Void Bringer
The archetypal Void Bringer is a fighter empowered by a terrible connection to the depths of the ocean. In combat, Void Bringers call on that power to summon horrors from the deepest seas and warp the battlefield to their will. Over time, that eldritch influence twists the Void Bringer's body, drawing them ever closer to the ocean's bedrock.
Grasping Tentacles
Starting at 3rd level, you can call tentacles from the deep sea to harass your enemies. As a bonus action, you can raise a 10-foot-long spectral tentacle in an empty space on a surface you can see within 60 feet of you. The tentacle is Medium, and its space is difficult terrain for hostile creatures.
Once on each of your turns, you can deal extra bludgeoning damage to one creature you hit with a weapon attack. The extra damage is 1d4 for each tentacle within 10 feet of it.
A tentacle vanishes after 1 minute. It also vanishes if you use this feature again, or if you dismiss it (no action required).
The number of tentacles you can raise when you use this feature increases when you reach certain levels in this class. You can raise two tentacles at 7th level, three tentacles at 15th level, and four tentacles at 18th level.
Abyssal Pull
Also starting at 3rd level, when you take the Attack action on your turn, you can command one of your tentacles within 60 feet of you instead of attacking. You can replace any number of attacks in this way. That tentacle lashes out and attacks a creature you can see within 10 feet of it. This attack is a melee spell attack. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. Its damage is bludgeoning, and its damage die is a d8. If one of your tentacles hits a Large or smaller creature with an attack, you can pull it up to 10 feet towards the tentacle.
Additionally, when a creature you can see moves out of the reach of one of your tentacles, you can use your reaction to command that tentacle to make its melee spell attack against the creature if you are within 60 feet of the tentacle.
You can only use this reaction a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
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Created Using: GM Binder
Artwork By: Alvin Lee
Eldritch Body
By 7th level, your body is as alien as the deep sea. You have a swimming speed of 30 feet, and you can breathe underwater.
Additionally, your unnatural appearance terrifies the faint-of-heart. You gain proficiency in the Intimidation skill, and your proficiency bonus is doubled for any ability check you make that uses that skill.
Undertow
Starting at 10th level, when you use your Second Wind while standing on solid ground, you can submerge yourself beneath the surface as if it were water. While submerged, you have total cover, your speed is 0, and you have blindsight out to 60 feet. You can't take actions, and the only reaction you can take is to use your Abyssal Pull.
At the start of your next turn, you emerge, appearing in an unoccupied space you can see within 60 feet of you.
Writhing Deep
Beginning at 15th level, the area within 10 feet of your tentacles is difficult terrain for hostile creatures.
Nightmare Totem
At 18th level, you gain the ability to summon an eldritch idol from the depths of the ocean. As an action, you can raise a spectral idol in an empty space on a surface you can see within 60 feet of you. You decide the idol's appearance. It is immune to all damage and conditions, and lasts for 1 minute.
The idol projects a nightmarish aura, extending 60 feet from the idol in every direction, but not through total cover. A hostile creature that starts its turn in the aura must succeed on a Wisdom saving throw (DC 8 + your Wisdom modifier + your proficiency bonus) or take 2d12 psychic damage, or half as much on a successful save. If one of your tentacles is in the aura, you can use your Abyssal Pull reaction to command that tentacle without expending a use of the feature and without using your reaction.
Once you use this feature, you can't use it again until you finish a long rest.
