Ocean witch

Your patron is a spirit of the great sea or the spirit of a coral reef. the spirit grants you proficiency in athletics and the following expanded spell list:

1st lvl: animal friendship, water whip
2nd Animal conduit, Implode poison
3rd water breathing, water walk
4th controle water, water sphere
5th Maelstrom, Reap

Water Whip
1st-level evocation
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You summon a long, rubbery whip of pure water to lash out a creature or object in range. The target creature must make a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage, and you either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Animal Conduit
2nd-level divination (ritual)
Casting time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
A willing beast you touch becomes your conduit. For the duration, you can perceive the world through all of the beast’s senses, including touch, sight, sound, and smell. You also gain the benefits of any special senses the beast has, such as tremorsense or darkvision. You continue to see through the beast’s senses instead of your own until you use an action to switch back, or your concentration ends.
While you are using the beast’s senses, you are blinded and deafened to your own surroundings. Your speed is reduced to 0 and you are effectively incapacitated; the only action you can take is to switch back to your own senses. You can still choose to end your concentration on this spell at any time, even while incapacitated by its effect.

Implode Poison
2nd-level Conjuration
Casting time: 1 action
Range: 60 feet
Components: V, S, M (a portion of nightshade root)
Duration: Instantaneous
You conjure a strain of poison within a creature you can see within range, which then explodes within the target. The target makes a Constitution saving throw. The target takes 3d8 poison damage on a failed save, or half as much damage on a successful one.
If the target was poisoned, it has disadvantage on the saving throw, and the spell’s damage increases by 3d8 for the target.
Constructs and undead are unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the base damage and additional damage against poisoned target each increase by 1d8 for each slot level above 2nd.

Reap (Cleric, Warlock, Wizard)
5th Level Necromancy
Casting Time: 1 Action
Range: Self
Components: V, S, M (a skull)
Duration: Instant
You drain the life energies of creatures around
you, damaging them and healing yourself. Up to
5 creatures of your choice within 15 feet of you
must make a Constitution saving throw. On a
failed save, they take 3d6 Necrotic damage, or
half as much on a successful one. You regain hit
points equal to half the necrotic damage dealt.
At Higher Levels. When you cast this spell
using a spell slot of 6th level or higher, increase
the necrotic damage by 1d6 per spell level.

Ocean witch

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