Atlantean Magic
Deep underneath the waves, where the light of the sun is filtered from the deep sea, Triton, Sea Elves, and other waterborne lineages gather together to protect the overworld from the deep sea monstrosities, aberrations, and elementals that seek to wreak havoc and destruction upon the material plane. After generations of fighting these creatures and protecting themselves, these deep sea protectors have developed a special kind of magic to be used deep within the waves, inspired by the deep sea creatures that they fight alongside with.
How to Learn Atlantean Magic
Atlantean spells are inherently more powerful spells than most. Due to their innate ability of becoming empowered underwater and in the sea, Atlantean spells are made with the intention that they have the possibility of becoming more powerful than traditional spells given to characters. Because of this, Atlantean spells cannot be chosen normally and can only be taught from those who know Atlantean magic, or found via scroll or spellbook. Although it is possible for a divine or primordial entity to bless a spellcaster with the knowledge of one such Atlantean spell, the traditional way to learn these Atlantean spells would be through an Atlantean NPC or scroll/spellbook.
If a character wants to learn a Atlantean spell from an NPC, the character must take the downtime activity ‘Training’ as mentioned in Xanathar’s Guide to Everything Downtime Revisited, spending 50gp per week as opposed to 25. The character must have a friendly contact or favor with someone who knows a Atlantean spell of at least 3rd level. At the end of the Training, the character may then add one Atlantean spell that the contact knows to their list of Spells Known, provided it is of spell level that the character can cast.
Furthermore, if a character wishes to learn a Atlantean spell of 5th level or higher, the time spent in training is doubled, and the price per keep in costs of arcane supplies is 200gp per week.
Prepared vs Known Casters
When it comes to Atlantean spells, if a character learns a Atlantean spell it is either, added to their spellbook as normal if they are a wizard, it is added to their number of spells known if they are a Bard, Sorcerer, Ranger, or Warlock, and if they are a Artificer, Druid, or Cleric; it is added to their spell list and is automatically prepared without counting against the number of prepared spells that the caster can prepare.
Submerged in Seawater
As you begin to read through these Atlantean Magic spells, you may notice that many of which contain an addendum that states, ‘When submerged in seawater.’ Since Atlantean spells were created to be used in oceanic environments, they are heightened when casted underwater, and as such, gain additional effects when the caster is fully submerged in Seawater, or when thet target of the spell is fully submerged in Seawater. If the effect of the spell has a duration that is longer than instantaneous, if the caster is no longer submerged in seawater during the duration of the spell, any amplified effects end as they are no longer being bolstered by the sea.
Bioluminescence
Evocation cantrip
- Casting Time: 1 action
- Range: 15 feet
- Components: V, S, M (Bioluminescence)
- Duration: 1 minute
You create a shower of magical bioluminescence in a 10 foot cube within range. This bioluminescence gives off 30 feet of dim light. Alternatively, you can coat an object no larger than 5 feet on one side that is neither worn nor carried, or a willing medium or smaller creature with bioluminescence; where they give off 30 feet of dim light. This light is usually a light cyan blue, but you can determine the color of the light.
If you cast this spell while submerged in seawater, the duration increases to 1 hour.
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Water Wave
Conjuration cantrip
- Casting Time: 1 action
- Range: 20 feet
- Components: S, M (A drop of water)
- Duration: Instantaneous
You create a horizontal slash with your arm, and cause a 10 foot wide, 6 inch thick wave of water to rush forward 20 feet in a direction. Each creature caught by this wave must succeed on a Strength saving throw or take 1d4 bludgeoning damage.
If you cast this spell while submerged in seawater, the wave is amplified and travels 25 in a direction and is 15 feet wide.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Classes: Druid, Sorcerer, Wizard
Coral Shard
1st-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (A shard of coral)
- Duration: Instantaneous
You fling a multitude of magically imbued and grown coral shards. Make two ranged spell attacks against creatures you can see within range, dealing 1d6 piercing damage on hit.
