Warlock Patron: Sekolah, The Great Shark

by Anthony Vallozzi

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Otherworldly Patron

At 1st level, a warlock chooses an otherworldly patron. The Great Shark is a new option for that feature, in addition to those found in the Player's Handbook.

Sekolah, The Great Shark

Your pact is with the Shark-Father Sekolah, an evil god that resides in Stygia, the fifth layer of the Nine Hells. Sekolah is known for being the greatest tyrant of the sea, taking pleasure in the hunt, plunder, and inevitable slaughter of his leviathan prey, or any other creature he deems worthy. Sekolah values strength above all else, and requires his followers to prove themselves thoroughly before he grants them his power. Therefore, your pact with him is a brittle one, easily broken if you show any sign of weakness.

Expanded Spell List

The Great Shark 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 entangle, ice knife
2nd enlarge/reduce, locate object
3rd tidal wave, wall of water
4th control water, watery sphere
5th death from below*, maelstrom

*Spells marked with an asterisk can be found on page 3 and 4 under Additional Spells

Ocean's Might

Beginning at 1st level, while you are not wielding a shield or wearing any armor, your Armor Class equals 10 + your Strength modifier + your Charisma modifier.

Ruthless Predator

Also at 1st level, you develop the skills needed to join in your patrons hunt. You gain weapon proficiency with tridents and nets, and whenever you make an attack roll with advantage, you can immediately make a weapon attack as a bonus action using your strength for the attack and damage rolls.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

You can make this extra attack a number of times equal to your Charisma modifier (minimum 1), and you regain all uses after finishing a long rest.

Sailor’s Nightmare

At 6th level, you learn to curse your enemies, using the
weight of ethereal water to drag them into the sea’s
embrace. As a bonus action, you can curse a
creature that you can see within 60 feet of you for
one minute. While the creature is afflicted by this
curse, it cannot jump or fly, and it treats all terrain as
difficult terrain. If the creature is flying or swimming, it automatically descends 60 feet at the start of each of its turns.
It can use an action to make a Wisdom saving throw against your warlock spell save DC, ending the curse on a success.

Once you use this feature, you can’t do so again until you
finish a short or long rest.

Cull the Meek

At 10th level, as a reaction when you take damage, you can swing a melee weapon you are wielding in a decimating arc around yourself. Each creature within 5 feet of you must succeed on a Dexterity savjng throw (DC = 8 + your Strength modifier + your proficiency bonus) or take your weapon damage + your Strength modifier as damage. If at least one creature fails its save, you gain temporary hit points equal to the result of your damage roll and an additional 10 for each creature that dies as a result of this damage.

Breathtaker

Starting at 14th level, whenever you deal damage with a melee weapon attack to a creature holding its breath, it loses a number of rounds of breath equal to your Strength modifier.

Hunting Grounds

Also at 14th level, you summon forth a watery prison from the abyss in which you can freely hunt your prey. You can use your action to create a 30-foot-radius sphere of water centered on you. Hostile creatures within the sphere when you create it must immediately make a Wisdom saving throw or become frightened. While frightened in this way, a creature is magically locked within your hunting grounds, unable to leave the sphere using its movement. The sphere moves with you, and lasts for 1 minute or until you lose concentration (as if concentrating on a spell).

When you use this feature, you can choose up to 4 willing creatures to gain a swimming speed of 30 feet and water breathing until it ends.

Once you use this feature, you can't use it again until you finish a long rest.

Suffocating

A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.
For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.

Otherworldly Patron | Sekolah, the Great Shark

Anthony Vallozzi - Patreon.com/AnnalsOfAdventure

1
Your Pact Boon

It may be valuable to consider how your choice of Otherworldly Patron influences your pact boon. The following are ideas for the nature of each boon as a warlock of Sekolah, the Great Shark:

Pact of the Chain. The nefarious stygian devil shark makes for a great familiar for any protégé of Sekolah.

Pact of the Blade. Your pact weapon may take the form of a blue-hued trident strewn with barnacles, metalwork resembling features of sharks, and other oceanic embellishments. It could also appear as a traditional macuahuitl, which would often have shark teeth embedded along the edge of the wooden weapon.

Pact of the Tome. The pages of your Book of Shadows may be bound in shark skin leathers, featuring an ever churning whirlpool rimmed with teeth on its cover and fishy vertebrae along its spine.

