TEXT: The Ebony Deep
  A pact forged in breathlessness and desperation, the Ebony Deep takes its drowned and
  drained vessels and sends them out into the world, awaiting their offerings of blood and
  smoke.
  by Jackson Wagner
  
  Warlock: The Ebony Deep
  Breathless Invocation
  Those who find themselves sinking beneath the kind waves
  into something darker may spend their last breath uttering a
  fateful pact. Should the fathomless black find it worthy, the
  drowned soul may find brief and bitter respite as a vessel and
  warlock of the Ebony Deep. This being masquerades as the
  ocean, but is in fact the greedy grasping thing that lies
  beneath the water of the world. The nature of the Ebony Deep
  is to take and hold onto its treasures throughout the eons.
  Warlocks born from this entity may find this nature trickles
  down to them, leaving them vacuous and grasping creatures,
  or they may reject their patron’s nature and give all that they
  can.
  All warlocks desperate enough to bind themselves with this
  being know that it offered no salvation, but a stay of
  execution. Their pact binds them to nothing but the
  occasional offering and their true mission is to manage what
  they once failed to do and keep their head above water.
  Expanded Spell List
  The Ebony Deep 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.
  Spell Level Spells
  1st
  Create or Destroy Water, Fog Cloud
  2nd
  Gust of Wind, Summon Beast
  3rd
  Lightning Bolt, Tidal Wave
  4th
  Control Water, Summon Elemental
  5th
  Commune With Nature, Legend Lore
  Fathomless
  At 1st level. You gain darkvision for 120ft. This also allows
  you to see in magical darkness. Your resistance to the
  crushing depths also grants you resistance to Bludgeoning
  damage. Finally, you can communicate with all creatures that
  can breathe underwater. 
  To Know, Water
  At 1st level, as a bonus action you may activate one of the
  following features:
  Elusive Lure. Dim light extends out from you for 60ft and
  you have advantage on all charisma checks for the next 10
  minutes. You may spend an action to glow even brighter and
  force all hostile creatures within 30ft of you to make a
  Constitution saving throw against your spell save DC. On a
  failed save, they are blinded for one minute. They may repeat
  the save at the end of their turns.
  Water Form. By taking on the aspect of the ocean you can
  move through a space as narrow as 1 inch wide without
  squeezing for the next ten minutes. You also have advantage
  on stealth checks and are considered invisible while fully
  submerged within a body of water.
  You may only have one of these features active at once. You
  can’t use this feature again until you finish a short or long
  rest.
  Riptide
  At 6th level, by becoming a vessel for the Ebony Deep you can
  channel the barest fraction of its might. You have a number of
  Fathom charges equal to your charisma modifier. You may
  expend them to use the following abilities:
  Geyser Palm. Expend one fathom charge to channel a
  powerful jet of water from one of your hands. Making a
  ranged spell attack against a creature within 180ft. For every
  60ft past 60ft from you, the damage of this ability is reduced
  by 1d8. On a hit, the creature takes 3d8 cold damage and
  must make a Strength saving throw against your spell-save
  DC or be knocked prone.
  Endless Mutability. Expend two fathom charges to cast
  polymorph on yourself. Unlike the normal polymorph spell,
  you retain your intelligence, wisdom and charisma stats. You
  may also turn into a creature two challenge levels higher than
  your level if they breathe water. All the other restrictions of
  polymorph apply.
  At 13th level, Vortex. Expend 5 fathom charges to use an
  action and turn yourself in a portal of the Ebony Deep. For
  the next minute, this allows adjacent creatures to spend a
  bonus action and cast the Dimension Door spell. This counts
  as you casting the spell, not them, but does not count towards
  your spell slot limit. They are also limited to teleporting
  themself, and cannot take a second humanoid. You can also
  use your action on subsequent turns to force a creature
  within 10ft of you to make a strength saving throw against
  your spell-save DC. On a failed save Dimension Door is cast
  on them, but you decide their destination.
  You regain all expended Fathom charges when you finish a
  long rest.
  Knowledge of the Deep
  At 10th level, you gain proficiency in intelligence saving
  throws and the arcana skill. If you are already proficient in
  arcana, you instead gain expertise in it.
  
  Warlock: The Ebony Deep
  The Long Rain
  At 10th level, you may summon the power of the deep and roll
  a d100 as an action. On a roll of 0-25, nothing happens.
  On a roll of 26-50, rain begins to pour within a mile of you
  and lasts for an hour. The area becomes lightly obscured.
  On a roll of 51-75, a rainstorm begins within a mile of you
  and lasts for 10 minutes. This makes the area heavily
  obscured to all creatures except you and up to 6 friendly
  creatures.
  On a roll of 76-99, a massive lightning storm surges into
  existence and lasts for a single round. This forces all hostile
  creatures within 100ft of you to make a dexterity saving
  throw against your spell save DC. On a failed save, they take
  5d10 lightning damage. On a successful save, they take no
  damage.
  On a roll of 100, the storm of vengeance spell is cast. It
  lasts for the full duration.
  Storms created by a roll of 1-50 can be dispelled by the
  gust of wind spell, storms created by a roll of 51-75 can be
  dispelled by the daylight spell. Storms created by a roll of 75-
  100 can be dispelled by the sunburst spell.
  After using this feature, you can’t use it again until you
  finish a long rest.
  Black Gate
  At 14th level you may create a magical gate. To draw the
  creatures through, you must offer a blood sacrifice. You may
  summon a number of monstrosities or aberrations whose
  combined CR is equal to the amount of hit points you
  sacrifice divided by 10.
  Any hitpoints sacrificed reduce your maximum hit points
  by the same amount. Half of this amount is returned when
  you finish your next long rest, and the second half is returned
  upon the next long rest.
  The creatures you summon will attack any hostile
  creatures they find and will not attack you or your allies. After
  10 minutes you must make a Wisdom Saving throw with a
  DC equal to the combined CR of the creatures you
  summoned. On a failed save, they go wild and will attack any
  creatures in sight. On a successful save they are returned to
  the depths from which they came.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Subclasses/Warlock/The Ebony Deep.pdf