If you cast this spell while submerged in seawater, the seawater magically accelerates this growth and you can immediately throw another two coral shards as a bonus action.
Classes: Druid, Sorcerer, Wizard
Coral Wreath
1st-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: S, M (A coral polyp)
- Duration: 1 minute
You wave your hand and cause growths of spiny, protective coral or wreath your body. For the duration you gain 2d6 temporary hit points, and while you have these temporary hit points, any creature you are grappling or any creature who is grappling you takes 1d8 piercing damage at the start of each of your turns.
If you cast this spell while submerged in seawater, the seawater magically accelerates this growth and the casting time of the spell is a bonus action and you gain 2d8 temporary hit points as opposed to 2d6.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 1d6 (1d8 while submerged) more temporary hit points per spell level above 1st.
Classes: Druid, Ranger, Sorcerer, Wizard
Sea Spine
1st-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (A sea urchin spine)
- Duration: 1 minute
You throw a magical venomous sea spine. Make a ranged spell attack. On hit the target takes 2d4 piercing damage and is impaled by the sea spine. While impaled, at the start of each of the target’s turns, they must succeed on a Constitution saving throw or take 1d6 poison damage. This effect lasts for 1 minute or until the target takes an Action to pull the sea spine from their body.
If you cast this spell while submerged in sea water, the ocean enhances the venom of the sea spine, and the target takes 2d6 poison damage on a failed save as opposed to 1d6.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can throw one additional sea spine against a creature you can see within range per spell level above 1st.
Classes: Druid, Ranger, Warlock
Upwell
1st-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (A drop of water)
- Duration: Instantaneous
You cause a sudden surge of water that launches a target within range up to 30 feet up in the air. If the target is an unwilling creature, they must succeed on a Strength saving throw, taking 2d6 bludgeoning damage upon failure in addition to being launched 30 feet in the air, and suffering no ill effects upon success.
If you cast this spell while submerged in seawater, you can push the target up to 60 feet in any direction; where you can control if it twists, turns, circles, or moves straight as the spell becomes a momentary magical current.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the target is propelled an additional 10 feet in the air per spell level above 1st.
Classes: Bard, Druid, Ranger, Sorcerer, Wizard
Water Whips
1st-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, M (A drop of water)
- Duration: 1 minute
Watery tendrils wrap and cover two limbs of your choice, working as extensions of yourself. When you cast this spell, and for the duration of the spell, your reach is considered to be 5 feet further than it normally is for the purposes of touch spells, melee attacks, etcetera.
At higher levels: When you cast this spell using a spell slot of 2nd level the duration increases to 1 hour. When you use a spell slot of 3rd level the duration increases to 8 hours. When you use a spell slot of 4th level or higher the duration increases to 24 hours. When you use a spell slot of 7th level or higher the duration becomes until dispelled.
Classes: Cleric, Druid, Ranger, Sorcerer, Wizard
Bloodsense
2nd-level divination
- Casting Time: 1 minute (ritual)
- Range: Self
- Components: V, S, M (A vial of blood)
- Duration: 1 hour
You imbue yourself with the blood-seeking senses of sharks. For the duration of the spell, you have advantage on all Wisdom (Perception and Survival) and Intelligence (Investigation) checks made to find a creature who is missing hit points, and as an action, you can tell how many creatures are missing hit points within 60 feet of you, but not their locations.
If you cast this spell while submerged in seawater, when you use your action to determine how many creatures are missing hit points around you, the radius increases to 300 feet.
Classes: Druid, Ranger, Sorcerer, Warlock
Dive of the Barracuda
2nd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A shark or barracuda tooth)
- Duration: Instantaneous
A spectral maw akin to that of a barracuda conjures around you and you rush towards a hostile creature you can see within range, moving up to 60 feet closer to the creature. If this movement places you within 5 feet of the target, make a melee spell attack against the target, dealing 4d12 piercing damage on hit. If you had moved at least 30 feet due to this spell and hit your target, they must succeed on a Wisdom saving throw or become frightened of you until the start of your next turn.
