The Leviathan

Your patron is an ancient creature of the deep, a sea monster that lies in the blackest ocean trenches waiting for some unknown portent to call it forth once again. It may be that your patron dwells on the Elemental Plane of Water, or it came to the Material Plane in dark eons unknown. Now it bides its time, directing its servants, such as yourself, to prepare for the day it will rise up to rule the oceans once more.

The true nature of the Leviathan with whom your destiny is intertwined could be any terrible sea creature, such as an aboleth, an ancient black dragon, an enormous dragon turtle, or a slumbering kraken.

Your Pact Boon

Your Pact Boon reflects the nature of your patron.

  • Pact of the Chain. Your familiar’s default form is more likely to take on the appearance of a crab, octopus, poisonous snake, fish (quipper), or sea horse.
  • Pact of the Blade. Your weapon might be a trident wrapped in living tentacles or a spear of black coral tipped with black iron that never rusts.
  • Pact of the Tome. Your Book of Shadows might be bound in ray skin and contain leather pages with dark threads sewn into them to form the words instead of ink. The spells detailed in the pages are from a time long forgotten, and other pages foretell the doom the leviathan will bring to the world.
  • Pact of the Mask. If you’re using this pact, detailed in Manual of Masks, then your mask might be the taxidermied head of a giant fish or a shark’s jaw decorated with shells to appear like the head of a terrible ocean monster.

Expanded Spell List

The Leviathan 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.

Leviathan Expanded Spells
Spell Level Spells
1st create or destroy water, speak with animals
2nd beast sense, darkvision
3rd call lightning, water breathing
4th control water, black tentacles
5th awaken, dominate person

Raging Waters

Starting at 1st level, your patron grants you the ability to magically whip the oceans around you into a frenzy. As an action, you can cause the water in a 10-foot cube originating from you to become turbulent until the start of your next turn. Any creature attempting to move through this space must succeed on a Strength (Athletics) check against your warlock spell save DC. On a failure, the creature stops moving in the space before the turbulent water and cannot continue moving this turn.

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

Inky Blood

Starting at 6th level, your blood takes on a dark, inky consistency. When you take slashing or piercing damage while you are submerged, your blood billows out in inky clouds, masking your position. Any further attacks against you are at disadvantage until the end of the next round or until you receive any form of healing.

Monstrous Mutation

Starting at 10th level, you grow two tentacles from your torso. You can use these tentacles to hold objects, but they are incapable of fine manipulation. As an action, you can make two melee weapon attacks with your tentacles, at a reach of 5 feet, that deal 1d6 bludgeoning damage each. You are proficient with your tentacles. If you hit a Medium or smaller target with both tentacles during your turn, you subject the target to the grappled condition. You must release the grappled creature if you wish to use your tentacles again, but you are free to make attacks with your arms as normal.

You can, during a short or long rest, choose to retract or extend your tentacles. Once retracted, another creature must succeed on an Intelligence (Investigation) check equal to 12 + your proficiency bonus to notice your mutation, and only if closely examining your torso.

Stirrings Below

Starting at 14th level, your patron stirs at your calling, opening up great fissures on the surface far above its resting place. As an action, you can cause four 15-foot-by-5-foot fissures to open in the ground within 60 feet of you. Any creature in this space must succeed on a Dexterity saving throw against your warlock spell save DC or be thrown 30 feet upwards and suffer 3d10 bludgeoning damage. If the creature is thrown into the air, it lands next to the fissure, taking appropriate falling damage. If a creature succeeds on the save, it is shifted to the closest open space next to the fissure. The fissures do not need to be adjacent to each other.

At the start of your next turn, the water gushing from the fissures loses some of its pressure. The space from the fissure and 20 feet up is difficult terrain that imposes disadvantage on Strength (Athletics) checks for the purposes of swimming through it. This effect lasts for 1d4 rounds, after which the fissures remain as 30-feet deep pits.

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

Section 15: Copyright Notice

The Grimdark Pamphlet. Copyright 2020, Rising Phoenix Games; Author: Rodney Sloan. Copyright 2020, Rising Phoenix Games; Author: Rodney Sloan

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