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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.
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#### 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*