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Oceanic Evolution

Warlock: Additionally at 1st level, your Benthic Ally undergoes various


adaptations as you gain levels. Choose two adaptations from
The Abyssal Leviathan the list of adaptations detailed at the end of this document and
apply them to your Benthic Ally. Your Benthic Ally gains an
You have made a pact with one of the denizens of the Abyss. A additional adaptation at 4th, 6th, 9th, 12th, 15th, and 18th
massive and powerful creature that dwells within its lightless levels. If an effect produced by an adaptation would require a
depths. As part of that pact they often send forth some of their saving throw, it uses your Spell Save DC.
children to Kovaud to gather information, evolve, and spread
their influence. The children they send forth are allies of their Aquatic Adaptation
servants and obey them. Your patron is one of the Abyssal At 6th level, you've evolved aquatic adaptations through the
Leviathans such as Carchar, Plesia, Olhydra, Juiblex, influence of your patron. You gain a swim speed equal to 10
Sentinentus, Oshdek, or even Dagon. times your Proficiency bonus, can breathe underwater, and are
immune to the ill effects of water pressure. Additionally, you
Spell Level Spells
gain resistance to cold damage and darkvision out to 60 feet if
1st Create or Destroy Water, Fog Cloud you don't already have it.
2nd Enlarge/Reduce, Darkvision
Abyssal Rider
3rd Call Lightning, Water Breathing At 10th level, your bond with your Benthic Ally has grown
4th Control Water, Evard's Black Tentacles deeper. Whenever you mount your Benthic Ally you can choose
for you both to gain temporary hit points equal to 5 + your
5th Cone of Cold, Geas Warlock level while you are mounted. You can use this feature a
number of times equal to your Charisma modifier per short or
Benthic Ally long rest.
At 1st level, your patron grants you a companion from the
depths of the Abyss. Your companion has the statistics of a True Leviathan
Benthic Leviathan which is detailed at the end of this document. At 14th level, your patron can temporarily grant your Benthic
Your companion acts on their own turn in the initiative order Ally the boon of a true leviathan. As an action, you can call upon
and you can give them commands as a free action, they will this boon and grant your Benthic Ally the following benefits:
defend themselves if you don't command them. If your
Its size becomes gargantuan if it has the space to do so.
companion dies, you can perform a ritual during a long rest that
It gains resistance to bludgeoning, piercing, and slashing
brings them back to life creating a new body for them. The
damage.
Benthic Leviathan uses the same proficiency bonus as the
Its attacks deal an additional 2d10 cold damage.
player.
Additionally, you can mount your Benthic Ally as a bonus These benefits last for 1 minute, and you must finish a long
action and you can dismount them as a bonus action as well. rest before you can use this feature again.
Island (Innistrad) by Adam Paquette
Benthic Leviathan Adaptations
A benthic leviathan is a lesser leviathan that lives in the depths Whenever your Benthic Ally gains an adaptation, you choose
of the oceans. It is known for its great ability to quickly adapt in from the following options. You cannot choose an adaptation
order to survive within the darkest depths of the oceans. more than once unless specified otherwise and you cannot
choose an adaptation unless you meet its prerequisites.

Benthic Bellow (Recharge 5-6)


Your Benthic Ally has evolved a defensive roar. It can as an
Benthic Leviathan action, fiercely roar. All creatures of your choice within 30 feet
of it that can hear it must succeed on a Wisdom saving throw or
Large monstrosity, unaligned be frightened of your Benthic Ally for 1 minute.

Armor Class 14 + your Proficiency Bonus Beach Burrow


Hit Points 2 + your Charisma modifier + 5 times Your Benthic Ally has evolved the ability to burrow, gaining a
your Warlock level (the benthic leviathan has a burrow speed equal to its swim speed. It cannot use this feature
number of Hit Dice [d8s] equal to your Warlock while you are mounted.
level)
Speed 20ft., swim 40ft Chitin Spikes
Your Benthic Ally has evolved spikes much like crabs have.
Whenever a creature damages your Benthic Ally with a melee
STR DEX CON INT WIS CHA weapon attack, your Benthic Ally can as a reaction deal 1d4
12 (+1) 12 (+1) 15 (+2) 4 (-3) 10 (0) 3 (-4) piercing damage to the attacking creature.

Saving Throws Con +2 plus PB Depthsurge (Recharge 5-6)


Damage Resistances cold Prerequisite: 5th level
Condition Immunities grappled. charmed Your Benthic Ally has developed the ability to produce jets of
Senses darkvision 60ft., passive Perception 10 + PB water which it shoots from its mouth. As an action, your Benthic
Languages understands the languages you speak Ally can shoot a jet of freezing seawater in line that is 30 feet
Proficiency Bonus equals your bonus long and 5 feet wide. All creatures in this line must make a
Dexterity saving throw, taking cold damage equal to 2d10 + a
Amphibious. The benthic leviathan can breathe air number of d10's equal to the level of your spell slots on a failed
and water. save and half as much on a successful save.

