Hailing from a remote corner of the Western Isles, where the old Fae lands are still remembered and embraced, the warlock later known as Glaw Trwm had an affinity for exploration and fighting, saved only by a silver tongue. Having originally been something of a brutish, bullying outlaw who bribed, tricked, lied or otherwise threatened his way into the employment of a merchant company from the Western Isles. Despite his unsavoury nature, he eventually proved to be a fairly competent officer. After several years of this, however, his luck turned bad. A great storm rocked his airship during transport and though he was able to get his command below decks in time to avoid the worst of it, Glaw himself was caught and tossed overboard; his heavy armour preventing him from using his natural wings. 

In the depths, he pleaded to the seas for a second chance, a way to earn his life again. He offered gold, blood and even his own soul just so he wouldn't drown like a rat knocked from its ship. To his delight and horror, Sionnaine took notice and a pact was struck. She did not claim his soul, instead taking his mind, remoulding it to her fancy, and leaving the Sprite with a single cup of tarnished gold large enough for him to lay in. 

It carried his delirious form to his home shores where the Lady of the Waves thought he may be useful, and left a mark. Sionnaine took all that he once was as payment for his life, along with his new name carved onto his very soul, and shifting companions of both the physical and ethereal seas; both as eternal companions and permanent reminders that he used to be something different, something displeasing to his patron.

And that he owed her a debt.

For some years he wandered the coasts and waterways of the Western Isles, purposeless and alone. Over time his power grew and his wanderings found him a reputation, not as a Sprite or other Fae, but as a herald. Over the years it became a common superstition amongst the coastal villages that a wandering soul from the depths would foreshadow destruction and death to the deserving and monstrous, bringing forth creatures of the deep to smite and punish like a contained storm. One day, after many years, the Sprite now known as the Trailing Storm stumbled across a strange site. A strange warrior whose scaled form called forth snippets of memory long since forgotten. The Chameleon warrior introduced himself as Qau the Mighty, a warrior from beyond the Great Portal who had arrived to explore. He wore a Ring of Plentiful Water that showed clearly its makers were of the Isles, and his stories and demeanour were enough to convince Glaw of his good intensions and allowed Glaw a chance of self-reflection. Encouraged by this, Glaw decided that his decades of purposeless wandering had to end, that there was far more to the world and an almost instinctual desire to explore began to burn, unknowingly reignited after being doused by the cold ocean depths. When Qau offered Glaw a chance to join him on his journey back through the portal, he could hardly refuse. Now he and his new companions head for the fortress city of Balla, and once more a storm trails behind them.

Title
The Trailing Storm, Sir

Type
PC

Race
Sprite

Age
86

Gender
Male

Pronouns
He/Him

Warlock

Subclass - Client of the Fathomless - Subclass

You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world? Or you might have been shipwrecked and on the brink of drowning when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.

In times past, Xyius would have been the one to grant these powers. In more recent times it has been seen amongst people who for whatever reason have been saved from drowning by Sionnaine herself, for a specific reason

Expanded Spell List

The Fathomless 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.

Fathomless Expanded Spells
Spell LevelSpells
1stCreate or Destroy WaterThunderwave
2ndGust of WindSilence
3rdLightning BoltSleet Storm
4thControl WaterSummon Elemental (Water only)
5thBigby's Hand (appears as a tentacle), Cone of Cold

Tentacle of the Deep

At 1st level, 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 1d8 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 2d8.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.

You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Gift of the Sea

Also at 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater.

Oceanic Soul

At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

Guardian Coil

At 6th level, your Tentacle of the Deeps 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 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

Grasping Tentacles

Starting at 10th level, you learn the spell Evard's Black Tentacles. 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

When you reach 14th level, 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.