Expanded Spell List
The Keeper of the Depths 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.
Keeper of the Depths Expanded Spells |
|
Spell Level |
Spells |
1st |
identify, sleep |
2nd |
locate object, zone of truth |
3rd |
crushing tide*, luring light* |
4th |
control water, sleepwalking* |
5th |
forgotten pain*, legend lore |
Secrets of the Lost
Starting at 1st level, your patron visits you in your dreams,
stealing fragments of your experiences in exchange for
hidden knowledge. Whenever you finish a long rest, you gain
proficiency in two skills, languages, or tools of your choice.
You remain proficient in these until you finish another long
rest, at which point you can choose new ones to replace them.
Additionally, you gain a swim speed equal to your
movement speed.
Sailor’s Nightmare
At 6th level, you learn to curse your enemies, using the weight
of ethereal water to drag them into the sea’s embrace. As a
bonus action, you can curse a creature that you can see within
60 feet of you for one minute. While the creature is afflicted
by this curse, it cannot jump or fly, and it treats all terrain
as difficult terrain. If the creature is flying or swimming, it
automatically descends 60 feet at the start of each of its turns.
It can use an action to make a Wisdom saving throw against
your warlock spell save DC, ending the curse on a success.
Once you use this feature, you can’t do so again until you
finish a short or long rest.
Madness of the Deep
At 10th level, the Keeper’s gaze looms over you. Whenever you
take damage, you can use a reaction to unleash a wave of black
ink to cloud the air in a 10-foot radius of your current location
for one minute, heavily obscuring the area. Hostile creatures
that end their turn within the area must make a Wisdom
saving throw against your warlock spell save DC. If they fail,
they are frightened until the start of your next turn, and must
attempt to escape the cloud.
Once you use this feature, you can’t do so again until you
finish a short or long rest.
Hunger for Knowledge
Starting at 14th level, you can summon the terrible maw of
the Keeper to appear before you as an action. A massive beak
surrounded by tentacles appears and attempts to grab a target
of your choice within 30 feet. When a creature is targeted, it
must make a Strength saving throw against your warlock spell
save DC to shake off the grasp of the horror. If the target fails,
it is dragged into the beak and bitten, taking 6d10 piercing
damage and 6d10 psychic damage. If this is enough to reduce
the target to 0 hit points, you can choose to have them be
swallowed whole by the mouth, consuming them. Either way,
the maw then immediately disappears.
Once you summon this maw, you cannot do so again until
you finish a long rest.
If the maw consumes a creature using this feature, your
patron visits you in your dreams during your next long rest
and grants you a boon in return for the sacrifice. Choose any
spell of 5th level or lower from the warlock or wizard spell
lists. You can cast this spell twice using a warlock spell slot,
after which it is lost. The spell is also lost if you sacrifice a new
creature and select a new spell using this feature.
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