Eldritch Bond. You can add your Charisma modifier Eldritch Form
to any ability check or saving throw that the benthic Prerequisite: 3rd level
leviathan makes.
Your Benthic Ally has adapted the ability to pierce through
Spectral Seas. The benthic leviathan can use its swim even magical defenses. The attacks of your Benthic Ally are
speed while on land as if it were in water, allowing it considered magical for the purpose of overcoming resistance or
to hover up to 5 feet off the ground. immunity to nonmagical damage.

Actions Ravenous Flurry


Prerequisite: 5th level
Bite. Melee Weapon Attack: your spell attack Your Benthic Ally has learned how to attack more efficiently.
modifier to hit, reach 5ft., one target. Hit: 1d8 + Your Benthic Ally can attack twice instead of once whenever
your PB piercing damage. they take the Attack action.

Gorging Bite
Your Benthic Ally has evolved a way to more efficiently consume
its food. Whenever your Benthic Ally reduces a creature to 0 hit
points with their bite attack they can consume the creature
leaving behind its equipment and regain hit points equal to half
of your Warlock level.
Sea Serpent by PencilCat
Vast Swimmer Vice Pincers
Your Benthic Ally grows a set of pincers. It gains the following
Your Benthic Ally has evolved a more efficient way to propel
attack option:
itself through the water. Its swim speed increases by 10 feet.
Pincer. Melee Weapon Attack: your spell attack modifier to
You can choose this adaptation up to three times.
hit, reach 5ft., one target. Hit: 1d10 + your PB bludgeoning
Aboleth Ancestry damage.
Your Benthic Ally has the blood of an aboleth running through
its veins granting it access to some of the ancestral memory of
Abyssal Vision
Prerequisite: 5th level
an aboleth. Its intelligence score increases by 2 to a maximum
of 22. Your Benthic Ally has keen eyes that see in the dark. It can see
normally in darkness, both magical and nonmagical, to a
Additionally, it can communicate with you telepathically over
distance of 120 feet.
any distance using basic words and emotions.

Grasping Tentacles Blood Scent


Prerequisite: 5th level
Your Benthic Ally has evolved strong and dexterous tentacles. It
gains the following attack option: Your Benthic Ally evolves a keen sense of smell. It has
advantage on Perception checks that rely on smell and deals an
Tentacle. Melee Weapon Attack: your spell attack modifier to
additional 1d10 cold damage against targets with less then half
hit, reach 10ft., one target. Hit: 1d8 + your PB bludgeoning
of their maximum hit points remaining.
damage. Additionally, you can choose for it to grapple the target
of the attack and it can't use its tentacle attack while it has a
creature grappled this way.
Titan of the Depths
Your Benthic Ally evolves the ability to shift its size. As a bonus
Shipbreaker action, you can choose for your Benthic Ally to become huge
size if they have available space to grow and can revert them to
Your Benthic Ally has evolved hardened plating meant for
large size as another bonus action. While it is huge size, it deals
ramming ships and other objects. It deals double damage to
an additional 1d6 cold damage on attacks
objects and structures.
Archipelagore by Svetlin Velnov
Islandshell
Your Benthic Ally has evolved a shell of hardened calcium which
resembles stone. It can retreat into the shell as a bonus action,
while in the shell it is indistinguishable from a normal rock.
Kraken Ancestry Jaws of the Leviathan
Prerequisite: Gorging Bite adaptation
Your Benthic Ally has the blood of a kraken in its veins and
Your Benthic Ally has further adapted its beak to be stronger
evolves accordingly. It gains resistance to lightning damage and
and more powerful. The damage die for its bite attack deals an
has advantage on checks made against being grappled or
additional 1d8 piercing damage.
restrained.

