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Perhaps you were the only one who heard the voice of the leviathan and felt its incomprehensible rage as it grasped the ship you were on. You called back, offering anything to procure safe passage through the storm... and it seized upon your offer. The crew and passengers were safe - bewildered, but safe. Only you could feel the boat sway as the tentacles relinquished the ship, and instead latched onto your soul.
Or perhaps you were never alone. Your family and friends were there with you when you swore away your liberty in the dark, dank cave under your town, just like they did, in glorious servitude to the shambling horror that lurks down there. And you've been keeping it secret to everyone outside the village ever since you left... but now your hands feel clammy, your skin feels slick, and your eyes are growing bigger, bulgier...
You know the horrors that lurk in the ocean, the half-visible shapes that flit down below where the light of the sun can't expose them. And you feel the power, the pressure, of the depths on your shoulder: you are ready to let loose and flood all of creation so that you may remake it as you see fit.
 Warlock (Deep Pact)
|“||I dream... of a day when the land shall sink, and the dark ocean floor shall ascend amidst universal pandemonium.||”|
Water is often regarded as a key elemental conduit for magic - couple that with the knowledge of the vastness of the seas, it's no wonder that there are people who have gained great power from the depths of the ocean. You have sworn fealty to some ancient oceanic power - it could be a kraken, the dread Leviathan, Father Dagon, or even Istishia, the primordial Lord of Water. Whoever you have given your life to, they grant you power to crash upon your enemies like a tsunami, or drag them into a vicious maelstrom.
Crashing Crest: You know the Crashing Crest at-will spell.
Ruptured Pressure: You have the Ruptured Pressure pact boon. As your enemies breathe their last, their souls rupture with the explosive pressure of the deep ocean.
When an enemy under your Warlock's Curse is reduced to 0 hit points or fewer, all foes adjacent to that enemy must succeed a Con vs AC roll. If they fail, they are pushed one square away from the fallen enemy, and take 1d6 water damage. At 11th level, the damage dealt increases to 1d8, and at 21st level, the damage dealt increases to 1d10.
 Level 1 At-Will Spells
 Level 1 Encounter Spells
 Level 1 Daily Spells
 Level 2 Utility Spells