Eldritch Invocations

At 2nd level, a warlock gains the Eldritch Invocation feature. The following invocations have been added as options for the Sekolah, The Great Shark patron. Your DM can lift this restriction to better suit the campaign if these invocations are also appropriate for a different Otherworldly Patron. If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

Aspect of Sekolah

Prerequisite: Great Shark patron
You develop the following features coined by the Father of Sharks:

  • You grow rows of razor-like teeth that can be used as a natural weapon to make a bite attack. On a hit your bite deals 1d4 + your Strength modifier as piercing damage.
  • You gain a swimming speed of 30 feet as webs form between your fingers and toes, a dorsal fin spouts from your back, and a muscular tail extends from your tailbone.
  • You form gills which allow you to breath both air and water.

Calling from the Depths

Prerequisite: 7th level, Pact of the Tome feature
You can cast secret chest without expending a spell slot, providing material components, or a cumulative chance of ending the spell after 60 days. You can’t do so again until you finish a long rest.

Additionally, you can add the following spells to the list of spells you can cast using your Mystic Arcanum when you reach the level required to cast them. At 13th level you can cast submerge vessel*, at 15th level you can cast tsunami, and at 17th level you can cast selachian whirlwind*.

Devour Pawn (Dominus)

Prerequisite: 10th level, Pact of the Chain feature
You can use your action to devour your pact of the chain familiar, reducing its hit points to 0. When you do, your power grows tremendously, your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category - from medium to Large, for example. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available. Until this effect ends, you gain +4 to your Strength ability score (to a maximum of 24) and each creature within 5 feet of you at the start of your turn takes 1d10 force damage. Your weapons also grow to match your new size. While these weapons are enlarged they have the reach property, and attacks you make with them deal one extra weapon damage dice. These effects last for 1 minute. You must finish a long rest before you can use this invocation again.

Ghostwater Dive

Prerequisite: 10th level
You can use your action to gain a burrow speed of 30 feet, a swim speed of 60 feet, and tremorsense out to a range of 30 feet for up to 10 minutes. For the duration, you can burrow through nonmagical, unworked earth and stone, and while doing so, you don't disturb the material you move through. You must concentrate (as if concentrating on a spell) to maintain these effects.

If you occupy the same spot as a solid object or surface when this effect ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

You must finish a long rest before you can use this invocation again.

Prey Seeker

Prerequisite: eldritch blast cantrip, Great Shark patron
Once per turn, when you miss an attack with your eldritch blast, you can reroll the attack if the target is below its maximum hit points.

Relentless Hunter

Prerequisite: Great Shark patron
You have advantage on any Wisdom (Perception) or Wisdom (Survival) checks you make to hunt or track a creature below its maximum hit points, or that has recently suffered a major injury. Additionally, you can smell the scent of creatures below their maximum hit points from up to a mile away, allowing you to accurately pinpoint the distance and direction to them.

Riptide

Prerequisite: 10th level, Pact of the Blade feature
While wielding your pact weapon, you can use Cull the Meek when a creature provokes an Attack of Opportunity. Furthermore, when you hit a creature with Cull the Meek, it is pulled into an unoccupied space nearest you, takes an additional 1d6 force damage (which adds to your temporary hit point result), and its speed drops to 0 for the rest of the turn.

Otherworldly Patron | Sekolah, the Great Shark

Anthony Vallozzi - Patreon.com/AnnalsOfAdventure

2

Additional Spells

The following spells are provided for ease of use at your table.

Biting Blade

cantrip transmutation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon)
  • Duration: 1 round
  • Classes: Warlock

You channel primal magic into a weapon you're wielding, causing it to animate and twist into a snapping maw. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range.

On a hit, the target takes 1d8 piercing damage. If the target provokes an attack of opportunity from you before the spell ends, your attack deals 1d8 additional piercing damage as your weapon sinks its teeth in, and its speed is reduced by 10 until the start of your next turn. After you make an opportunity attack, or at the start of your next turn, your weapon returns to normal.

This spell's damage increases when you reach higher levels.

