Patron: The Fathomless
- You have plunged into a pact with the deeps. An entity of
- the ocean, the Elemental Plane of Water, or another
- otherworldly sea now allows you to draw on its thalassic
- power. Is it merely using you to learn about terrestrial
- realms, or does it want you to open cosmic floodgates
- and drown the world?
- Perhaps you were born into a generational cult that
- venerates the Fathomless and its spawn. Or you might
- have been shipwrecked and on the brink of drowning
- when your patron's grasp offered you a chance at life.
- Whatever the reason for your pact, the sea and its
- unknown depths call to you.
- Entities of the deep that might empower a warlock
- include krakens, ancient water elementals, godlike
- hallucinations dreamed into being by kuo-toa, merfolk
- demigods, and sea hag covens.
- Original Source: Tasha's Cauldron of Everything
Patron Spell List
- Each Patron has a list of spells—its patron spells—that
- you gain at the warlock levels 1st, 3rd, 5th, 7th, and 9th
- These spells are known so long as you are within
- good standing with your patron. If you have a patron spell
- that doesn’t appear on the warlock spell list, the spell
- is nonetheless a warlock spell for you.
| Spell Level | Spells | 1st | Command, Thunderwave |
|---|---|
| 2nd | Rime's Binding Ice, Vortex Warp |
| 3rd | Conjure Animals, Pulse Wave |
| 4th | Control Water, Evard's Black Tentacles |
| 5th | Bigby's Hand (appears as a tentacle), Cone of Cold |
Tentacles of the Deep
- At 1st level, you can magically summon a spectral tentacle
- that strikes at your foes. As a bonus action, you create a
- 10-foot-long tentacle at a point you can see within 60 feet
- of you. The tentacle lasts for 1 minute or until you use this
- feature to create another tentacle.
- When you create the tentacle, you can make a melee spell
- attack against one creature within 10 feet of it. On a hit,
- the target takes 1d8 + your Charisma modifier in cold
- damage, and its speed is reduced by 10 feet until the start
- of your next turn. When you reach 6th level, the you can
- make a melee spell attack against one creature within 15
- feet of it. When you reach 10th level in this class, the
- damage increases to 2d8 + your Charisma Modifier. When
- you reach 14th level, the speed reduction is increased to
- 15 feet, instead of 10 feet.
- As a bonus action on your turn, you can move the tentacle
- up to 30 feet and repeat the attack. If you summon this
- underwater and its movements keeps it completely
- submerged, you can move it up to 60 feet with a bonus
- action and repeat the attack.
- You can summon the tentacle a number of times equal to
- your proficiency bonus, and you regain all expended uses
- when you finish a long rest.
Gift of the Sea
- Also at 1st level, you gain a swimming speed of 40 feet,
- and can breathe underwater.
- In addition, while fully submerged, you have Blindsight
- out to 60 feet, but only to other creatures and objects that
- are also submerged. You lose the ability to use this
- Blindsight if you become Deafened.
- Furthermore, when you are fully submerged, any creature
- that is also fully submerged can understand your speech,
- and you can understand theirs.
Guardian Coil
- At 6th level, your Tentacle of the Deeps can defend you
- and others, interposing itself between them and harm.
- When you or a creature you can see takes damage while
- within 15 feet of the tentacle, you can use your reaction to
- choose one of those creatures and reduce the damage to
- that creature by 1d8 + your Charisma Modifier. When you
- reach 10th level in this class, the damage reduced by the
- tentacle increases to 2d8 + your Charisma Modifier.
- In addition, you gain resistance to acid and cold damage.
Fathomless Plunge
- When you reach 10th level, you can magically open
- temporary conduits to watery destinations. As an action,
- you can teleport yourself and up to a number other
- willing or unconscious creatures equal to your proficiency
- bonus that you know their location within 60 feet of you.
- Amid a whirl of tentacles, you all vanish and then
- reappear in a body of water on the same plane you've
- seen (pond size or larger) or within 60 feet of it, each of
- you appearing in an unoccupied space within 60 feet of
- each other.
- Once you use this feature, you can't use it again until you
- finish a short or long rest.
- In addition, you may cast Water Walking and Water
- Breathing spells at will, but only as rituals.
Grasping Tenatcles
- Starting at 14th level, you can cast your Evard's Black
- Tentacles spell a number of times per long rest without
- using a spell slot equal to half your proficiency bonus
- (rounded down). The Evard's Black Tentacles is
- augmented in the following ways when you cast it:
- Bludgeoning damage taken is 4d10 + your Charisma modifier, either when the first time they enter the area affected, start it's turn there, or start's it's turn already restrained by the tentacles.
- You may change the damage type from bludgeoning to acid, or cold, your choice at the time of casting the spell.
- The area of effect of the spell becomes 30 foot cube instead of a 20 foot square when cast underwater and the effects are completely underwater
- If this spell is cast underwater, the area of effect moves with a moving body of water at the rate of 30 feet of movement along the same path each round on your turn. If cast in a body of water wear the direction oscillates, or doesn't continue in 1 direction, you may choose the direction at the start of your turn. You may also choose for it to remain stationary for the round under the conditions that allow you to choose the direction at the start of your turn.
- If this spell is cast underwater, it not only makes the area of effect difficult terrain, but it also makes the area heavily obscured.
- You ignore all effects from your own Evard's Black Tentacles spell.
- In addition, when you cast the spell, you gain temporary
- hit points equal to your Warlock level. If a hostile creature
- takes damage from your Tentacle of the Deep, or your
- Evard's Black Tentacle spell, increase your current
- Temporary hit points by an amount equal to your
- proficiency bonus, until you have up to a maximum of
- twice your warlock level in temporary hit points.
- More over, damage taken can't break your concentration
- of Evard's Black Tentacles.