If you cast this spell while submerged in seawater, you can move in any direction, you ignore difficult terrain, and you do not trigger attacks of opportunity.
Classes: Druid, Ranger, Sorcerer, Warlock
Mass Boil
2nd-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (A drop of water)
- Duration: Instantaneous
You cause all water in a 30 foot cube centered at a point within range to instantly boil and evaporate. Each creature within this area must succeed on a Constitution saving throw or take 7d6 fire damage, halved on success. Additionally, the accompanying steam lightly obscures the cube until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and the cube's radius increases by 5 feet per spell level above 2nd.
Classes: Artificer, Bard, Druid, Sorcerer
Roaring Ring
2nd-level evocation
- Casting Time: 1 action
- Range: Self (10 foot radius)
- Components: V, S, M (A drop of water)
- Duration: Instantaneous
You cause an eruption of roaring tides in a precise ring around you. Each creature that is exactly 10 feet away from you must succeed on a Strength saving throw or take 4d8 bludgeoning damage and be pushed back 10 feet. A creature takes half damage and is not pushed back upon a success.
Creatures that are submerged in seawater have disadvantage on their saving throw made to resist this spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 per spell level above 2nd.
Classes: Bard, Druid, Sorcerer
Echolocate
2nd-level divination
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (The blubber of a whale or dolphin)
- Duration: 1 round
You close your eyes and send out a magical chirp that grants you Blindsight out to 60 feet until the start of your next turn and allows you to immediately take the Search action.
If you cast this spell while submerged in seawater, the range of your Blindsight doubles.
Classes: Artificer, Bard, Cleric, Druid, Ranger
Ink Blast
2nd-level evocation
- Casting Time: 1 action
- Range: Self (30 foot cone)
- Components: V, S, M (An octopus tentacle or a vial of ink)
- Duration: Instantaneous
You extend your hands outwards and cause a blast of thick, blackened ink to erupt from your palms in a 30 foot cone. Each creature caught within this area must succeed on a Dexterity saving throw or be Blinded for 1 minute. A creature can use their Action to wipe the ink from their eyes, ending the effect early.
If the area you cast this spell in is submerged in seawater, the thick ink lingers in the 30 foot cone and heavily obscures the area for 1 minute or until the water is displaced with a moderate or strong current.
Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
Ink Blast
2nd-level evocation
- Casting Time: 1 action
- Range: Self (30 foot cone)
- Components: V, S, M (An octopus tentacle or a vial of ink)
- Duration: Instantaneous
You extend your hands outwards and cause a blast of thick, blackened ink to erupt from your palms in a 30 foot cone. Each creature caught within this area must succeed on a Dexterity saving throw or be Blinded for 1 minute. A creature can use their Action to wipe the ink from their eyes, ending the effect early.
If the area you cast this spell in is submerged in seawater, the thick ink lingers in the 30 foot cone and heavily obscures the area for 1 minute or until the water is displaced with a moderate or strong current.
Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
Lobster's Flight
2nd-level transmutation
- Casting Time: 1 reaction
- Range: Self
- Components: V, S, M (A piece of lobster carapace)
- Duration: Instantaneous
When a hostile creature you can see ends their turn within 5 feet of you, you can conjure a massive spectral tail of a lobster to appear on your person and propel you backwards at an incredible speed. You immediately move up to 40 feet in any direction that is away from the creature who triggered this reaction without provoking attacks of opportunity. Additionally the creature who triggered this reaction must succeed on a Strength saving throw or be pushed back 15 feet and be knocked prone.
If you cast this spell while submerged in seawater, you can move up to 80 feet in any direction as opposed to 40 feet.