Kraken's Lightning (Recharge 5-6) Thalassic Swarm


Your Benthic Ally gains the ability to as a bonus action,
Prerequisite: 5th level, Kraken Ancestry adaptation
transform into a swarm of quippers for 1 minute or until it
Your Benthic Ally has further evolved its kraken heritage. As
chooses to transform back as a free action. It retains its current
an action, your Benthic Ally can launch a bolt of lightning at a
hit point total and maximum, its mental statistics, and any gear
creature within 60 feet of it. It makes a ranged spell attack
merges into this new form.
using your spellcasting ability for the attack. On a hit, the target
When it drops to 0 hit points, it transforms into a swarm of
takes lightning damage equal to 2d10 + a number of d10's
quippers instead of falling unconscious until the end of its next
equal to the level of your spell slots on a failed save and half as
turn where it transforms back into its normal form and goes
much on a successful save
unconscious.
Diseased Tentacles (Recharge 5-6)
Prerequisite: 5th level, Aboleth Ancestry adaptation
Draconic Heritage
Your Benthic Ally has the blood of a dragon turtle within its
Your Benthic Ally evolves a thin layer of mucous along its
veins. Its armor class increases by 1 and gains resistance to fire
tentacles. Whenever it hit a creature with a tentacle attack, you
damage.
can choose for the creature to make a Constitution saving
throw. On a failed save, they are diseased for 1 minute. At the
start of each turn for the duration, the diseased creature isn't in
Steam Breath (Recharge 5-6)
Prerequisite: 5th level, Draconic Heritage adaptation
water they take 2d8 acid damage. You can only have one
Your Benthic Ally has further evolved its dragon turtle
creature affected by this feature at a time and a target that
heritage. As an action, your Benthic Ally can exhale scalding
succeeds is immune for 24 hours.
steam in a 60-foot cone. Each creature in that area must make a
Ink Cloud (Recharge 5-6) Constitution saving throw, taking fire damage equal to 2d6 + a
number of d6's equal to the level of your spell slots on a failed
Your Benthic Ally has adapted a quick way to escape and hide.
save and half as much on a successful save. on a failed save, or
Whenever you Benthic Ally takes damage, it can as a reaction
half as much damage on a successful one. Being underwater
spew a cloud of ink in a 30 foot radius centered on itself. The
doesn't grant resistance against this damage.
cloud spreads around corners, and that area is heavily obscured
for 1 minute or until this ability is used again. Waker of Waves by Svetlin Velnov
Hydra Heritage
Prerequisite: 5th level
Your Benthic Ally has awoken the blood of a hydra within
themselves. It grows an additional head and gains the following
benefits:

While it sleeps, at least one of its heads is awake.


For each head it has beyond one, it gets an extra reaction
that can be used only for opportunity attacks.

Cephalopod Camouflage
Your Benthic Ally evolves the ability to change the colors of its
hide. It has advantage on Dexterity (Stealth) checks made
underwater.

Venomous Bile (Recharge 5-6)


Your Benthic Ally evolves the ability to spew a small jet of
venomous ink. As an action, your Benthci Ally can launch a glob
of venomous mucus at a creature within 30 feet of it. The target
must succeed on a Dexterity saving throw or take 2d6 poison
damage and become blinded for 1 minute. The blinded creature
or a creature within 5 feet of it, can as an action clear the mucus
ending the blinded condition on the affected creature.

Mythical Leviathan (1/Day)


Prerequisite: 15th level
Your Benthic Ally has evolved the ability to shrug off most
attacks and effects. If your Benthic Ally fails a saving throw, it
can choose to succeed instead.

Unchained Behemoth
Prerequisite: 12th level
Your Benthic Ally has evolved the ability to break free of any
binds. It ignores difficult terrain, and magical effects can't
reduce its speed or cause it to be restrained. It can spend 5 feet
of movement to escape from nonmagical restraints or being
grappled.

Elemental Hide
Your Benthic Ally has evolved its hide to adapt to certain
elemental forces. It gains resistance to one of the following of
your choice: fire, lightning, thunder, acid, or poison damage. You
can choose this adaptation twice.

Ramming Speed
Your Benthic Ally has evolved an armored head. If it moves at
least 20 feet straight toward a creature and then hits it with a
bite attack on the same turn, that target must succeed on a
Strength saving throw or be knocked prone. If the target is
prone, the mammoth can make one bite attack against it as a
bonus action.
If the target is an object or structure, it takes double damage
instead of being knocked prone.
Tolarian Kraken by Svetlin Velnov
Spells
The following spells can be learned by the cleric, druid, ranger,
sorcerer, warlock, and wizard classes.

Aqueous Typhoon
Conjuration cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 round
You touch a creature within reach and summon forth a
whirlwind of constricting water to surround them for the
duration. The target must succeed on a Constitution saving
throw or take 1d8 cold damage. The target takes an additional
1d4 cold damage at the start of each round for the duration.
This spell's duration increases by 1 round when you reach
5th leveI (2 round), 11th leveI (3 rounds), and 17lh leveI (4
rounds).

Sharkbait
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, M (a worm or leech)
Duration: Instantaneous
You toss a worm or leech at a point within range, the spectral
visage of the head of a sea beast formed from water bursts from
the ground and bites down on each creature within a 10-foot
radius of the chosen point. All creatures within this radius must
succeed on a Dexterity saving throw or take 1d6 piercing
damage. A creature that has less than half of their maximum hit
points remaining takes an additional 1d4 cold damage.
This spells damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).

Thyr's Trident
1st-level evocation
Casting Time: 1 bonus action
Range: Self (5-foot radius)
Components: V, M (a trident)
Duration: Concentration, up to 1 minute
You imbue a trident you're wielding with the might of sea and
storm. Whenever you make a melee weapon attack with the
trident for the duration, you can choose one of the following
additional effects:
Riptide. The target must succeed on a Strength saving throw
or be knocked prone and moved to an unoccupied space within
5 feet of you as water rushes around them.
Tide Call. The target and all creatures within 5 feet of them
must each succeed on a Strength saving throw or be pushed
back up to 15 feet as a wave of water crashed down on them.
Tempest. The target must succeed on a Dexterity saving
throw or take 2d10 lightning damage as a bolt of lightning
strikes them.
Icebreaker Kraken by Chris Cold

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