The Atlantean Guard

by KoatheDM

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The Atlantean Guard


Royal Atlantean Guard

Medium humanoid, Typically lawful good


  • Armor Class 18 (Plate Armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 13 (+1)

  • Skills Athletics +5, Persuasion +3
  • Senses darkvision 60ft., passive Perception 10
  • Languages Common, Aquan
  • Challenge 2 (450 XP)   Proficiency Bonus +2

Atlantean Trident. Whenever the Royal Atlantean Guard makes a ranged attack with their trident, it always returns back to their hand immediately after making the attack.

Actions

Multiattack. The Royal Atlantean Guard makes two Trident attacks.

Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands.

Bonus Actions

Rally (Recharge 5-6). The Royal Atlantean Guard issues a rallying cry or command, and 3 friendly creatures of the Royal Atlantean Guard's choice within 30 feet of them that can hear this rally immediately gain 10 temporary hit points and can use their reaction to move 30 feet closer to the Royal Atlantean Guard.

  With a regal plated but functional armor and an equally regal presence, the Royal Atlantean Guard are as their name suggests; upholding law, order, and the will of the Atlanteans where they may go. Although their weaponry may change, most Atlantean Guards carry magically imbued Tridents that return to their grasp after being thrown, as Tridents are tried and true for the Atlantean people.

Steadfast. The strength of the Atlantean Guard comes not from themselves, but from their ability to gather and rally their own to construct impenetrable barricades and squadrons. Atlantean pride runs deep within a Royal Atlantean Guard's blood, and they are very rarely seen alone; instead surrounded by brothers and sisters in arms.

By KoatheDM. Art by Warmtail.

  Typically clad in monstrous red chitin and shells of massive fallen aberrations and deep sea monstrosities, the Leviathanguard are specially trained to fight against the horrors of the deep.

Trinketed Armor. The armor, shield, and spear of the Leviathanguard Hunters are typically the spoils of their victories; using a variety of aberration and monster parts such as mokorth carpace lining in their shields, dragonturtle shell pauldrons, giant lobster plating, chuul leather straps, etcetera. Not only does this allow the Leviathanguard Hunter to utilize the resistances of their stronger foes, but it makes them look incredibly intimidating and dangerous, especially to the monsters they are trained to battle.

Trained to Fight. Unlike other guards or soldiers Leviathanguard Hunters, like their name suggests, are trained to specifically fight aberrations and deep sea leviathans. Their fighting style, mannerisms, and drills all have this aspect in mind and it is said that the mind of a Leviathanguard is so sharp that they can overcome mental enslavement caused by Aboleths.


Leviathanguard Hunter

Medium Humanoid, Typically Lawful Good


  • Armor Class 18 (Breastplate, shield)
  • Hit Points 82 (13d8 + 24)
  • Speed 30 ft., swim 35 ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 14 (+2) 17 (+3) 13 (+1)

  • Saving Throws Str +7, Con +6, Wis +6
  • Skills Athletics +7
  • Senses Darkvision 60ft., passive Perception 13
  • Languages Common, Aquan
  • Challenge 6 (2,300 XP)   Proficiency Bonus +3

Unshakable. The Leviathanguard Hunter has advantage on Wisdom saving throws and saving throws against being frightened.

Giant Slayer. The Leviathanguard Hunter has advantage on attack rolls made against creatures who are Large or larger.

Brute. A melee weapon deals one extra die of its damage when the Leviathanguard Hunter hits with it (included in the attack).

Actions

Multiattack. The Leviathanguard Hunter makes three melee or ranged attacks.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 4) piercing damage, or 12 (2d8 + 4) piercing damage if used with two hands.

By KoatheDM. Art by Warmtail.


Wavedancer

Medium Humanoid, Typically Chaotic Good


  • Armor Class 17
  • Hit Points 71 (13d8 + 13)
  • Speed 40 ft., swim 50ft.

STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 13 (+1) 11 (+0) 17 (+3) 11 (+0)

  • Saving Throws Dex +7, Wis +5
  • Skills Acrobatics +10, Performance +3
  • Senses Darkvision 60ft., passive Perception 13
  • Languages Common, Aquan
  • Challenge 7 (2,900 XP)   Proficiency Bonus +3

Freedom of the Seas. The Wavedancer ignores difficult terrain and has advantage on all ability checks and saving throws made to escape or avoid grapples.

Dancer's Grace. While not wearing armor the Wavedancer can add their Wisdom modifier to their AC.

Actions

Multiattack. The Wavedancer makes three Waveslash attacks and can replace one of these attacks with Flowing Current.

Waveslash. Melee Weapon Attack: +7 to hit, reach 30ft., one target. Hit: 16 (3d8 + 4) slashing damage.