Classes: Druid, Ranger
Undertow
2nd-level evocation
- Casting Time: 1 action
- Range: Self (30 foot radius)
- Components: S, M (A seashell or pearl and a length of rope)
- Duration: 1 minute
You cause spectral waves to appear and pull inwards. Each creature within 30 feet when you cast this spell must succeed on a Strength saving throw or be knocked prone and pulled 20 feet closer to you.
For the duration, the area 30 feet around you is considered difficult terrain which you are unaffected by and as a bonus action on each of your turns after you have casted this spell, you can force a target within 30 feet of you to make a Strength saving throw or be knocked prone and pulled 20 feet closer to you.
Creatures who are submerged in seawater have disadvantage on their saving throws made to resist being pulled closer to you.
Classes: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Warlock
Utaeli's Crab Carapace
2nd-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (A gem-encrusted and petrified crab or lobster worth at least 50gp)
- Duration: 10 minutes
You cross your arms and coat yourself in bulky layers of hard chitin. For the duration of the spell you gain 3d8 temporary hit points and while you have these temporary hit points, your AC increases by 1 and your walking speed is reduced by 10 feet.
If you cast this spell while submerged in seawater, your speed is not reduced.
Classes: Artificer, Druid, Ranger
Aqueous Form
3rd-level transmutation
- Casting Time: 1 action (ritual)
- Range: Touch
- Components: V, S, M (A drop of water)
- Duration: Concentration, up to 1 hour
When you begin casting this spell, the target must be submerged in water for the entirety of the casting time, otherwise the spell fails.
For the duration, the target takes on a watery form. The target and their equipment becomes aqueous and translucent, as if made by water. While in this aqueous form they cannot take any actions, they have a swimming speed equal to twice their walking speed or swimming speed, they can breathe underwater, they have resistance to acid, bludgeoning, piercing, and slashing damage, and if they are not moving, they have advantage on Dexterity (Stealth) checks made to remain hidden and creatures have disadvantage on Wisdom (Perception) checks made to spot them.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature per spell level above 3rd provided each creature is submerged in water and within 20 feet of each other.
Classes: Druid, Sorcerer, Warlock
Utaeli’s Serrated Chomp
3rd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (A shark tooth)
- Duration: 1 minute
Your teeth transform into rows of impossibly sharp spectral shark teeth. Make a melee spell attack against a target within range. On hit, you deal 5d8 piercing damage and leave a hemorrhaging wound. A creature with this hemorrhaging wound takes 2d8 necrotic damage at the start of each of their turns for 1 minute. This effect ends early if the target is magically healed or a DC 10 + the level of the spell Wisdom (Medicine) check is made as an Action to staunch the bleeding.
Classes: Druid, Sorcerer, Warlock, Wizard
Rampant Coral Growth
3rd -level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A coral polyp)
- Duration: 10 minutes
You reach out to a point within range you can see and cause a rampant growth of spiny and multi-colored coral to sprout in a 20 foot cube. This cube is considered difficult terrain, and any objects that are neither worn nor carried are stuck inside the coral. An object can be freed from the coral if it is pulled as an Action by making a Strength check with a DC of 10 + the level of the spell slot used in the casting of this spell.
Creatures that are caught within this cube when this spell is cast must succeed on a Strength saving throw or have a rampant growth of spiny and bulbous coral grow and coat their body. While the target is coated in these coral growths, their speed is halved and they take 1d8 piercing damage for every 5 feet that they move. A creature can end this effect early by taking an action to break the coral from their body, which requires a Strength check with a DC of 10 + the level of the spell slot used in the casting of this spell.
If you cast this spell in an area that is submerged in seawater, the seawater magically accelerates this growth and the cube’s area increases by 10 feet.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the affected cube increases in size by 10 feet per spell level above 3rd.
Classes: Druid, Ranger
Utaeli’s Shockwave Punch
3rd-level evocation
- Casting Time: 1 action
- Range: 10 feet
- Components: S
- Duration: Instantaneous
As you pull your fish back in the casting of this spell, you imbue your fist with intense magical energy and strike with such force it creates a momentary shockwave, akin to the strike of a mantis shrimp. You make a melee spell attack against a creature you can see within range, dealing 6d8 bludgeoning on hit. If you hit the target, they must also succeed on a Constitution saving throw or be stunned until the end of your next turn.
If you cast this spell while submerged in seawater, the range of this spell is tripled.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you deal an additional 1d8 bludgeoning damage per spell level above 3rd.
Classes: Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard
Angler's Charm
4th-level enchantment
- Casting Time: 1 action
- Range: Self (60 foot radius)
- Components: S, M (A shard of glowstone or an angler fish’s stalk)
- Duration: Concentration, up to 1 minute
You hold your hand up and cause a warm but brilliant light to shine from your palm, which provides 60 feet of dim light. Each creature that can see you and this light within 60 feet of you must succeed on a Wisdom saving throw or become Charmed for the duration.
While Charmed in this way, they must use their action on each of their turns to take the Dash action to move to a space within 5 feet of you. If they are already within 5 feet of you, they must use their action to sit down, and do nothing else. While a creature is charmed in this way, all attack rolls against them have advantage, and a creature remakes their initial saving throw every time they take damage, or at the end of each of their turns, ending this effect upon success.
Classes: Bard, Druid, Sorcerer, Warlock
Spectral Anemone
4th-level conjuration
- Casting Time: 1 action (ritual)
- Range: 60 feet
- Components: V, S, M (The fin of a clownfish)
- Duration: 10 minutes
You create a spectral anemone at a point you can see within range which has a 10 foot radius. Creatures of your choice, including yourself, gain half cover and are lightly obscured when within the spectral anemone’s space, and each creature of your choice that ends their turn within this spectral anemone must succeed on a Constitution saving throw or take 3d6 poison damage.
If you cast this spell in an area that is submerged in seawater, the anemone blooms and its growth is magically accelerated, doubling the affected radius of the spectral anemone.
Classes: Cleric, Druid, Ranger
Spectral Urchin
6th-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (A sea cucumber trapped in blue resin)
- Duration: 1 hour
You cause a 5 foot radius growth of spectral urchins to sprout on a surface within range. Any creature that moves into this space for the first time on a turn or starts their turn within it must succeed on a Constitution saving throw or take 3d6 piercing damage and become poisoned for 1 minute, only taking half damage on success. While Poisoned in this way, their speed is halved, they take 1d8 poison damage at the start of each of their turns, and at the end of each of their turns they can remake the initial saving throw, ending this effect upon success.
If the area you are casting this spell in is submerged in seawater, it magically accelerates the growth of these urchins and becomes a 10 foot radius growth instead.
Classes: Druid, Ranger, Sorcerer, Wizard
Utaeli's Crab Claw
4th-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (The claw of a crab)
- Duration: 1 minute
For the duration of the spell, one of your arms transforms into a massive crab claw. This claw is a natural weapon that counts as a simple melee weapon of which you are proficient in. This claw deals 1d10 piercing on hit and has the Reach property, and you can also choose to use your spellcasting ability as opposed to Strength when attacking with this claw.
If you hit a creature with this claw on your turn, you can immediately attempt to grapple the creature with the claw, where you can also choose to use your spellcasting ability as opposed to Strength. A creature grappled by this claw is also considered Restrained. If you are grappling a creature with this claw, you cannot make Attacks with the claw or grapple another creature with the claw.
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
Weight of the Depths
4th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (A calcified lead sphere)
- Duration: 1 round
You cause intense pressure to build and crush your enemies in a 30 foot cube centered at a point you can see within range. Each creature within the area of this cube must succeed on a Strength saving throw or take 4d10 bludgeoning damage or be knocked prone, only taking half damage on a success. Creatures who fail this saving throw by 5 or more also have their speed reduced to 0 until the end of their next turn.
