Ocean Lord Patron | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Ocean Lord Patron

You have made a pact with a powerful ocean-dwelling entity whose magic bolsters and transforms you. Though most powerful in water, your patron has provided you with the ability to bring the ocean to any environment. You commune with your patron wherever saltwater pools and listen to its wishes in the gurgling bubbles of the deep. Serve your patron well, and it will grant you the power to become an unstoppable aquatic force.

Expanded Spell List

The Ocean Lord 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 WaterThunderwave
2nd Conjure Ferryman, Gust of Wind
3rd Miniature Hurricane, Water Walk
4th Control Water, Windblown
5th Conjure Elemental, Enshroud
   

Oceanic Blessing

At 1st level, your patron enhances your physical body with elements of the ocean. You gain a swimming speed of 30 feet, and you can breathe underwater. When you finish a long rest, choose which of the following oceanic blessings to accept from your patron. You can have only one blessing at a time. The blessing lasts until you finish a long rest.
  • Barnacles. Barnacles cover your skin in a protective layer. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
  • Fins. Fins grow along your legs, arms, and spine, and webbing grows between your fingers and toes. Your swimming speed increases by 30 feet, and you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks while swimming.
  • Tentacular Arm. A tentacular limb sprouts from a location of your choice on your torso. As a bonus action, you can make the tentacular limb lash out a creature within 5 feet of you. Make a melee spell attack. On a hit, the limb deals 1d6 bludgeoning damage to the target. The limb can hold objects weighing up to 10 pounds, but you can’t wield weapons or shields with it. You have a measure of control over the limb’s finer movements, allowing you to perform minor tasks that require manual precision, such as using a tool or performing the somatic components of a spell.
  • Poisonous Spines. Poisonous spines jut out from your skin. When a creature hits you with a melee attack while within 5 feet of you, it must succeed on a Dexterity saving throw against your spell save DC or take 2 (1d4) poison damage and be poisoned until the end of its next turn.

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    Waverider

    Starting at 6th level, you can summon a magical wave of water to carry you safely across land and water. You can use a bonus action to create a wave of water beneath you that transports you to an unoccupied space you can see within 30 feet of you. This movement doesn’t provoke opportunity attacks. The wave can carry you along any horizontal surface with an angle of no higher than 45 degrees, including liquid surfaces, and the wave ignores difficult terrain and protects you from damaging terrain. The wave disappears afterwards, depositing you on the surface at the destination, regardless if the surface is solid, liquid, dangerous, or difficult terrain.
    Alternatively, if you spend 10 minutes conjuring this magical wave, you can make it large enough to hold yourself and a number of willing creatures of your choice equal to your proficiency bonus. Each chosen creature must be within 10 feet of you at the end of the 10 minutes to be transported by this wave. A wave conjured in this way has a speed of 240 feet and lasts for 1 hour, until you dismiss it as a bonus action, or until you are incapacitated. This wave otherwise works the same as your personal wave, transporting you and your allies safely across any surface and ignoring the effects of difficult and damaging terrain.
    You can conjure a magical wave (of either type) a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
     

    Enhanced Blessing

    At 10th level, your connection to your patron strengthens, enhancing your oceanic blessing. When you finish a long rest and choose an oceanic blessing, you gain the chosen blessing’s normal effects and that blessing’s enhanced effects, which are detailed as follows:
  • Barnacles. While you have this blessing, you have resistance to cold damage. As a bonus action, you can reinforce your barnacles for 1 hour. While your barnacles are reinforced, you have resistance to bludgeoning, piercing, and slashing damage. Once you reinforce your barnacles, you can’t do so again until you finish a long rest.
  • Fins. While you have this blessing and are in a body of water, you can take the Dash action as a bonus action on your turn. As an action, you can share some of your patron’s power with your allies. Each friendly creature of your choice within 30 feet of you gains a swimming speed of 30 feet and can breathe underwater for 8 hours. Once you have shared your patron’s power in this way, you can’t do so again until you finish a long rest.
  • Tentacular Arm. While you have this blessing, your tentacular limb now deals an extra 1d6 cold damage on a hit. As an action, you can force your tentacular limb to enlarge for 1 hour. While the tentacular limb is enlarged in this way, you can use it to attack any creature you can see within 15 feet of you. In addition to the damage the limb deals on a hit, it now also automatically grapples any Large or smaller creature hit by it. The escape DC for this grapple is equal to your spell save DC. Your tentacular limb can have only one creature grappled at a time, and you can’t make attacks with the limb while it is grappling a creature. Once you have enlarged your tentacular limb in this way, you can’t do so again until you finish a long rest.
  • Poisonous Spines. While you have this blessing, you have resistance to poison damage and can’t be poisoned. As a bonus action, you can amplify the poison in your spines for 1 hour. While your poison is amplified, creatures that normally have resistance to poison damage or immunity to the poisoned condition don’t have that resistance or immunity to the poison of your spines. You have advantage on attack rolls against creatures poisoned by your spines, and creatures poisoned by your spines have disadvantage on saving throws against your spells. Once you have amplified your poison in this way, you can’t do so again until you finish a long rest.

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    Avatar of the Depths

    At 14th level, you can use an action to transform into an avatar of your patron, dripping with saltwater and covered in sea plants and tiny ocean-dwelling animals as if you just stepped out of the ocean depths. You can transform as a bonus action, and the transformation lasts for 1 minute, until you dismiss it as a bonus action, or until you are incapacitated. While transformed, you gain two oceanic blessings of your choice, including their enhanced versions. When this effect ends, you choose which blessing remains active, and only that blessing’s activated enhanced effect remains active, if you activated it while transformed. You also gain the following additional benefits while transformed:
  • You gain temporary hit points equal to twice your warlock level.
  • Your attacks deal double damage to objects and structures.
  • Your swimming speed and walking speed are doubled.

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


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