Warlock Patron: Creature of the Abyss

A creature told of in old sailors legends, the true form of the Creature of the Abyss is unknown, some say it is the reanimated skeleton of an aboleth, others say it is the most powerful kraken ever. Considered an evil omen amongst the most superstitious of pirates, it can be identified from the spectral fire that surrounds it's body and pierces the darkness of whatever oceans it skulks. The motivations of the Creature of the Abyss are as murky as the depths of the deepest oceans.

Marks of your Patron

As a symbol of your pact, the Creature of the Abyss alters your body in a way that signifies the source of your powers. Roll on the table below to determine the mark left on you by your patron.

d6 Binding Mark 1 Your teeth become sharp like a sharks. 2 A set of noticeable gills on your neck. 3 Your eyes look like a sharks. 4 Your skin becomes slimy to the touch. 5 A beard of small tentacles grows on your chin. 6 Your skin turns into a sea green color.

Expanded Spell List

The creature of the Abyss 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.

Creature of the Abyss Expanded Spells

Level Spell 1st fog cloud, thunderwave 2nd gust of wind, phantasmal force 3rd water walk, call lightning 4th control water, leomund's secret chest 5th hallow, antilife shell

Ocean Dweller

Starting at 1st level, your patron bestows upon you the abilities of the merfolk and other humanoid aquatic beings. You gain 40ft swimming speed and can now breathe while underwater as if you had water breathing cast on you. You can also read, speak, and understand Aquan.

Pirate Lore

At 1st level, your patron grants you the knowledge of the damned pirate's souls that came before you. You know thieves' cant if you don't already, and gain proficiency in shortswords, longswords, and scimitars. You also gain advantage on Intelligence (History) checks regarding pirate legends, old wives' tales and the history of older port towns, to your DMs discretion. Whtether you know these tales to be true or not is also up to your DM.

Living Vessel

Starting at 6th level, your patron gifts you with a ship that is free for you to command. The ship is a gargantuan aberration with an AC of 13 plus your Charisma modifier, an amount of hit die equal to your Warlock level, and a swimming speed of 50ft. As long as the living vessel is alive, it can be summoned from wherever it is to it's summoner's current location as long as there's a body of water large enough for it to be in that's 50ft deep. If the living vessel is killed, you can perform a 1 hour ritual similar to find familiar to resummon it as along as you're performing the ritual within 60ft of a body of water large enough for it to be in that's 50ft deep that you can see. Whenever you resummon your living vessel with the 1 hour ritual, you must roll for it's hit points.

Aquatic Form

Starting at 10th level, your patron grants you an ability based upon a denizen of the seas, choose from the following.

Dragon Turtle. You gain a steam breath attack, all creatures in front of you in a 40-foot cone must make a Dexterity saving throw against your Spell Save DC, taking 3d6 fire damage on a failed save, or half damage on a successful one. You cannot use this ability again until you complete a short or long rest.

Shark. You gain a melee bite attack that you can use as a bonus action on your turn. Strength or Dexterity (whichever is higher) is your modifier for attack and damage rolls with this ability. This attack deals 1d10 damage on a hit.

Kraken. You gain an ability that lets you cast the call lightning spell three times, choosing different targets. You must complete a long rest before you can use this ability again.

Uncanny Crew

Starting at 14th level, your patron has granted you the ability to assimilate the damned souls your living vessel consumes into itself. You are granted a pool of 20 points and can add any creature to your uncanny crew as long as it's been killed by your living vessel's bite attack and it's size is small or larger. Small creatures use 1 point, medium creatures use 3 points, large creatures use 5 points, and huge and gargantuan creatures use 10 points. When you add a creature to your uncanny crew and summon it, it is an aberration of the same size of the creature, with the same stats, abilities, and feats. Members of the uncanny crew look like effigies of the creature they're based on, made from wood and pieces of aquatic animals. When you add a huge or gargantuan creature to your uncanny crew, instead of being summoned like creatures of a smaller size, your living vessel instead adopts the features of the creature it's assimilated, to your DM's discretion. The uncanny crew lasts until each one dies or you dismiss them as an action. You can only summon your uncanny crew once per long rest and you can only have one huge or gargantuan creature as part of your uncanny crew at a time.