1st Level Sublass Features
Nanite Swarms, 1st-level Fathomless feature: You can magically summon a nanite swarrm(spectral tentacle) that strikes at your foes. As a bonus action, you create a 10-foot-long nanite lance (tentacle) at a point you can see within 60 feet of you. The swarm (tentacle) lasts for 1 minute or until you use this feature to create another.
When you create the swarm, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.
As a bonus action on your turn, you can move the swarm up to 30 feet and repeat the attack.
You can summon the swarm a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Sea, 1st-level Fathomless feature: You gain a swimming speed of 40 feet, and you can breathe underwater.
Level 4 ASI Increase: +1 to Int (now 14) and +1 to Cha (now 18)
6th Level Subclass Feature:
Oceanic Soul, 6th-level Fathomless feature. You are now even more at home in the depths. You gain resistance to cold damage. 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, 6th-level Fathomless feature. Your Nanite Swarms can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the swarm, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.
8th Level Feature:
Spell Sniper, You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. (Selected Cha, now 19)
Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover.
Casting in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with spells.
Increased Range. When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell's range by 60 feet.
10th Level Subclass Feature:
Grasping Swarm, 10th-level Fathomless feature
You learn the spell Grasping Swarm (Evard's black tentacles). It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.
Grasping Swarm
Casting Time: Action
Range: 90 feet
Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid)
Duration: Concentration, up to 1 minute
Squirming, ebony nanites fill a 20-foot square on ground that you can see within range. For the duration, this writhing nanite mass turns the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the nanites until the spell ends. A creature that starts its turn in the area and is already restrained by the nanites takes 3d6 bludgeoning damage.
A creature restrained by the swarm can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
Features & Traits