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Warlock: Pact of the Lurker of the Deep: Mech


Hit Points

Hit Dice: d8 per Warlock: Pact of the Lurker of the Deep: Mech level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
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Tools:
Saving Throws:
Skills:

Overview & Creation

You made a pact with an entity that lurks somewhere in the deep in the ocean. You serve as its eyes and ears outside its domain, watching and reporting your findings.

The Lurker's Clutches

Several of the features of the Lurker in the Deep create tentacles or a maw that reach into the world. The form of these appendages reflects the nature of your specific patron.

Expanded Spell List

1st - level Lurker in the Deep feature The Lurker in the Deep 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.

Lurker Expanded Spells

Spell Level Spells 1st create/destroy water, thunderwave 2nd gust of wind, silence 3rd lightning bolt, sleet storm 4th control water, Evard's black tentacles 5th commune with the machine, cone of cold  

Grasp of the Deep

1st - level Lurker in the Deep feature   At 1st level, you gain the ability to 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 feet of you. The tentacle lasts for 1 minute or until you use the feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 cold or lightning damage and its speed is reduced by10 feet until the start of your next turn. The damage increases at 10th level to 2d8 as a bonus action on your turn, you can move the tentacle up tp 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses on a long rest.  

Fathomless Soul

1st - level Lurker in the Deep feature   At 1st level your patron has granted you the following benefits: -You can breathe both air and water. -You gain a swimming speed equal to your walking speed. -You gain resistance to cold damage.  

Ideal Construction

6th - level Lurker in the Deep feature   At 6th level, You take on some of the mechanical qualities of your patron. You gain resistance to poison damage, you are immune to the poison condition, and you gain truesight to a range of 10 feet.  

Guardian Grasp

6th - level Lurker in the Deep feature   at 6th level, the tentacle you create with Grasp of the Deep can defend you and others. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to the chosen creature by half. After doing so, the tentacle vanishes.  

Devouring Maw

10th - level Lurker in the Deep feature   Starting at 10th level, you can magically draw forth a manifestation of your patron's insatiable hunger. as an action, choose a point you can see within 60 feet of you. For one minute, a translucent maw manifests in a 10-foot radius centered on that point. Each creature in that area when the maw appears must succeed on a Strength saving throw against your spell save DC, or be restrained. Any creature that starts its turn in the maw's area takes 3d6 cold or lightning damage. As an action the creature can repeat the saving throw, ending the effect on a success. At the start of your turn if there is a creature in the maw's area, you gain temporary hit points equal to your Warlock level. Once you use this feature you cannot do so again until you finish a short or long rest.  

Unleash the Depths

14th - level Lurker in the Deep feature   Starting at 14th level you gain the ability to call upon your patron for aid. As an action, you can choose a point within 30 feet of you where your patron tears through reality, manifesting a measure of its thalassic grandeur. Choose one of the following effects to issue from this manifestation point. Once you use either effect you cannot use this feature again until you finish a long rest. -Transport: You and up to five willing creatures of your choice that you can see within 30 feet of the manifestation are grasped by spectral tentacles and yanked through your patron's realm. The tentacles teleport you and your chosen creatures to a point of your choice within a hundred miles that you have visited within the last 24 hours. The tentacles then vanish. -Fury: You can direct a barrage of special tentacles to issue forth and strike up to five creatures you can see within 30 feet of the manifestation point. Each target must succeed a Dexterity saving throw against your spell save DC or take 6d10 cold or lightning damage and is knocked prone. On a success it takes half damage and is not knocked prone. The tentacles then vanish.


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