Otherworldly Patron: The Quiet One

by TheRedstom

Search GM Binder Visit User Profile

The Quiet One

You have made a pact with a harmonious water entity. This creature lent you their power to protect the ones in need and help people see the peaceful side of the tides by controlling the very lifeblood of the realms: water.

The peace-loving nature of your patron has an influence on your emotions too. You become more careful not to hurt your foes unnecessarily, leading you on a path to aid and protect, rather than harm.

Pact Spells

The Quiet One lets you learn additional spells when you reach certain levels in this class, as shown on the Quiet One Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Quiet One Spells
Warlock Level Spells
1st cure wounds, rain
3rd augury, lesser restoration
5th tidal wave, wall of water
7th control water, watery sphere
9th 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.

You can cast calm emotions without expending a spell slot and only requiring verbal components, and can do so again when you finish a short or 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.

Whenever you or a creature within 15 feet of you is dealt damage, you may use your reaction to grant them resistance to the triggering damage type until the start of your next turn. You can do so a number of times equal to your proficiency bonus, and regain all expended uses when you finish a 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.

Choose a number of creatures to be effected by the waves, equal to your warlock level in a 20-foot-radius sphere centered on you. Revitalizing waters aid friendly creatures' injuries. You divide hitpoints equal to twice 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 20-foot-radius around you. On a successful save, a creature is only pushed back 10 feet.

You regain the use of this feature after finishing a long rest or by expending a warlock spell slot.

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 that last for 1 minute. The number of spheres is equal to 2 + your Charisma modifier (minimum of 1).

Whenever a hostile creature makes an attack against one of your allies within 60 feet of you that you can see, or begins concentrating on a spell directly harmful to a creature, you can use your reaction to hurl one of the orbs against them, expending it. As your watery fury slams into them, the creature must succeed on a Constitution saving throw or their attack or spell 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.

Eldritch Invocations

Invigorating Splash

Prerequisite: The Quiet One patron

You gain the ability to target a friendly creature with eldritch blast and reinvigorate them in the midst of battle. Instead of suffering damage, the target gains temporary hit points equal to half the damage they would take.

Emissary of the Tides

Prerequisite: 15th level, The Quiet One patron

Whenever you use your Wrath of the Sea feature, you are considered to be under the effects of sanctuary for the next minute. The spell still breaks as per the spell's description but you regain its effects at the end of your next turn.

Water's Care

Prerequisite: The Quiet One patron

You can cast aid once without expending a spell slot. You cast the spell at a level equal to the current level of your warlock spell slots, and can do so again when you finish a long rest.

Credits

Otherworldly Patron: The Quiet One v2.5
by TheRedstom

Please support the art/artist and creators displayed in this homebrew.

  • Art: Landscape by Rachopin77 on DeviantArt (original page deleted, found this on Pinterest) Pinterest Link

  • Art: Holy Symbol of Eldath
    by Wizards of the Coast in Faiths and Pantheons

  • Thanks to r/UnearthedArcana especially u/TheJar and my DM Rohan for balancing advice

2
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.