Starting at 14th level, you gain the ability to call
upon your patron for aid. As an action, you
choose a point within 30 feet of you where your
patron tears through reality, manifesting a
measure of its thalassic grandeur. Once you use either effect, you can’t use this feature again until you finish a long rest.
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 is
knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The tentacles then vanish.
Starting at 10th level, you can magically draw
forth a manifestation of your patron’s insatiable hunger. As an action, choose a point you can see within 60 feet of you. For 1 minute, a translucent maw manifests in a 10-foot radius centered on that point. Each creature in that area when the maw appears must succeed on a Strength saving throw against your spell save DC or be restrained. Any creature that starts its turn in the maw’s area takes 3d6 cold or lightning damage (your choice when it takes the damage). As an action, a restrained creature can repeat the saving throw, ending the restraint on a success. At the start of your turn, if there is a creature in the maw’s area, you gain temporary hit points equal to your warlock level. Once you use this feature, you can’t do so again until you finish a short or long rest.
At 6th level, your patron grants you greater
abilities. You gain the following benefits:
• You can breathe both air and water.
• You gain a swimming speed equal to your
• You gain resistance to cold damage.
At 1st level, your patron accepts you into its
inner court of servitors. You can telepathically
communicate with any aberration, beast,
elemental, or monstrosity that has an innate
swimming speed, while it is within 120 feet of you. The creature can understand you and can
At 1st level, you gain the ability to magically
summon a spectral tentacle that strikes at your
foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 2d8 cold or lightning damage (your choice when it takes the damage) and its speed is reduced by 10 feet until the start of your next turn. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle 4 times, and you regain all expended uses when you finish a long rest. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to the chosen creature by half. After doing so, the tentacle vanishes.
When the wearer of your talisman makes a
saving throw in which they lack proficiency, they can add a d4 to the roll.
Your patron gives you a special amulet, a
talisman that can aid you, or anyone else who
wears it, when the need is great. When the
wearer makes an ability check with a skill in
which they lack proficiency, they can add a d4 to the roll. If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10+4 force damage.
The spell creates more than one beam when you reach higher levels - two beams at 5th level, three beams at 11th level, and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Once per turn, you can push a creature 10ft, pull a creature 10ft, and/or reduce a creature's movement by 10ft until the end of your next turn.
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.
Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.