The Deep Patron (5e Subclass)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete. See the 5e Class Design Guide#Subclasses if you need help.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Scales.png This page is of questionable balance. Reason: Dismissing with the 'ward of the deep feature' is a free action.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

https://www.deviantart.com/mictones/art/Sea-Serpent-Stage-3-Rare-336661824

Deep Patron[edit]

This is a subclass of the warlock class.

Whether it be an ocean or stream, The Deep is more than likely the avatar of it. It is often associated with horrors from the deep. Many species make pacts with this patron as it is completely neutral in terms of morality and alignment. This patron is mainly associated with supports, protection and some summoning. However, high ranking Deacons often have power on the cosmic influence on the deep. Upon making a pact with this patron this 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.

Deep Extended Spell List
Level Spells
1st create or destroy water, cure wounds
2nd silence, warding wind
3rd revivify, tidal wave
4th watery sphere, ice storm
5th cone of cold, mass cure wounds
Fractures of The Deep

Starting at 1st level, you gain the ability to channel the crippling or healing power of the Deep. You have a pool of d8s that you spend to fuel this ability. The number of dice is equal to 1 + your Charisma modifier (minimum 2). As a bonus action, you can choose one creature you can see within 60 feet of you, spending up to 2 dice from the pool. Roll the dice, add them together, and then you may heal or harm the target. If you choose to heal the target, then they regain hit points equal to the total rolled. If you choose to harm the target, then the target makes a Constitution saving throw. On a failure, the target takes cold damage equal to the total rolled and has disadvantage on attack rolls until the start of your next turn. Your pool regains all expended dice when you finish a short or long rest. The dice in your pool change when you reach certain levels in this class, increasing to d10s at 11th level and d12s at 17th level.

Comfort of The Deep

At level 6 when a creature within 30 ft you you takes damage you can use your reaction to submerge them in watery tentacles from the Deep to protect them and heal them for your Charisma modifier + your warlock level. Until the start of their next turn they are incapacitated, their movement speed is set to 0, and they have resistance to damage from non-magical sources. You can use this feature equal to half your Charisma modifier rounded up. It refreshes after a short or long rest.

Boon of The Deep

Starting at 10th level you gain the ability to summon a watery manifestation of the Deep. You can cast the Conjure Elemental spell without expending a spell slot. When you do so, you can only summon a Water Elemental. Additionally, when you lose concentration on the spell, the elemental disappears and returns to the Deep rather than becoming hostile. Once you cast Conjure Elemental in this way, you can't do so again until you finish a long rest.

Ward of The Deep

Starting at 14th level, the primordial magics you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Elemental as if it were cast twice. It summons 2 water elementals. The conjured elementals appears within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

Once you use this feature, you can’t use it again until you finish a long rest.


Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: