The Deep Ones

Patron: The Deep Ones
Deep ones are powerful beings from the elemental plane of water. They are generally Marids, but may be any powerful water elemental. When a noble water elemental sees a sailor or even any humanoid with respect and reverence for the ocean/sea itself, it may appear to them and offer them a chance to join in its service. Once a being makes a pact with the elemental, they are forever marked. Their hair constantly moves like its underwater, their skin gets more of an oceanic tent and changes based on mood.

Expanded Spell List
The Deep One 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.

Bonus Cantrip
At 1st level, you learn the shape water cantrip. It counts as a warlock cantrip for you, but doesn't count towards your number of cantrips known.

Liquid Restraints
When you cast shape water, you can have the water attempt to prevent the creature from moving, You can pick one of the following options instead of the normal spell options, but once you do, you cannot use this feature until you complete a short or long rest:
 * Disarm the target - A creature of your choice within range must make a Strength saving throw. On a failure you may force it to drop a weapon or item that it is carrying.


 * Restrain - A creature of your choice within range must make a Strength saving throw. On a failure it is restrained until the end of your next turn


 * Slow - A creature of your choice within range must make a Dexterity saving throw. On a failure, its speed is reduced by 20 for 1 minute.


 * Drag - A creature of your choice within range must make a Strength saving throw. On a failure it is moved 20 feet in the direction of your choice.

Aquatic Armaments
Starting at 6th level, you can create armor out of water. You may perform a ritual that takes 1 minute to summon or change the armor. When you complete this ritual, you may choose any light or medium armor for the armor to take the form of. Alternatively you may have it take the form of a shield. It gains the statistics of the chosen armor. You are automatically proficient with this armor. You can dismiss it with an action.

One With Water
Starting at 10th level, you may now use your Liquid Restraints ability a number of time equal to your Charisma modifier between rests. You also gain the following options to bolster yourself or your allies when you use it:
 * Walking on Water - You cast water walk
 * Swim - You and a number of willing creatures within range up to your Charisma modifier gain a swim speed equal to their walking speed
 * Breath Water - You cast water breathing

Drowning Wave
Starting at 14th level, you can force a creature to begin coughing up water. As an action, choose a creature within 60 feet of you. It must make a Constitution saving throw against your spell save DC. On a failed save, it takes 8d8 magical bludgeoning damage and cannot take actions on its next turn. Once you use this feature you cannot use it until you finish a long rest.

Improved Armor
Prerequisite: The Deep Ones patron, 9th level

When you use your Aquatic Armaments ability you may give the armor a +1 bonus to AC

Heavy Water
Prerequisite: The Deep Ones patron, 13th level

When you conjure or change armor using your Aquatic Armaments ability, you may choose for it to take the form heavy armor as well.

Aqueous Weapon
Prerequisite: The Deep Ones patron, Pact of the Blade

When you summon your pact weapon, you instead form it out of water. You may choose to use your Charisma modifier for attack and damage rolls made with this weapon.