At higher level. At 5th level, the initial attack deals an extra 1d8 piercing damage to the target, and the damage the target takes from the attack of opportunity increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Death From Below

5th level conjuration


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S, M (a quipper)
  • Duration: Instantaneous
  • Classes: Warlock

You hurl a quipper at a creature within range. Make a ranged spell attack against the target. This attack always hits if the target is submerged in water. On a hit, the target takes 1d10 piercing damage. Whether your attack hits or not a 15-foot-radius whirlpool appears centered below the target. The water is 10 feet deep and is considered difficult terrain. If the attack hit, the whirlpool remains centered on the target no matter where or how it moves.

At the end of the targets following turn, a gargantuan maw rowed with razor sharp teeth appears and attempts to bite all creatures in the whirlpool's radius. All creatures in the area must make a Dexterity saving throw against your warlock spell save DC to avoid the snapping maw. The target of this spell makes this save with disadvantage if the attack hit. If a a creature fails, it is dragged into the maw and bitten, taking 4d10 piercing damage and 4d10 slashing damage. If this is enough to reduce the target to 0 hit points, you can choose to have them be swallowed whole by the mouth, consuming them and sending their bodies to Stygia. Either way, the maw then immediately disappears.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the piercing damage (from the maw) or the slashing damage (your choice) increases by 1d10 for each slot level above 5th.

Submerge Vessel

7th level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a glass marble or piece of soap)
  • Duration: Concentration, up to 8 hours
  • Classes: Druid, Wizard

When this spell is cast upon a water vehicle, the vessel is surrounded by a protective bubble of constantly replenishing, breathable air and sinks beneath the waves. For the duration of the spell, the vessel can travel beneath the water as easily as it did above. While under the effects of this spell, the vessel has magical propulsion that gives it a maximum speed of 120 feet. The vessel’s pilot uses the normal water vehicle skill to control the ship while under this spell’s effects, and can command it to dive and ascend as part of the vessel’s normal movement.

Despite the magical propulsion, the vessel still requires its crew to perform its normal functions.

The spell protects the vessel and all aboard from the dangers of drowning and pressure, but not from damage from outside obstacles or creatures. The bubble cannot be used offensively and prevents an affected vessel from rising into a space that won’t accommodate it (like a sea cave too small to contain it or under another vessel). Creatures can enter or leave the bubble at will, but those outside the sphere cannot be forced inside against their will, the sphere proving substantial enough that such creatures may choose whether to enter or to slip away along its sides. At the end of the spell’s duration the bubble pops, causing a vessel still underwater at that time to begin sinking. This spell has no effect if cast upon a vessel in water that cannot cover it entirely.

Although largely beneficial, this spell can be cast on a water vehicle whose pilot does not want to submerge their vessel. The pilot must succeed on a Wisdom saving throw to resist this effect.

Otherworldly Patron | Sekolah, the Great Shark

Anthony Vallozzi - Patreon.com/AnnalsOfAdventure

3

Selachian whirlwind

9th level conjuration


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S, M (a handful of shark teeth)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid

A strong wind bearing the scents of fish, kelp, and the sea kicks up as the skies darken and fill with roiling green-tinted clouds. A whirlwind full of sharks howls down to a point that you can see on the ground. The whirlwind is a 20-foot-diameter, 120-foot-high cylinder centered on that point. A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a huge or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.

As a bonus action, you can move the whirlwind up to 30 feet. If you ram the whirlwind into a creature, that creature must make the saving throw against the whirlwind’s damage, and the whirlwind stops moving this turn. When you move the whirlwind, you can direct it over barriers up to 60 feet tall and jump it across pits up to 40 feet wide. The whirlwind sucks up any Large or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.

Additionally, each round you maintain concentration on this spell, the storm rains down viscous predatory fish on your turn. Roll on the following table to determine what appears.

d10 Shark Summoned
1-2 reef shark
3-6 hunter shark
7-9 giant shark
10 megalodon shark

You choose the unoccupied spaces within 30 feet of the whirlwind where they appear, and may select spaces within the whirlwind's area.

You can choose up to 6 creatures the sharks are not hostile towards. Each shark takes its turn immediately after you end your turn. The sharks pursue and attack the nearest non-sharks to the best of their ability.