Creatures who are immune to the environmental effects of ocean depths greater than 100 feet (see "Unusual Environments" in chapter 5 of the Dungeon Master's Guide) automatically succeed on their saving throw against this spell.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you deal an additional 1d10 bludgeoning damage per spell level above 4th.
Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
Befoul
5th-level necromancy
- Casting Time: 1 action (ritual)
- Range: 300 feet
- Components: V, S, M (Rotted organic matter)
- Duration: Instantaneous
You befoul a 60 foot cube of water, where its coloration and consistency become visibly foul. A creature that consumes this befouled water or swims in it for the first time on a turn must make a Constitution saving throw. On a successful save, the creature is unaffected and is immune to its effects for 24 hours. On a failed save, the creature takes 4d6 poison damage and is poisoned until the end of their next turn. Befouled water is considered diseased and desecrated for the purposes of divine sense, purify food and drink, and other magical effects.
Classes: Cleric, Druid, Warlock
Drown
5th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A vial of seawater which the spell consumes)
- Duration: Concentration, up to 1 minute
Choose a creature within range. If the creature can breathe underwater, does not breathe at all, or is an undead or construct, the spell fails. Otherwise the creature must succeed on a Constitution saving or have their lungs magically fill with seawater and begin drowning.
For the duration, the target is suffocating and cannot speak nor cast spells that require a vocal component as they gurgle endless seawater. At the end of each of their turns, they can make a Constitution saving throw. Upon two successes, which do not need to be consecutive, the spell ends.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature within range provided each affected creature is within 30 feet of each other per spell level above 5th.
Classes: Druid, Warlock
Regeneration of the Starfish
5th-level transmutation
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (5 gem-encrusted ornamental seashells worth at least 75gp, which are consumed, and a pearl worth at least 400gp)
- Duration: Instantaneous
You draw upon the regenerative powers of the starfish to fully cure and purify a willing creature. During the duration of this spell, the creature must be submerged in seawater otherwise the spell fails. The creature regains any limbs they have lost, they are cured of any disease or poison, they are ameliorated of any reduction in hit points or ability scores, and if they were magically aged, they are magically reverted to their original age.
Classes: Cleric, Druid
Jellyfish Bloom
5th-level conjuration
- Casting Time: 1 action
- Range: Self (30 foot radius)
- Components: V, S, M (an ornamental glass jellyfish worth at least 150gp)
- Duration: Concentration, up to 1 minute
You raise the material component used in the casting of this spell and cause several dozen highly venomous spectral jellyfish to flood the space around you in a 30 foot radius. This bloom of spectral jellyfish is centered on you and follows you, is considered difficult terrain for creatures of your choice, and lightly obscures the area. When a creature starts their turn or moves into your jellyfish bloom for the first time on a turn, they must succeed on a Constitution saving throw or take 3d10 poison damage and be paralyzed until the start of your next turn, only taking half as much damage upon success.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, your jellyfish bloom deals an additional 1d0 poison damage per spell level above 5th.
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Utaeli’s Glaucus Wings
5th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (A glass glaucus worth 200gp)
- Duration: Concentration, up to 1 hour
You sprout a pair of venomous and finned blue and white wings akin to that of a Glaucus. While you have these wings you gain a flying speed of 60 feet and a swimming speed of 100 feet, and as an action, you can make a melee spell attack with the wings against a target you can see within 10 feet of you, dealing 1d4 piercing damage and 2d6 poison damage on hit.
If you cast this spell while submerged in seawater, the spell does not require concentration.
Classes: Druid, Ranger, Sorcerer, Warlock
Utaeli’s Eels
6th-level conjuration
- Casting Time: 1 action
- Range: Self (15 foot radius)
- Components: V, S, M (The eye of a moray eel)
- Duration: Concentration, up to 1 minute
You raise your hands and conjure two spectral eels to swim around you. As a bonus action, you can make up to two melee spell attacks against creatures you can see within 15 feet of you, dealing 2d8 piercing damage on hit, as the eels snap and bite at creatures of your choice. Furthermore, creatures of your choice who start or end their turn within 15 feet of you must succeed on a Dexterity saving throw or take 2d8 piercing damage.
