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The Leviathan

Expanded Spell List

The Leviathan 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.
The Leviathan Spells
Spell Level  Spells
1st  create or destroy water, fog cloud
2nd  augury, gust of wind
3rd  call lightning, water breathing
4th  control water, evard's black tentacles
5th  maelstrom, control wind

Curse of the Sea

Starting at 1st level, you can curse your opponents with the ire of your patron. Once per turn when you deal damage to a creature, you can impose one of the following effects, each of which lasts until the end of your next turn:
Treading Water. The target's speed is reduced by 10 feet, and if they are prone, standing up uses all of their movement.
Rolling Fog. The target's vision is occluded by ethereal fog. They have disadvantage on attack rolls and Wisdom (Perception) checks against targets more than 15 feet away from them.
Calm Before the Storm. The first time the target takes cold, lightning, or thunder damage during the duration, it takes an additional 1d8 damage.

Acolyte of the Deep

At 1st level, you gain a swimming speed of 30 feet, and you learn the shape water cantrip, which counts as a warlock cantrip for you and doesn't count against your number of cantrips known.

Dark Escape

Beginning at 6th level, the inky depths of the abyss defend you from harm. As a reaction when you take damage, you can cast darkness centered on yourself, without expending a spell slot, without requiring concentration, and with a duration of 1 minute. Once you use this feature, you can't do so again until you complete a short or long rest.

Pelagic Scion

Starting at 10th level, you can breathe air and water, you have resistance to cold and thunder damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

Leviathan's Wake

At 14th level, you gain the ability to conjure the wrath of your patron as an action. When you do so, an aura of murky water extends in a 15 foot radius around you for 1 minute, forming a puddle on the ground. The radius is difficult terrain for hostile creatures, and when a hostile creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw against your Warlock spell save DC. On a failed save, the creature takes 4d12 thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. Any hostile creature that falls prone in the radius is also grappled (escape DC equals your Warlock spell save DC). Once you use this feature, you can't do so again until you complete a long rest.

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