The Leviathan

“Who can strip off its outer coat? Who can penetrate its double coat of armor? Who dares open the doors of its mouth, ringed about with fearsome teeth? The folds of its flesh are tightly joined; they are firm and immovable. Its chest is hard as rock, hard as a lower millstone. When it rises up, the mighty are terrified; they retreat before its thrashing. The sword that reaches it has no effect, nor does the spear or the dart or the javelin. Iron it treats like straw and bronze like rotten wood. Arrows do not make it flee; slingstones are like chaff to it. It leaves a glistening wake behind it; one would think the deep had white hair. Nothing on earth is its equal—a creature without fear. It looks down on all that are haughty; it is king over all that are proud. ” ~ Job 41

Leviathan Features

Warlock Level Feature 1st Expanded Spell List, Deep Ward 6th Under Pressure 10th Wrathful 14th Riptide

Expanded Spell List

The Leviathan 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.

Leviathan Expanded Spells

Spell Level Spells 1st create or destroy water, thunderwave 2nd darkness, hold person 3rd fear, water breathing 4th Evard's black tentacles, storm sphere 5th conjure elemental, maelstrom

Deep's Ward

At 1st level, your patron grants you a measure of resilience against the dangerous depths. You gain the ability to hold your breath for 15 minutes at a time and a swim speed equal to your base walking speed.

If you already have a swim speed, you may instead increase your swim speed by 5 feet and your reach with melee weapons underwater by 5 feet.

Under Pressure

Beginning at 6th level, you gain the ability to subject your enemies to a fraction of the crushing pressures of the deeps. As an action, choose a creature within 60 feet. That creature must make a Constitution saving throw against your warlock spell save DC or be stunned until the end of its next turn.

The creature has disadvantage on the saving throw if it's mostly immersed in water.

You can use this ability a number of times equal to your Charisma modifier per long rest.

Wrathful

At 10th level, you learn how to channel a portion of your patron’s destructive might into your spells. Your spells deal double damage to objects and structures.

In addition, when a creature succeeds on a saving throw against a spell you cast, it takes force damage equal to your Charisma modifier.

Riptide

Starting at 14th level, you can conjure up a powerful watery torrent to sweep away your enemies. As an action, choose two points on the ground that you can see within 150 feet of you that are 60 feet apart. Each creature within a 30 foot radius of one point must make a Strength saving throw or be forced 60 feet towards the other point you chose by a gigantic surge of water and knocked prone.

If a creature is impeded from moving by an obstacle more than 10 feet wide or 10 feet tall, the creature and the obstacle take 1d6 bludgeoning damage for every 10 feet the creature has already traveled. Otherwise, the creature takes the shortest path around the obstacle.

If a creature succeeds on its saving throw, it is moved 20 feet towards the point you chose and not knocked prone.

You must finish a long rest before you can use this ability again.