Warlock: The Fathomless

Original Source: Tasha's Cauldron of Everything

Patron Spells

You learn additional spells when you reach certain levels in this class, as shown on the Fathomless Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Table: Fathomless Patron Spells
Spell LevelSpells
1stcreate or destroy water, grease
2ndsilence, warding wind
3rdlightning bolt, sleet storm
4thcontrol water, storm sphere
5thcone of cold, maelstrom

Tentacle of the Deep

As in Tasha's Cauldron of Everything with the following change:

When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage or 1d8 lightning damage. If you deal cold damage, the creature is chilled until the start of your next turn, and if you deal lightning damage, the creature can't take reactions until the start of its next turn. When you reach 10th level in this class, the damage increases to 2d8.

Gift of the Sea

As in Tasha's Cauldron of Everything

Oceanic Soul

You are now even more at home in the depths. Choose one of the following damage types: cold, lightning, or thunder. You gain resistance to the chosen damage type. When you gain a level in this class, you may change this damage type.

In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

Guardian Coil

As in Tasha's Cauldron of Everything

Grasping Tentacles

As in Tasha's Cauldron of Everything

Unleash the Depths

Starting at 14th level, you gain the ability to call upon your patron for aid, allowing it to manifesting a measure of its thalassic grandeur. You gain the following abilities:

Fathomless Plunge. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 100 miles away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.
Fury of the Kraken. You can direct a barrage of spectral tentacles to issue forth and strike up to five creatures you can see within 30 feet of the manifestation point. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 6d10 cold or lightning damage (your choice) and are restrained for 1 minute. On a successful save, it takes half as much damage and is not restrained. On its turn, a restrained creature can use its action to attempt a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to end the restrained condition. The tentacles vanish after 1 minute or when they are no longer restraining a creature.

Once you use either effect, you can't use this feature again until you finish a long rest.