Proficiencies and Languages
Languages: Common, Primodial
Weapons: Simple
Armor: Light, Medium
Tools: Navigator’s Tools
Race:Human
Size: Medium;
Resourceful: You gain Inspiration whenever you finish a Long Rest.
Skillful: You gain Proficiency in one Skill of your choice.
Versatile: You gain the Skilled Feat or another 1st-level Feat of your choice.
Background: Ship Quartermaster
Skills: Acrobatics, Persuasion
Background Feat: Tavern Brawler
Class: Warlock (The Fathomless)
Spellcasting
Delving into eldritch secrets, you have learned how to cast spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Warlock.
Cantrips:
You know two cantrips of your choice from the Arcane spell list. Rather than choosing, you may start with Chill Touch and Prestidigitation. Whenever you gain a Warlock level, you can replace one of your cantrips with another Arcane cantrip of your choice. When you reach 4th and 10th level in this class, you learn another Arcane cantrip of your choice, as shown in the Cantrips column of the Warlock table.
Spell Slots:
The Warlock table shows how many Spell Slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.
Prepared Spells:
You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose two 1st-level spells from the Arcane spell list. Rather than choosing, you may start with Charm Person and Witch Bolt. The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock table. Whenever that number increases, choose additional spells from the Arcane spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have Spell Slots. For example, if you’re a 5th-level Warlock, your list of prepared spells can include six Arcane spells of 1st or 2nd level, in any combination. If another Warlock feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.
Changing Your Prepared Spells:
Whenever you gain a Warlock level, you can replace one spell on your list with another Arcane spell for which you have Spell Slots.
Spellcasting Ability:
Your Pact Boon feature determines the spellcasting ability for the spells you cast with your Warlock features.
Spellcasting Focus:
You can use an Arcane Focus as a Spellcasting Focus for the spells you cast with your Warlock features.
Patron Spells:
Prepared Spells:
You always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.
Free Casting:
You can cast one of your prepared spells from this feature without expending a Spell Slot, and you must finish a Long Rest before you use this benefit again.
Fathonless Spells:
Warlock Level Spells
3rd Create or Destroy Water, Thunderwave
5th Gust of Wind, Silence
9th Lightning Bolt, Sleet Storm
13th Control Water, Summon Elemental
17th Bigby's Hand (appears as a tentacle), Cone of Cold
Gift of the Sea:
I have a swimming speed of 40 ft and I can breathe underwater
Tentacle of the Deeps: [1d8, Proficiency Bonus per long rest]
As a bonus action, I can summon or move a spectral tentacle and make an attack with it
I can summon it to a space within 60 ft that I can see or move an existing one 30 ft
I make melee spell attacks with 10 ft reach with it that deal cold or lightning damage
Creatures hit by the tentacle suffer 10 ft speed reduction until the start of my next turn
The 10-ft long tentacle lasts for 1 minute or until I summon another
Eldritch Invocations:[3 invocations known]
Repelling Blast:
Whenever you hit a creature that is Large or smaller with Eldritch Blast, you can push that creature horizontally up to 10 feet straight away from you.
Mystic Arcanum:
Your explorations of the arcane have unlocked magic within you. Choose one spell from the Arcane spell list that has a level for which you qualify, as shown on the Mystic Arcanum table. Look for your Warlock level on the table to see the maximum level that the spell can have. You can cast the chosen spell once without expending a Spell Slot, and you must finish a Long Rest before you can do so again.
Eldritch Sight:
I can cast Detect Magic at will, without using a spell slot
Eldritch Versatility:
Whenever I gain an ASI from the warlock class, I can change one of the following things:
• I can replace one warlock cantrip with another cantrip from the warlock spell list
• I can replace my pact boon for another
• If I have Mystic Arcanum, I can replace one spell from it with another of the same level
Pact of the Tome:
I have a Book of Shadows with any two cantrips of my choosing
I can cast these cantrips as long as I have the book on my person
Regardless of the lists they come from, these count as warlock cantrips to me
I can get a replacement book with a 1-hour ceremony during a short or long rest
Feats:
Tavern Brawler:
Accustomed to brawling, you gain the following
benefits:
Enhanced Unarmed Strike: When you hit with your Unarmed Strike* and deal damage, you can deal Bludgeoning Damage equal to 1d4 + your Strength modifier, instead of the normal damage of an Unarmed Strike.
Damage Rerolls: Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
Shove: When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also push it 5 feet away. You can use this benefit only once per turn.
Furniture as Weapons: You can wield furniture as a Weapon, using the rules of the Greatclub for Small or Medium furniture and the rules of the Club for Tiny furniture.
Magic Initiate (Arcane):
You have learned the basics of a particular magical tradition. Choose one Spell list: Arcane,* Divine,* or Primal.* You gain the following
benefits related to that choice:
Two Cantrips: You learn two cantrips of your choice from the Spell list.
1st-Level Spell Choose one 1st-level Spell from the Spell list. You always have that Spell prepared. You can cast it once without a Spell Slot, and you regain the ability to cast it in that way when you finish a Long Rest.* You can also cast the Spell using any Spell Slots you have.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these Spells (choose when you select this Feat). Consult the Player’s Handbook for the rules on spellcasting.
Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from the chosen Spell list.