tidebinder
When mortals left the safety of solid ground for the first time, and started to sail the seas, the dread of the unknown dark below their feet haunted them. They could hardly imagine the horror they might feel when the dark oblivion proved to indeed be inhabited by unknown beings that slumbered where the sun could not reach. Thus were the first Tidebinders born, cultists that worshipped the beings of the deep and begged safe passage on their voyage.
Tidebinders draw their strength from the beings that reside within the ocean’s depths. Their power ebbs and flows with tides unseen, often tasked with communing with these dark beings by captains and other crew, they are a common sight on board of trading vessels throughout history. They are thanked for every safe passage and blamed for each tragedy that occurs on the seas, and are thusly highly respected by sailors across the realms.
Expanded Spell List
As a Tidebinder you gain access to an expanded list of spells that are added to your warlock spells. The following spells are added to your warlock spell list, and are considered occult when you cast them.
| Spell Level | Spells |
|---|---|
| 1st | Create or Destroy Water, Thunderwave |
| 2nd | Gust of Wind, Silence |
| 3rd | Lightning Bolt, Sleet Storm |
| 4th | Control Water, Summon Elemental (Water only) |
Limbs of the Deep
You can 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 one creature within 10 feet of it. On a hit, the target takes 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 .
Oceanic Soul
You become at home in the depths, granting you the following benefits:
- Motion of the Depth. You have a 40 feet swimming speed.
- Cold Resistance. You are resistant to cold damage.
- Water Speech. When you are fully submerged, any creature that is also fully submerged and shares a language with you can understand your speech, and you can understand theirs.
Guardian Coil
Your Limbs of the Deep 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 tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by .
When you reach 10th level in this class, the damage reduced by the tentacle increases to .
Grasping Tentacles
You learn the spell Shadowbind. 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 using 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.
Fathomless Plunge
You can magically open temporary conduits to watery destinations. 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 1 mile 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.
Once you use this feature, you can't use it again until you finish a short or long rest.