Warlock - The Leviathan Patron

by CaelReader

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Otherworldly Patron

The Leviathan

You have made a pact with a great sea monster, a leviathan. Known as destroyers of ships and bringers of storms, these creatures — such as Krakens, Dragon Turtles, and Sea Serpents — lurk in the deepest depths of the oceans, pursuing their own inscrutable ends. These beings are destructive by their very nature, but reward those who serve them on the surface, extending their influence beyond their watery domain.

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

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 don't count against your number of cantrips known.

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:

Sinking Feeling. 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 lightning or thunder damage during the duration, it takes an additional 1d8 damage.

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 requiring concentration, 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.

Eldritch Invocations

Grasp of the Deep

Prerequisite: Pact of the Blade feature, Leviathan patron
Your pact weapon extends into a dark, sinuous tentacle, increasing its reach by 5 feet. When you hit a creature smaller than Large with your pact weapon, you can choose to grapple the target with the weapon. You can have one creature grappled with this feature at a time, and until the grapple ends you can't use that weapon to attack a target other than the one you are grappling with it.

Pod Leader

Prerequisite: Leviathan patron
Your swimming speed increases by 10 feet. While in water, friendly creatures within 30 feet of you gain a swimming speed equal to their movement speed.

Paper Boat

Prerequisite: Pact of the Tome feature, Leviathan patron
Your book of shadows becomes filled with sea charts and navigational maps. You gain proficiency with navigator’s tools and cartographer’s tools, and your Book of Shadows is able to act as both. You can’t become lost as long as you have your Book of Shadows.

By performing a 1 minute ritual with your Book of Shadows, you can transform it into a paper boat large enough to carry one Medium creature or object. The boat is impervious to water and damage, but lacks any means of propulsion. The boat can hold up to 500 pounds, instantly turning back into a book if more weight is placed onto it. You can transform the boat back into a book through the same ritual.


Deep Urchin

Tiny monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 12 (3d4+6)
  • Speed 5ft., climb 5ft.

STR DEX CON INT WIS CHA
1 (-5) 12 (+1) 14 (+2) 1 (-5) 8 (-1) 1 (-5)

  • Skills Stealth +3
  • Damage Resistances cold, thunder, lightning
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, frightened, poisoned
  • Senses Blindsight 30ft. (blind beyond this radius), passive Perception 9
  • Languages
  • Challenge 1/2 (100 XP)

Amphibious. The urchin can breathe air and water.

Innate Spellcasting. The urchin’s spellcasting ability is Charisma. It can innately cast light and dancing lights at will, requiring no components.

Magic Resistance. The urchin has advantage on saving throws against spells and other magical effects.

Underfoot. The urchin can occupy another creature's space and vice versa. Other creatures provoke an opportunity attack from the urchin when they enter its space. The urchin has advantage on Dexterity (Stealth) checks as long as it remains stationary.

Sticky. The urchin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. The urchin has advantage on checks and saving throws to avoid falling prone or being moved against its will.

Deployable. The urchin is able to be picked up and placed by friendly creatures, as well as thrown. A friendly creature that's carrying the urchin can throw it at a creature within 20 feet of them as an action. The target must succeed on a Dexterity saving throw (DC equals 8 + the thrower's proficiency bonus + the thrower's Dexterity modifier) or be hit with a Spine attack, and the urchin sticks to the target, gaining advantage on attack rolls against it until it is removed. The urchin can be removed with a successful Shove or other forced movement.

Actions

Spine. Melee Weapon Attack: +3 to hit, reach 0ft., one creature. Hit: 4 (1d6 + 1) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned until the end of its next turn.

Terror from the Deep

Prerequisite: Pact of the Chain feature, Leviathan patron
If your familiar is a deep urchin, its maximum hitpoints are increased by twice your warlock level, and it adds your proficiency bonus to its AC, damage rolls, attack rolls, ability checks, and saving throws.

While carrying a deep urchin, you can throw it as a bonus action instead of an action. When you do so, you can propel the urchin with a jet of water, doubling the range of the throw.

 

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