1st level Patron features at 1st level you gain benefits of the patron and again at 6th, 10th and 14th levels.
spell list, 1st level, fog cloud, zephyr strike,
2nd level, warding wind, augury,
3rd level, bestow curse, wall of water, tidal wave,
4th level, conjure minor elemental, storm sphere,
5th level, maelstrom, control winds,
Dark ocean patron, 1st level, Darkened soul, your soul has been touched by your patrons gifts becoming refreshed by slaying other creatures as their souls are fed to you returning as energy, once per turn when a creature is slain when affected by The Curse of the sea, you gain temporary hp equal to half your warlock level rounding up +charisma modifier,
1st level, Curse of the Sea, you gain the ability to curse your foes, the curses aesthetics change depending on your patron, such as have been gifted from a Kraken the curse could take the Form of a decaying black spot, you can also change the Damage the Curse deals if your Patron has innate ability with a differing damage type, the damage types possible are Psychic, cold, thunder, lightning damage, in addition to necrotic, if you arent aware of your patrons own abilities then choose the one that best fits your personality,
Whenever you hit an enemy with a melee attack, cantrip, or warlock pact spell you can target a single enemy to receive a curse, the amount of times you can curse an enemy is equal to your Charisma modifier(minimum one), you regain all spent charges after a long rest. At 10th level you restore 2 Curses at the end of a short rest,
While cursed the enemy receives d4 extra necrotic damage, whenever you would deal damage to them from an invocation, weapon attack or warlock spell once per turn per enemy( as in a cursed enemy can only take this damage from an invocation or a weapon hit, this doesn't stop others from taking the damage from another source) in addition they take d4 necrotic damage at the end of your turn. If a creature is still living at the end of 4 turns of being cursed they are no longer cursed. At 6th and 14th level the extra damage increases this does not affect the damage at the end of the turn, dealing d6 at 6th level, and d8 at 14th level,
6th level, Adaptations of the deep, you Body morphs by the blessings of your patron each leaves it mark on your body you can retract these mutations becoming normal looking before the mutations as an action, and unleash the mutations as a bonus action gaining the benefits of adaptations of the deep,
You gain a swim speed equal to your movement speed, and can breathe in water and air, your form becomes altered, choosing one of the following and another at 10th and 14th levels,
Ghostly apparition, your body becomes enshrouded by a fine mist becoming transparent making attacks seeming pass through you with no effect, as a reaction after taking damage, roll a dexterity saving throw (under the same rules for concentration checks) if you roll higher than the damage given then you take only half damage, you gain resistance to necrotic damage, if you roll a natural 20 for the saving throw you take no damage instead,
Dark shroud, you gain the ability to have a shroud of ink disperse when endangered allowing yourself to hide, when an enemy makes an attack roll you can as a reaction cast the darkness spell, without consuming a spell slot as a 3rd level spell, must long rest in order to re use this feature, in addition if you don't already have it you gain darkvision up to 60 ft, or if you do increase it by 30 additional feet,
Shark Bite, your senses sharpen when blood is drawn giving you unnatural speed and ferocity, as your eyes dilate and skin becomes serrated scales that tear creatures apart when they attempt to grapple, when you roll a critical hit you can make another attack, enemies grappling you take d4 slashing damage, and you score a critical hit roll on a 19 or 20 when making melee attacks, +5 movement speed and swim speed
Psychic shriek, your patron gives you the ability to emit a high picth attack that tears into the psyche of creatures around you giving them horrific visions of your patrons form, as an action you can emit a high pitched frequency that forces enemies within 10 feet, to take a intelligence saving throw, those who fail are stunned, they can repeat this saving throw at the end of their turns, must long rest in order to re use this feature, in addition you have resistance to psychic damage,
Black heart, you gain the ability to tap into your own health to speed up a Spell this often makes your inner organs darkens which show on your body as if internally bruised. This can only affect spells with a casting time of 1 action only, you can take damage equal to the spells level x3, in order to make it a bonus action, a cantrip deals 5 damage, this doesn't count as taking damage for the purposes of concentration, must long rest in order to re use this feature,
Hard shell, your body becomes heavily plated lined up by carapace shell or hardened scales, plus 1 to ac while not wearing heavy armor, plus one size category for carrying capacity, your hit point maximum can not be reduced by enemies effects
Stolen power, You gain the ability to stall the passing of a soul you have cursed turning their misery into a well of energy that you can use to empower your strikes or use to restore your form, this often seems as a ghostly shell of the creature being ethereal chained to your form, or other effects, such as tapping into the pool of energy causing immeasurable pain to the soul their screams echoing into the material plain as your scars and bloodied wounds restore themselves, or dark energy fill the wounds you caused in others causing even more pain,
at the end of the turn when you have killed a cursed creature, counting up all times you have activated the curse effect on the enemy who died before you activated this feature, the pool is represented by an amount of 1d4x the amount of curse activation's, being where the curse feature applied its damage, in order to spend the dice you at the end of your turn can take as many dice equal to your charisma modifier and use them to either heal yourself or deal latent damage to a creature the damage done is the same as the curse damage,
when you use the pool you choose to heal or Empower, taking as many dice that you wish to expend from the pool of d4s, and heal for the amount rolled + constitution modifier, when empowering an attack you choose a single creature damaged by your curse, or any creature hit by your spells or attacks, and deal damage to them equal to amount rolled +charisma modifier, when the pool is completely used up you must long rest in order regain the ability to use the stolen power mutation, any leftover dice in the pool when you long rest are wasted,
Phantom limb, your form gains the ability to summon a tentacle or large claw that reaches out to your enemies, you can also form this new appendage into your own giving your the ability to rip your enemies or strangle them,
At the end of each of your turns an enemy within 5 ft is attacked with a tentacle or carapaced claw, this counts a weapon attack that you are proficient in, using your charisma, the damage it deals is d8 bludgeoning or piercing damage respectively plus d4 acid damage on hit, you can summon these limbs and use them yourself as an action, making two attacks with them, on a critical hit you can grapple the enemy as a bonus action in addition to the normal affects,
Curse marked mutations, each mutation eternally marks your form giving a tattoo of a storm that fits the curse mark, other unintended effects may also be possible such as those around a frozen ocean mark may feel colder, a Storm force mark may cause rainfall to be more common, a wind curse mark may make harsh winds more common,
each of the following allows gives spells that you know and can cast normally, and can cast them without to a without needing to use a spell slot, when you cast them you also spend a charge of Curse of the sea, which you regain after the combat you used the spell, the effect itself must be long rested in order to reuse. you can also only have one of the following, any of these spells or cantrips don't count against the known spells you have and act for all intents as a patron spell for other abilities.
Storm force, you gain the lightning lure or shocking grasp, and druidcraft cantrips, and the lightning bolt spells, and you can cast lightning bolt once without expending a spell slot as a 3rd level spell, in addition you gain resistance to lightning damage
Thunder of the winds, you know the thunderclap and gust cantrip, control wind spell, which you can cast without using a spell slot once, in addition you gain resistance to thunder damage,
Torrent of the frozen ocean, you have the shape water and, ray of frost or frostbite cantrips, and know the sleet storm and moonbeam, you can cast one of them as a 3rd level spell, without taking a spell slot, in addition you gain resistance to cold damage, and can walk on water as if its solid if it is calm water,
10th level, Cursed aura, You can unleash a terrible power that curses all creatures before you, making harsh winds protect you or a dense fog cover your approach as creatures around you wither and die to your curse, the aura can be seen as a vast storm of lightning sparking into creatures, wind slicing through the landscape, ice creeping onto the creatures around you as they freeze and perish, a nightmarish vision of shadows depicting eldritch horrors, or screaming souls that form in to mist and absorb creatures to close,
upon Reaching level 10 you can as an action activate your cursed aura, you choose one of the following to happen upon the activation of your Cursed aura when you have chosen you cannot choose another curse affect, each aura last for 1 minute, in addition to one of the following effects you choose upon gaining this feature, each creature within 10 ft count as being affected by a level 1 curse of the sea, however they are only cursed while inside the aura, if you use a charge of curse of the sea to a creature within range of the curse aura, the damage it does ignores resistances and immune, and if the creature dies while within the aura range you regain 1 charge of curse of the sea, after ending the curse aura, you must long rest in order to regain use of this feature,