Sharks summoned by this spell gain a walking speed of 10 feet, and are immune to any damage or condition inflicted by the spell, but are sucked up by the whirlwind when they enter its area or the whirlwind enters theirs as though they were Large or smaller objects, regardless of a shark's actual size. While in the area of the spell's whirlwind, a shark summoned by this spell gains a fly speed equal to its swim speed, moves with the whirlwind when the whirlwind moves, and can move freely within the whirlwind's area during its turn. If the shark leaves the whirlwind's area, it drops to the ground. A shark that ends its turn outside of water or outside the area of the whirlwind begins suffocating.

Additional Pact Familiar

The following familiar is provided as an additional choice for warlocks who have chosen the Pact of the Chain feature.

Stygian Devil Shark

A horned shark from the depths of Stygia (the fifth layer of the Nine Hells). Stygian devil sharks are known for using their ability to turn ethereal to enter the river styx and feast upon the souls of the damned within it.

A stygian devil shark is 4 feet long and weighs 130 pounds.


Stygian Devil Shark

Small fiend (devil), chaotic evil


  • Armor Class 14 (natural armor)
  • Hit Points 27 (6d6 + 6)
  • Speed 0 ft., fly 30 ft. (hover), swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 13 (+1) 5 (-3) 12 (+1) 10 (+0)

  • Saving Throws Str +4, Dex +5
  • Skills Athletics +4, Perception +5, Stealth +5
  • Damage Resistances cold, necrotic: bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Condition Immunities prone
  • Senses blindsight 30 ft., darkvision 60 ft., 15 passive perception
  • Languages understands Infernal but cannot speak
  • Challenge 1 (200 XP)

Amphibious. The shark can breathe air and water.

Ethereal Sight. The shark can see 30 feet into the Ethereal Plane when it is on The Material Plane, and vice versa.

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

Pack Tactics. The shark has advantage on attack rolls against a creature if at least one of the shark’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. If the creature is ethereal, this attack deals an additional 2d6 necrotic damage, and restores hit points to the shark equal to the amount rolled.

Etherealness. (1/day) The shark enters the Ethereal Plane from The Material Plane, or vice versa. It is visible on The Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. The shark can only remain on the Ethereal Plane for 10 minutes.

Otherworldly Patron | Sekolah, the Great Shark

Anthony Vallozzi - Patreon.com/AnnalsOfAdventure

4

New Monster

The following monster is provided for ease of use at your table.

Megalodon

The true nightmare of the sea is the megalodon, a shark that represents the pinnacle of this species’ evolution. Horrifying in its immense size and ruinous appetite, the megalodon is certainly the beast behind many legends of enormous fish who swallow ships whole.

A megalodon is 60 feet long and weighs 100,000 pounds.


Shark, Megalodon

Gargantuan beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 232 (15d20 + 75)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 21 (+5) 1 (-5) 12 (+1) 10 (+0)

  • Saving Throws Wis +5
  • Skills Perception +9
  • Senses blindsight 60 ft., passive Perception 19
  • Languages
  • Challenge 11 (7,200 XP)

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Siege Monster. The shark deals double damage to objects and structures.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage and a Huge or smaller target must succeed on a DC 18 Strength saving throw or be swallowed whole. If its bite attack is a critical hit, it can swallow a Huge creature in the same way.

    A swallowed creature is blinded and restrained and has total cover against attacks and other effects outside the shark. It takes 11 (2d10) bludgeoning damage and 11 (2d10) acid damage at the start of each of the shark’s turns. A shark can have one Huge creature, up to three Large creatures, or up to 10 Medium creatures swallowed at a time.

    If the shark takes 45 damage or more on a single turn from the swallowed creature, the shark must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone within 5 feet of the shark.

    If the shark dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

Credits

Created by Anthony Vallozzi, you can contact me on reddit as /u/ch33ri000z. You can find my work and follow me for updates at gmbinder.com.

Special thanks and full credit to @GenuineBelieverer for the Sailor's Nightmare feature reproduced with permission by Genuine Fantasy Press LLC, and as always thanks to @Izzy for the help he provides.

Art in Order of Appearance

"Devil Shark Textured" by Marcus Dublin
"Drown" by Wizards of the Coast
"Skull & Shackles" by Craig Spearing
"Shark Typhoon" by Caio Monteiro

Otherworldly Patron | Sekolah, the Great Shark

Anthony Vallozzi - Patreon.com/AnnalsOfAdventure

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