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The Quiet One

Expanded Spell List

The Quiet One 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.  
Quiet One Expanded Spells
Spell Level  Spells
1st  cure wounds, create or destroy water
2nd  augury, lesser restoration
3rd  tidal wave, wall of water
4th  control water, watery sphere
5th  greater restoration, maelstrom

Bonus Cantrips

At 1st level, you learn the shape water and mending cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.  

Calming Presence

Also at 1st level, due to your peaceful nature, you gain proficiency in the Persuasion skill. If you are already pro­fi­cient, your proficiency bonus is doubled for any ability check you make that uses this skill.   Additionally, you may cast calm emotions a number of times equal to your Charisma modifier (minimum of 1) without expending a spell slot and only requiring verbal components. You regain all uses of this feature when you finish a long rest.  

Blessing of the Waves

Starting at 6th level, your patron aids you in battle. You gain resistance to fire damage and magical damage from water based spells.   Additionally, you may use your reaction to grant one of these resistances to one friendly creature you can see within 15 feet of you until the end of your next turn. You may use this feature a number of times equal to half your proficiency bonus rounded down (minimum of 1). You regain the use of this feature after you finish a short or long rest.

Ebb and Flow

At 10th level, as an action, you may present your spellcasting focus, evoking the powers of the changing waves. A surge of spiritual water bursts out from your focus, healing those in need and harming those who seek to hurt you.   You may choose a number of creatures to be effected by the waves, equal to your warlock level in a 15-foot-radius sphere centered on you.   Revitalizing waters aid friendly creatures' injuries. You divide hitpoints equal to three times your warlock level between the chosen creatures to be healed by.   Raging tide crashes down upon your enemies. Chosen targets must make a Strength saving throw. On a failed save, they are pushed to the edge of the 15-foot-radius around you. On a successful save, the creature is only pushed back 5 feet.   You regain the use of this feature after finishing a long rest.  

Wrath of the Sea

At 14th level, you reach the peak of your aquatic powers, letting loose your protective water magic. As an action, you conjure spheres of water that spin around you harmlessly. The number of spheres is equal to 2 + your Charisma modifier (minimum of 1). The orbs last for an hour or until dismissed.   Whenever a hostile creature makes a melee weapon attack against one of your allies within 30 feet that you can see, you can use your reaction to hurl one of the orbs against them, expending it. As your watery fury slams into them, they have to succeed on a Strength saving throw or their attack is wasted and they are pushed back 15 feet.   If there is a natural body of water within 30 feet of you, the waves empower your orbs, giving any enemy that doesn't have a swimming speed disadvantage on the saving throw. You regain the use of this feature when you finish a long rest.

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