Otherwordly Patron The Ambycane Acquisition There are few members of the Great Old Ones who truly care about the world that they hold control over. However, one cares about his own creation and the safety of it, The Ambycane. You have made a pact with this ancient being to protect the freshwater life cycle he began, and your fellow companions on your quest. Ambycane Aquisition Expanded Spells Spell Level Spell 1st alert, sanctuary 2nd lesser restoratiion, warding bonds 3rd *beacon of hope, wall of water** 4th *ice storm, watery sphere** 5th mislead, circle of power Expanded Spell List The Ambystoma Acquistion lets you choose from an expanded list of spells when you learn a warlock spell. The above spells are added to the warlock spell list for you. Aqueous Shielding Starting at 1st level, the Ambycane gives you access to the magical waters he created known as The Giver to protect your allies. Whenever you expend a spell slot, you may give each ally within 10 feet of you temporary hit points equal to the level of the spell slot plus your Charisma modifier. Hydronic Discourse Also at 1st level, The Ambycane gives you the knowledge to talk to any creature with bonds to The Ambycane. You gain the ability to speak to any aquatic creature freely, even if they do not share a langauge with you. Liquid Transference You learn how to adapt the bodies of creatures to the magical water bestowed upon you by The Ambycane. At 6th level, whenever you or an ally within 10 feet of you is targeted with an attack, you can use a reaction to drag yourself and that ally into a magical portal that appears as a puddle to avoid the attack. While in this puddle dimension, you cannot be affected in any way by the outside world, nor can you affect the outside world. If you brought an ally into the puddle, you may grant them temporary hit points equal to your Charisma modifier. You exit the puddle at the start of your next turn with your ally, returning each of you to your previous location. You may use this feature once, and this use recovers whenever you finish a long rest. Chromatic Loch The water you control becomes more concentrated and potent thanks to the power of the Ambycane. At l0th level, when a creature has temporary hit points granted by your Aqueous Shielding feature, the creature gains resistance to acid, cold, and poison damage. Soak of Life Starting at 14th level, you have been given the ability to call upon the magical waters that lie deep within Salamamdra. When an ally within 30 feet of you is reduced to 0 hit points, you can use your reaction to instantly warp them into the deepest lakes of Salamamdra, where the healing waters restore 5d10 hit points to the ally. They re-appear at their original location at the start of your next turn. Once you do, you cannot do so again until you finish a long rest.

Eldritch Invocations 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. Bonded Embrace Preequisite: Ambycane Acquisition patron When you take damage from warding bond, you can use your reaction to gain 1d4+4 temporary hit points. You can use this feature up to three times, which resets after a long rest. Freshwater Knowledge Prerequisite: Ambycane Acquisition patron, Pact of The Tome feature Using your Pact of The Tome feature, you can grant up to 10 creatures a swim speed equal to their movement speed, aswell as the Amphibious trait for hours equalling your Charisma modifier. Additonally, you gain advantage on any Nature ability checks when dealing with freshwater environments. Once you do, you cannot do so again until you take a short or long rest. Reactive Defense Prerequisite: Ambycane Acquisition patron, Pact of The Blade feature Using your Pact of The Blade feature, you can create a quarterstaff that is constructed out of damp, yet strong, cedar wood that is covered algae. You can also cast Shield without expending a spell slot. Additonally, when an ally within 30 feet of you is targeted with an attack, you may cast shield on them without using a spell slot. Once you use either of these features, you cannot do so again until you finish a short or long rest. Sanctuary of Salamandra Prerequisite: Ambycane Acquisition patron, Pact of The Chain feature While you have a Ambypal as your familiar, it gains additional maximum hitpoints equal to your warlock level. Additional, whenever it is touching you, as an action, you can cause up to 10 willing creatures that you can see who are within 30 feet of you, including yourself, to be instantly transported to a pocket dimension known as Salamandra controlled by The Ambycane. While there, time does not pass. You cannot take actions or cast spells. While there, you and your party can speak with your patron, if it is available to communicate. Basking in the enlightened wisdom of these surroundings, you gain a single temporary hit point which can stack with your Aqueous Defense feature. You can depart whenever you choose, instantly reappearing in reality at the exact time and location that you departed from. For more information on Salamandra and The Ambycane, see "The Ambycane and Salamandra". You can use this feature as many times as your Charisma modifier, which resets after a long rest. Warding Blast Prerequisite: Ambycane Acquisition patron, eldritch blast cantrip As a bonus action, you can transform your eldritch blast into a warding blast. When you do so, you forgo damage and instead give the target temporary hit points equal to your Charisma modifier. These temporary hit points last until the start of your next turn and are considered part of your Aqueous Shielding feature. The Ambycane and Salamandra Many call this great old one the Axlordl, the Alphalotl, or the Lord of Freshwater. However his true name is The Ambycane. When the Primary Plane and its four elemental counterpoints were formed, He was the one who introduced the Plane of Water to Freshwater. This revolutionized the living world and allowed life to thrive even more so. His reason for introducing freshwater to the Primary and Elemental Plane of Water is ambiguous