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Pressuresnap
7th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
You snap, and create an impossibly pressurized bubble of air that shoots outwards from your palm at blinding speed. Make a ranged spell attack. On hit, you deal 10d12 bludgeoning damage. If your spell attack exceeds the target’s AC by 5, the target’s speed is halved and they cannot take reactions until the start of your next turn as they are dazed by the sheer force and sound of the blast.
This spell can only be cast underwater, and if this spell is casted while you are not underwater, the spell fails and your action is wasted.
Classes: Sorcerer, Warlock, Wizard
Wrath of Zhragthonu
9th-level conjuration
- Casting Time: 1 action
- Range: 500 feet
- Components: V, S, M (A black diamond worth 1,500gp)
- Duration: Concentration, up to 1 minute
You call upon Zhragthonu, the mouth of the abyssal depths, to swallow those into the soundless and lightless nothingness of the deep sea abyss. You summon a massive, blackened abyssal maw at a point within range that takes up in a 80 foot cube. This cube is difficult terrain, and each creature within this space must succeed on a Strength saving throw or become Restrained, as this incarnation of this ancient abyssal entity begins to swallow them whole. A creature also has to make this saving throw if they move into this space for the first time on a turn or if they start their turn within this space.
A creature can attempt to escape the maw by using their action to make a Strength check against your spell save DC, freeing themself upon a success. While a creature is restrained from this spell, they take 4d10 necrotic damage at the start of each of their turns, and must succeed on a Strength saving throw, or be pulled deeper into the maw. On one failure, they have disadvantage on all Strength checks made to escape the maw. On two failures, they are also Blinded and Deafened. On three failures, the maw of Zhragthonu swallows them, and they are instantly killed and transported into the deepest reaches of the abyssal sea in the lair of Zhragthonu.
Classes: Sorcerer, Warlock, Wizard
Changelog
- Version 1.4
- Echolocate changed to bonus action
- Added art
- Version 1.3
- Removed concentration from Undertow
- Drown can now be saved against in subsequent turns
- Coral Wreath casted in seawater now ups the temporary hit points gained
- Water Wave’s range reduced to 20 feet
- Water Wave casted underwater no longer doubles its range and instead adds 5 feet to the range and width of the wave
- Coral Shard now fires 2 shards to start, and 2 additional shards as a bonus action
- Spectral Anemone’s radius reduced to 10 feet
- Version 1.2
- Added Pressurized Bubble Blast, Bioluminescence, Bloodsense, Weight of the Depths, Echolocate, Utaeli’s Serrated Chomp, Regeneration of the Starfish, Utaeil’s Glaucus Wings, Wrath of Zhragthonu, and Utaeli’s Eels
- Version 1.1
- Upwell distance traveled increased as well as having its distance doubled while submerged in seawater
- Mass Boil damage increased
- Roaring Ring now grants disadvantage on saving throws against targets submerged in seawater
- Increased radius for Undertow and now grants disadvantage on creatures who are submerged in seawater
- Added the spells Water Wave, Coral Shard, Rampant Coral Growth, Spectral Anemone, Ink Blast, Angler’s Charm, Mantis Shrimp Punch, Sea Spine, Spectral Urchin, Spectral Jellyfish, Utaeli’s Crab Claw, Lobster’s Flight, Dive of the Barracuda, and Utaeli’s Crab Carapace
- Version 1.0
- Initial release
More!
This homebrew was made by KoatheDM, and you can find more homebrew content on Patreon! I also have an Instagram account, Reddit account where I post and tease other homebrew content by the name of KoatheDM, and a Twitter where I also tease upcoming content! This document was made through GMBinder. Art generated by wombo.art and art made by Grandfailure and Warmtail.