About this mod
Adds the Fathomless Patron for Warlocks, based on the 5e subclass.
The subclass is water/sea themed and revolve around summoning a Spectral Tentacle to fight with you.
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Fathomless Warlock
Subclass Icon courtesy of wequeen.
Based on The Fathomless patron for Warlocks in 5e.
Requires Veenab Library
Compatible with 5e Spells.
Compatible with Veenab 5e Homebrew & Spells.
Compatible with Level 12+.
Level 1 - Tentacle of the Deep


Gain Tentacle of the Deep and Command: Tentacle as Class Actions.
As a Bonus Action, conjure a spectral tentacle. The tentacle cannot be harmed and will not be targeted by enemies.
The tentacle cannot make any actions unless you use your Bonus Action to cast Command: Tentacle.
The tentacle will automatically be commanded when first summoned.
The number of times you can use this feature is based on your Proficiency Bonus, refreshing after a Long Rest.


Abyssal Lash acts as it's attack. The tentacle strikes an enemy within 3m, dealing 1d8 Cold damage and reducing their Movement Speed by 3m.
Deep Dive acts as its movement. The tentacle dives below and reappears at a location within 9m.
You can also take the Larian-ized version of this feature instead.
If you do, the Spectral Tentacle gains the ability to act independently from the summoner, same as other summon abilities.
Level 1 - Gift of the Sea

Gain the Gift of the Sea Passive.
While you enter a water-based surface on your turn, you gain 3m of movement.
This can only trigger in turn-based mode.
Level 6 - Oceanic Soul

Gain the Oceanic Soul Passive.
Gain Resistance to Cold damage.
Level 6 - Guardian Coil



You gain Guardian Coil as a Reaction.
Your spectral tentacle gains the Guardian Tentacle Aura.
When you or an ally within 3m of your spectral tentacle would take damage, you can use your Reaction to reduce the damage you/they would take by 1d8.
Abyssal Lash now deals 2d8 Cold damage and Guardian Coil can reduce damage taken by 2d8.
Level 10 - Grasping Tentacles


At level 10, gain the Grasping Tentacles passive and the Evard's Black Tentacles spell.
Once per Long Rest, you can cast toggle the passive to cast the spell without expending a Warlock Spell Slot.
Whenever you cast Evard's Black Tentacles, gain Temporary HP equal to your Warlock Level.
Additionally, damage cannot break your Concentration when you cast the spell.
Level 14 - Fathomless Plunge

At level 14, if you have the FathomlessPlunge add on, you gain Fathomless Plunge as an Action.
When used, you can select up to 5 other Party Members and all of them along with you are transported to a watery destination you have visited before.
The destinations you can travel to are a curated selection of locations in Act 3 and the Endgame.
The spell is initially empty and cannot be used. To unlock destinations, the character must pass by a specific area on the map in order to unlock it.
Once a character has visited that specific area, regardless of their class at the time, they will permanently unlock that location for this feature.
If you are a Fathomless Warlock when you pass by the location, you will receive a 1 turn status telling you that you've unlocked a new location.
You can only visit locations on the same map you are currently in.
In special events, you unlock new locations you can temporarily teleport to.
Being able to teleport out of a place at any time may break some of the game's quests or triggers.
I recommend you make a save of the game (not quicksave) before you install this add-on and quicksave before using this feature.
Do not use this feature while you're in the House of Hope, which shares the same map as the Lower City.
This interaction should be disabled (I did not think of it until after this update was uploaded) so it will be in the next update.
Teleport destinations listed below.
Wyrm's Crossing: Smuggler's Beach
Under the Wyrm's Crossing bridge, just pass by the shipwreck on the path to the smuggling docks where the Zentarim ship is at.
Wyrm's Crossing: Wyrm's Rock
The beach shore by the prison exit on the right/east side of Wyrm's Rock.
Lower City: Heapside Docks
At slum fishing docks, between the Gazebo and the Sahuagin encounter.
Lower City: City Docks
The main docks just beside the Steel Watch Foundry Waypoint.
Lower City: Jaheira's Basement
Its in the name.
Lower City: Baldur's Gate
A little riverside left of the path to Baldur's Gate proper.
Lower City: City Sewers
In the rocky alcove where you find Arabella if she made it all the way to Act 3.
Lower City: Fkymm Cargo's
Just at the entrance to the room where the submersible is parked.
Iron Throne
During the Rescue the Hostages quest, you can teleport back into the submersible.
While normally you can only teleport party members, you can also teleport the hostages during this mission.
Only usable during this mission.
Morphic Pool
While at the Morphic Pool, you can teleport back to the entrance where you arrived.
Only usable during this part of the endgame.
High Hall
Once you reach the High Hall, you can teleport all the way back to the cliff where you first arrived from.
Only usable during this part of the endgame and not usable during the final confrontation.
Not a watery destination but you might as well have a use for this feature.
The Iron Throne, Morphic Pool, and High Hall teleports rely on Story Flags to unlock and disable, so if you somehow reach the map without triggering the proper story beats (Debug Book), then they will not unlock properly.
Subclass Spell List
Level 1 - Create or Destroy Water, Thunderwave
Level 2 - Gust of Wind, Silence
Level 3 - Lightning Bolt, Sleet Storm
Level 4 - Control Water, Summon Elemental (Water)
Level 5 - Maelstrom, Cone of Cold