to most, however his true reasoning was to allow a birthing place for His young, as a new Ambycane is born whenever the world goes to ruin while the old one passes. This is the cycle that has followed the world for millenia. Compared to other Great Old Ones, The Ambycane is quite simple as to their standards He is a simple animal but compared to gods and the creatures of the Planes He is still a Great Old One. This simplicity allows him to communicate with creatures of the planes underneath Him effectively and clearly, causing Him to become a very social creature. Salamandra The Ambycane's realm is known as Salamandra, a safe haven for all aquatic salamanders. The environment of Salamandra is quite vast, ranging from hot sandy environments to cool frozen tundras and with large pools, lakes, ponds, and rivers, being everywhere. The largest environment however is a forested wetlands with many hills and hides. This salamander heaven is not inhabited only by themselves however, lots of other amphibious and freshwater wildlife exist aswell as insects and other creatures of the sort matching the wildlife zone they exist in. An interesting side effect of The Ambycane's great power in this realm is that it works on a different working of time, making Salamandra not a suitable spot to plant His predecessor's seed, as in order for the seed to grow into a new Ambycane the old must die and the world must end, and time must pass in order for it to fully grow. Time works in a finnicky way whenever creatures not part of the natural plane enter. Whenever this happens the time they originated from slows to a crawl so that whenever they leave Salamandra it resumes exactly when they left. The Urobellus who constantly enter in and out do not cause the same effect, meaning that when a Urobellus enters, however long they waited until they existed is how much time had passed from their original Place. Whenever a foreign creature enters Salamandra, Urobellus can not leave. However, they do not mind since Salamandra is a perfect safe haven for them.

The Hierarchy As a being of great power and as one who has created and or inadvertently caused the creation of a race. The hirarchy begins at the bottom, with the common salamander and newt. The Ambycane placed these on the Primary Plane to introduce new life that would bode well with the Freshwater he had just introduced. He fashioned them from his image and created many species and subspecies of them, encompassing many different sizes, colors, and tools. They are as sentient as any common animal. The fire newts are not of His fashion and arose through other methods. Above the common salamander and newts are the Urobellus. Commonly known as Ambypals, He created these as minor guardians to protect the Freshwater he had placed into the world. They are fully sentient and are akin mentally to humans. They also feature a robust set of vocal cords which vary between each Urobellus aswell as an innate magic gifted to them by The Ambycane so that they could help others and teleport themselves to Salamandra to report back to The Ambycane about events which have taken place. This constant feed of knowledge keeps The Ambycane quite wise about His creation. Above the Urobellus are the Lotlites. The Lotlites are a completely humanoid race that came about by a magical lake The Ambycane and Urobellus that were born and raised in it. Eventually these Urobellus achieved even greater magical prowess and grew into proper humanoids. However, due to the magic that the Urobellus abosorbed to become the Lotlites, new Urobellus can not be turned into Lotlites. Whether their creation was an accident or not, The Ambycane will not tell but it is known that He loves them as much as any other race he had placed onto the Primary Plane. They currently reside in The Giver, what they called the magical lake The Ambycane gave them, and protect it under His orders as there are many things He would like to keep safe within the lake, including the surface portal to Salamandra. Many Lotlites make pacts with The Ambycane as they favor him very much and wish to do more for him. Most Lotlites consider Him as a god and worship him fervently, others consider him as less of a god but more of a friend. The Ambycane does not distinguish the two and considers them the same however. Lastly, above Lotlites there are the Warlocks of The Ambycane. The warlocks are almost the private reserve of The Ambycane and He only sends them out when needed. The pacts they make with Him usually consist of defending the Freshwater he has given and to protect His people and their allies at all cost. Usually, whenever a warlock is sent out by The Ambycane it is because there is a problem that can not be resolved by the Urobellus such as a group of invaders or a large scale event. The Ambycane does not distinguish between each warlock and considers them as equals, however it has been seen where Lotlite warlocks receive a little more affection due to the bond that they share. Pact of The Chain Familiar Warlocks who have been granted the Pact of the Chain can select from the following list of familiars in addition to those outlined in the feature's list. Each patron offers a unique familiar, though these familiars can be summoned by any follower of the eldritch arts using the proper rites. Ambypals/Ambymates Scientifically known as Ambystoma Urobellus, Ambypals or Ambymates as they are known as commonly, are joyful servants of The Ambycane. The typical Ambypal looks exactly like a salamander or newt in their color and shape but are larger and are about 25% larger than whatever salamander or newt they do look like. The biggest difference between Urobellus and salamanders or newts is that they have fully developed vocal cords and are innately magic, with the most notable example of their arcane power being their ability to teleport to Salamandra whenever they are in a pocket sized space. The other major difference is that they are fully sentient and alive and have mental capabilities equivalent to humans.