In addition, you have advantage on grapple checks while you or your victim are at least half-way submerged in water.

Denizen of the Deep
Prerequisite: The Singing Sea patron
You can telepathically communicate and sense any creature within 200 feet that can breathe air and water. This does not let you know the creature's or creatures' exact location; it simply alerts you of their presence.

Thematically Appropriate Familiar

When a warlock uses their pact of the chain class feature to summon a familiar they may choose to summon a levilarvae.

Levilarvae are cat sized, omnivorous, sea slug-like creatures that live on the skin of colossal sea monsters such as krakens and dragon turtles and eat the algae and other small creatures living on the skins of such titans. Native to the plane of water, these creatures are surprisingly intelligent and possess the ability to understand aquan and have other limited communication methods. Their natural luminance is hypnotizing to other creatures and provides them an easy escape method from faster predators. Despite their small size, levilarvae are incredibly resistant to harm and can take hits that would kill the average humanoid. They are also dangerous if provoked, their acidic bite being the bane of inexperienced seafarers and boat owners alike.

Tiny aberration, unaligned
Armor Class: 12
Hit Points: 22 (4d4+12)
Speed: 10 ft., climb 10 ft., swim 60 ft.
Str:6 (-2) Dex:15 (+2) Con:16 (+3) Int:5 (-3) Wis:13 (+1) Cha:7 (-2)
Saving Throws: Constitution +5
Damage Resistances: Cold
Senses: darkvision 60 ft., passive perception 11
Languages: Understands Aquan but can't speak
Challenge: 1/2 (100 XP)
Amphibious. The levilarvae can breathe air and water.
Bioluminescence. The levilarvae sheds dim light for 5 feet. The levilarvae can suppress this trait for as long as if it wishes. At the start of the levilarvae's turn, all creatures looking at the bright light shed by the levilarvae must make a DC 13 Wisdom saving throw or become charmed by the levilarvae for one round. Other levilarvae are immune to the effects of this trait.
Slippery. The levilarvae has advantage on ability checks and saving throws made to escape a grapple.
Spider Climb. The levilarvae can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 5 (2d4) acid damage.

Variant: Levilarvae Familiar
Some levilarvae are willing to serve spellcasters as a familiar. Such levilarvae have the following trait.
Familiar. The levilarvae can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the levilarvae senses as long as they are within 1 mile of each other. The levilarvae's companion gains immunity to the effects of the levilarvae's bioluminescence trait. At any time and for any reason, the levilarvae can end its service as a familiar, ending the telepathic bond.