The Leviathan
The Leviathan is usually disregarded as a folktale or a horror story spread to keep inexperienced sailors and merchants off the aquatic trade routes. However, a myriad of gigantic beings lurk beneath the depths of the ocean, preying on ships and other aquatic beings as well. Pacts with these beings are usually made out of fear and urgency, as a drowning sailor may agree to a pact to survive the immediate problem. Warlocks in this pact typically roam the seas looting and destroying ships, and their patrons grant them skills and power to do so.
Beings who fit this description can be powerful Aboleths, Dragon Turtles, Krakens, Marids, or Sea Serpents.
Leviathan Features
| Warlock Level | Features |
|---|---|
| 1st | Expanded Spell List, Corsair of the Depths |
| 6th | Watery Grasp |
| 10th | Eldritch Diver |
| 14th | Watery Grave |
The Leviathan Expanded Spells
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.
| Spell Level | Spells |
|---|---|
| 1st | ensnaring strike, fog cloud |
| 2nd | blur, warding wind |
| 3rd | wall of water, water breathing |
| 4th | control water, watery sphere |
| 5th | dominate person, maelstrom |
Corsair of the Depths
Starting at 1st level, you can breathe underwater, and you gain a swimming speed equal to your walking speed. While you are wearing no armor and not wielding a shield , your
AC equals 13 + your Charisma modifier.
Additionally, you are proficient with Scimitars, Tridents, and Nets. You can read, write, and speak Aquan.
Watery Grasp
Starting at 6th level, you can use your bonus action to send out a tendril of water that wraps around a creature you can see within 30 feet. That creature must make a Dexterity saving throw. The target take 3d8 cold damage and are pulled up to 30 feet towards you on a failed save, or half damage and no pull on a success.
If you use this feature underwater, you summon a riptide that pushes the creature instead. The target take 4d8 bludgeoning damage and are pulled up to 30 feet towards you on a failed save, or half damage and pulled up to 15 feet a success.
Once you use this feature, you can't use it again until after a short or long rest.
Eldritch Diver
Starting at 10th level, you become accustomed to the dark, cold, and crushing depths of the ocean. You gain resistance to cold damage. Additionally, while you are underwater, you ignore any of the drawbacks caused by a deep, underwater environment, you gain darkvision out to a range of 120 feet, and you always know which direction is up.
Watery Grave
Starting at 14th level, your patron grants you power capable of capsizing even the greatest of ships. You can use your action to summon an 5-foot-deep, 40-foot radius whirlpool centered around any point within 120 feet of you. The point must be on ground or in a body of water. The area is difficult terrain. Any creature other than yourself that starts its turn there must make a Strength saving throw. Creatures take 4d8 bludgeoning damage and 2d8 cold damage and are pulled 20 feet toward the center on a failed save, or half damage and no pull on a success. The center is a 5-foot radius surrounding the chosen point. Any creature other than yourself that ends their turn in the center is grappled and restrained as a monster from the depths grab them through a portal in the center. At the end of a grappled creatures turn, they may make a DC 20 Dexterity saving throw in an attempt to escape the grapple. The whirlpool lasts for 1 minute.
Once you use this feature, you can't use it again until
after a long rest.
by Bryan Sola