Harsh winds follow your form giving ranged projectiles disadvantage against any creature within 10 ft, your speed increases by 5ft during the duration of the Curse aura,
The area around you Shudders and colds over creatures within 10 ft suffer 2d10 cold damage and must make a constitution saving throw or be immobilized, creatures within 10 ft of you move as if in dangerous terrain for the rest of the curse aura,
Shadowy horrors echo forth, each creature within 10 ft must make a wisdom saving throw or be frightened for 1 turn and take 1d10 psychic damage, any creature that end their turn must make the same saving throw, a frightened creature has disadvantage on this saving throw,
Lighting echo forth each creature within 10 ft must make a dexterity saving throw or take 3d8 lighting damage, as a bonus action you can reactivate this affect during the duration of the aura,
Necrotic mist shift around your form, filling a 10 ft area around you that follows you heavily obscuring you, during the duration you can see through heavily obscuring clouds,
14th level, Power of the deep, as an action you channel the dreaded horrors of the deep, making an attack that gains properties based on the mutations you have chosen, choose a point within 15 ft of you all enemies within a 15 ft sphere takes 4d12 curse damage, and their healing is reduced by half,
Dimensions of the, if you have multiple mutations that affect the circles dimension either by size or the actual area affected, then you choose the order of sed effects, and the order of which test they take,
Mutation effects, ghostly apparition, enemies must take a intelligence save or be frightened, and must use their turn to move away from the center of the sphere, in addition they take d8 psychic damage they can attempt to break the condition taking an intelligence save, if they fail they suffer an additional d8 psychic damage,
Ink shroud, you become invisible until the start of the next, and enemies in the circle take 3d4 poison damage for the next two turns.
Shark bite, enemies take an additional 3d10 piercing damage, enemies within the circle in the start or your next turn take 2d10 piercing damage, the area of effect increases by 5 ft,
Psychic scream, enemies in the circle take 2d8 psychic and creatures within 5ft of the center or origin point of the area must take a wisdom saving throw if they fail their senses are reduced to 5 ft and cannot speak, this effect ends in 2 turns, and the radius of the total area increases by 10 ft,
Blackheart, the circle becomes a 30 foot cone or a 25 ft sphere 30 ft in any direction, originating from you, dealing an additional d12 necrotic damage,
Hard shell, enemies must take a strength check or be restrained as the gravity of the area increases, those restrained by this can attempt to break out by succeeding their strength test, the dimension of the area increases by 5 feet,
Stolen power, any enemies in the area are must make a charisma saving throw or be marked by curse before death, the damage from curse before death is d4 necrotic damage for this effect. Enemies who are applied another curse before death are dealt d12 necrotic damage instead, the area of effect increases 15 ft if you center it on yourself, the curse before death marks made by this only last for 3 turns unless you spend a charge of curse before death making the duration as normal,
Phantom limb a spectral version of yourself appears in the area attacking those within 5 feet of them twice, you place the phantom, it attacks with the same weapons as your phantom limbs would, it persist for 2 turns after the initial channeling and can move 10 ft toward the closest enemy during the start of your turn, during this duration you cant use the phantom limbs mutation to attack, you can also forgo your action to use the image to attack any enemy it has within 5 ft,
Thunderer, enemies in the area suffer 3d 10 lightning damage, any surviving enemies then explode in lightning energy 1 turn later, dealing an additional 2d10 lightning damage which is increased by another 1d 10 for every other enemy that survived, this energy chains them together hitting any enemy between for 1d10 lightning damage, if a creature is behind total cover or beyond 20 ft then the lightning does not arc.
Force of wind, blast deals 3d 10 thunder damage, and pushes enemies 10 ft away towards a direction you choose if they fail a strength saving throw, a strong wind that persist for 3 turns is then placed blowing in that direction as a gust of wind spell was just caste.
Frozen ocean,enemies in the initial area take 4d8 cold damage and must take a constitution saving throw or be slowed by 20ft, the area becomes frozen becoming difficult terrain dealing cold d6 cold damage if they start their turn in the area.