The Fathomless Patron Spells
| 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
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- 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.
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- 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.
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- 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.
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- 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
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- Also at 1st level, you gain a swimming speed of 40 feet,
- and can breathe underwater.
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- 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.
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- Furthermore, when you are fully submerged, any creature
- that is also fully submerged can understand your speech,
- and you can understand theirs.
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#### Guardian Coil
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- 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.
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- In addition, you gain resistance to acid and cold damage.
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#### Fathomless Plunge
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- 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.
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- Once you use this feature, you can't use it again until you
- finish a short or long rest.
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- In addition, you may cast Water Walking and Water
- Breathing spells at will, but only as rituals.
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#### Grasping Tenatcles
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- 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:
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