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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