The Drowning Deep
There are some on the world of Morketh who look across the ocean and see more than just places to explore or ships to sail. There are some who stare into the star-lighted waves as they crash upon the shore and imagine a great beast looking back from the depths. Others still are driven by an insatiable lust for knowledge of what might lurk beneath the surface of what so many claim to have mastered.
And yet, there are indeed creatures and entities that drift on ocean currents, traveling to the far places of the world and whispering soft melodies and forbidden secrets to any who would hear them.
Suffocating Gaze
Your patron is an entity of largely indeterminate origin and form that call the vast oceans of Morketh home in some way. It is something that has either sought you out as a delver of knowledge, or something you may have inadvertently made contact with in your research of lost or unknown subjects. Patrons of the Drowning Deep could be a physical creature that swims beneath the seas, a projection from Ekaitza, or the manifestation of an idea so extreme and perverse that is has been given form.
Expanded Spell List
Your Patron of the Drowning Deep 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 | create or destroy water, dissonant whispers |
| 2nd | detect thoughts, moonbeam |
| 3rd | water breathing, wall of water |
| 4th | phantasmal killer, watery sphere |
| 5th | maelstrom, geas* |
Whispers of the Deep
Starting at 1st level, your Patron offers you a secret of the depths when you finish a long rest. This secret is unintelligible and incomprehensible to any mortal mind, but can be invoked against another creature to drive them closer to the madness of knowing.
Once between short or long rests, you can use an action and whisper one of these secrets to a creature you can see within 60 feet of you. The creature hears it as an echoing cacophony of gibbering speech in their minds, and they must make a wisdom saving throw or have their movement reduced to zero, and they drop any weapons they are carrying as they clutch their head in agony.
Deep Ones’ Blessing
Starting at 6th level, you become more at home with the water. You gain a swim speed equal to your walking speed, you can hold your breath underwater for twice your normal amount, and you ignore non-magical difficult terrain penalties while traversing water. When you are within 100 feet of any body of water larger than 30 feet, you can submerge yourself in it using this feature. While submerged in this way, you have advantage on any stealth ability checks, and other creatures have disadvantage on perception checks to see you.
Once between short rests, you can make a melee weapon attack against a creature and attempt to drown it. On a successful hit, your target takes 2d6 bludgeoning damage and is restrained by you as you wrap one hand around its throat, magically filling its lungs with water. At the start of each of its turns, a creature restrained in this way can make a constitution saving throw against your spell save DC, ending the drowning effect on a success, or taking 2d6 bludgeoning damage on a failure.
Thalassophobic Influence
Beginning at 10th level, your patron allows you to coalesce its influence of the sea into a physical form.
At the end of a short, you can create an item in the form of a small trinket or seastone (you or your DM can choose an item or roll on the trinkets table on pages 161/162 of the PHB). While you wield it, it can only be used as a spellcasting focus or to use this feature.
When used with this feature, you consume the trinket and can cast the tidal wave spell. In addition to its normal effects, the area that the wave covered becomes an area of unexplainable fear and dread that any creature entering must overcome a charisma saving throw against your spell save DC. A creature that fails this saving throw is unable to enter the area, while a creature that succeeds can enter as though it were difficult terrain. This effect lasts for the next hour, or until dispel magic or a sufficiently powerful effect forcibly ends it.
Secrets of a Lost City
Starting at 14th level, you are able to infect the minds of others with visions of a city lost centuries ago to the ocean depths.
As an action, choose a creature within 60 feet of you to make a Wisdom saving throw against your warlock spell save DC. On a failed save, it becomes convinced that it is deep beneath the waves looking upon ancient ruins for the next minute or until your concentration is broken (as if you are concentrating on a spell). It must hold its breath during this time, is blind to its surroundings and takes 1d6 psychic damage every time it attempts to breathe during this effect, imagining that it is truly inhaling water. At the start of each of its turns, it must succeed on a wisdom saving throw or take 2d10 psychic damage as your patron visits terrible and mind-shattering visions upon it.
You must finish a short or long rest before you can use this feature again.