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Fathomless Patron: Pact of the Chain


Hit Points

Hit Dice: d8 per Fathomless Patron: Pact of the Chain level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose 3 skills from: Deception, Intimidation, Performance, Persuasion Acrobatics, Sleight of Hand, Stealth Arcana, History, Investigation, Nature, Religion Athletics Animal Handling, Insight, Medicine, Perception, Survival

Overview & Creation

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.


Class Features

Expanded Spell List
 

Spell Level
1 Create or Destroy Water Thunderous Smite
2 Gust of Wind Snilloc's Snowball Swarm
3 Lightning Bolt Sleet Storm
4 Control Water Summon Elemental Water Only
5 Bigby's Hand Appears as Tentacle Cone of Cold
8 Tsunami
   

Frozen in Fear


    At 1st level, you learn the Ray of Frost cantrip. This is a warlock cantrip for you and does not count against your cantrips known. You can earn an upgraded version of ray of frost if you reach the level of the upgrade in warlock level AND you don’t have the Eldritch Blast cantrip in your cantrips known. These bonuses are given on top of the damage dice increases. At level 5, you can add your charisma modifier to the damage roll when you hit. At level 11, the range ray of frost increases to 100 ft. At level 17, your ray of frost reduces the target’s walking and climbing movement speed to 0 if it does damage.

Tentacle of the Deeps


  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 cold damage, and it must succeed on a dexterity saving throw against your warlock spell save DC or else its speed is reduced by 15 feet until the start of your next turn. When you deal damage with this feature, you can take the amount rolled as temporary health. The damage dice improves to 2d8 at level 14.
  As a bonus action on your subsequent turns, you can move the tentacle up to 15 feet and repeat the attack until it runs out or is dismissed with a bonus action. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. Only 1 tentacle may be out at a time.

Gift of the Sea


    At 1st level, you gain a swimming speed of 40 deet and you can breath under water.
 
 

Eldritch Invications


      In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
          At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
          Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
          If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

 

Pact of the Chain


Level 3   You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
    When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
    Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.

ASI or Feat

  Levels 4, 8, 12, 16, and 19 You may Choose to put 2 plus 1's each into 2 abilitiy scores, Put both plus 1's in 1 ability score, or Take a feat from the feats list.
 

The Gift I Give To You


        At level 5, you may regen 1 spell slot with a call to your patron. You channel for 1 minute dropping any spells you are concentrating on. You may still cast spells, but concentration will not hold. Attacks will not stop your channel, but dropping to 0 hit points will stop the channel and you miss out on it. You may do this once per long rest. You may only channel to regenerate a used spell slot. You may not channel to get more spell slots than warlock has at that level.

Oceanic Soul


      At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.
  You also learn the Water Breathing spell which you may cast only as a ritual.
   

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 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

Grasping Tentacle


    At 10th Level, you gain resistance to cold, lightning, and thunder damage.
    You also learn the spell Evard's Black Tentacles. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.
    Whenever you cast this spell, your patron’s magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can’t break your concentration on this spell.
 

Mystic Arcanum (6th)


      At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
        You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
          At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
 

Mystic Arcanum (7th)


        At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
        You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
        At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

 

Fathomless Plunge


        Starting at 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and all other willing allied creatures that you can see within 60 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 10 miles away towards a body of water you’ve seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.
      Once you use this feature, you must wait 1d6 days/long rests to use it again.

 

No Refunds on Gifts


      At level 14, you get the ability to channel it to regenerate 2 spells. You may also channel to get your 6th level Arcanum slot back. This is a separate channel. Both instances can be used once per long rest. Again, you may only use this to regenerate the spell slots.

Mystic Arcanum (8th)


        At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
          You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
          At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.
 

Mystic Arcanum (9th)

        At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
          You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
          You regain all uses of your Mystic Arcanum when you finish a long rest.

Can't Turn Back Now


      At level 20 you may channel to regen all 4 spell slots back. You can do this once per long rest. After this, you may still channel to get regen 2 spell slots back. This may happen once per Long rest. You may also regenerate your 6th and 7th arcanum slots. Those are individual channels and come back on a long rest. These all may only be used to regenerate your spell slots and not to add spell slots.
 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon, and two daggers

 


Spellcasting

Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
      Cantrips You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
      Spell Slots The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
      Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
      Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
      Spellcasting Ability Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
      Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.


LevelMilestoneProf. BonusFeaturesCantrips KnownSpells KnownSpell SlotsSlot LevelEldritch Invocations Known
1A2Pact Magic; Expanded Spell List; Frozen in Fear, Tentacle of the Deeps, Gift of the Sea2211st0
2B2Eldritch Invocations2321st2
3C2Pact of the Blade2422nd2
4D2ASI or Feat3522nd2
5E3The Gift I Give To You3323rd3
6F3Guardian Coil, Oceanic Soul3723rd3
7G3-3824th4
8H3ASI or Feat3924th4
9I4-31025th5
10J4Grasping Tentacle41025th5
11K4Mystic Arcanum (6th)41135th5
12L4ASI or Feat41135th6
13M5Mystic Arcanum (7th)41235th6
14N5No Refunds on Gifts; Fathomless Plunge41235th6
15O5Mystic Arcanum (8th)41335th7
16P5ASI or Feat41335th7
17Q6Mystic Arcanum (9th)41445th7
18R6-4145th8
19S6ASI or Feat41545th8
20T6Can't Turn Back Now41545th8

Created by

Lord Retrospect.

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