Flowing Current. The Wavedancer causes a current of water to push a target they can see within 60 feet of them up to 30 feet in any direction. An unwilling target must succeed on a Strength saving throw of 15 or be pushed.

Bonus Actions

Waterfall Step. The Wavedancer takes the Dash or Disengage action.

Reactions

Dance of the Mantray. When a creature within 5 feet of the Wavedancer misses them with a melee attack, the Wavedancer can immediately take a Waveslash attack against the target and then move up to 20 feet in any direction without taking attacks of opportunity.

  Wavedancers are an elite group of Atlanteans that have mastered the flow of the currents and waves of the sea, and can now call upon that connection in battle to summon impossibly sharp slashes of water and dance around their enemies. Because this fighting style is so versatile, Wavedancers can be used as scouts, assassins, guards, or Leviathanguards. Regardless of their station, their grace is unrivaled and they are a deadly force to be reckoned with.

By KoatheDM. Art by Warmtail.

  Similar to many of the forces that are in play above the waters, Atlanteans also have their own unique scouts to quickly traverse coral reefs, kelp forests, and even lagoons where budding civilizations may be putting themselves at risk from being too close to Atlantean strongholds.

To traverse quickly through these areas to spread word and gain information, Atlanteans have Seadragon Scouts who, like their name suggests, ride atop Giant Seadragons who can hide and sneak around with the same skill as the rider.


Seadragon Scout

Medium Humanoid, Typically Lawful Good


  • Armor Class 14 (Studded leather)
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 10 (+0)

  • Skills Animal Handling +4, Perception +6, Stealth +4, Survival +4
  • Senses Darkvision 60ft., passive Perception 16
  • Languages Common, Aquan
  • Challenge 1/2 (100 XP)   Proficiency Bonus +2

Camouflaged. The Seadragon Scout has advantage on Dexterity (Stealth) checks if they are hiding in aquatic flora such as kelp, coral, etc.

Keen Hearing and Sight. The Seadragon Scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. The Seadragon Scout makes two Spear attacks.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands.

Covered In Kelp. At first glance, one might assume that a Seadragon Scout has slipped and fallen in aquatic detritus, as they are covered head to toe in kelp, coral, and other flora of the deep sea; but this works as a kind of natural camouflage in imitation to the Seadragon. With these specialized armors, Seadragon Scouts are able to blend into their surroundings much easier, and are even able to hide on top of their Giant Seadragons as they both blend into the background. Although not as common, some of these scouts have donned Cuttlefish Leathers and have Cuttlefish Leather Barding for their mounts to allow for even greater stealth, but usually this is not as needed as a Seadragon Scout's only job is to hide, scout, and travel; only resorting to combat if absolutely necesssary.


Giant Seadragon

Large Beast, Unaligned


  • Armor Class 13 (Natural armor)
  • Hit Points 16 (3d10)
  • Speed 0 ft., swim 50 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (+0) 6 (-2) 12 (+1) 5 (-3)

  • Skills Stealth +4
  • Senses passive Perception 11
  • Languages Understands Aquan but cannot speak
  • Challenge 1/2 (100 XP)   Proficiency Bonus +2

Natural Camouflage. The Giant Seadragon has advantage on Dexterity (Stealth) checks if they are hiding in aquatic flora such as kelp, coral, etc.

Water Breathing. The Giant Seadragon can breathe only underwater.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage



Coralshaper

Medium humanoid, Typically Lawful Good


  • Armor Class 12 (16 with barkskin)
  • Hit Points 49 (11d8)
  • Speed 30 ft., swim 30ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 14 (+2) 17 (+3) 13 (+1)

  • Saving Throws Int +5, Wis +6
  • Skills Nature +6, Survival +6
  • Senses darkvision 60ft., passive Perception 13
  • Languages Common, Aquan, and one additional langauges
  • Challenge 5 (1,800 XP)   Proficiency Bonus +3

Reefwalker The Coralshaper ignores difficult terrain caused by their spells, coral, or coral reefs.

Actions

Multiattack. The Coralshaper makes three Coral Barrage attacks

Coral Barrage. Melee or Ranged Spell Attack: +6 to hit, reach 5ft. or range 120 ft., one target. Hit: 15 (3d8 + 3) piercing damage

Spellcasting. The Coralshaper casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):

At will: coral wreath, barkskin, entangle

1/day each: control water, cure wounds, rampant coral growth, spike growth

Reactions

Coral Barrier. When a creature within 10 feet of the Coralshaper takes damage from a weapon attack (they can target themself), they can coat the target in protective coral, reducing the damage taken by 1d10 + 3.

  Coralshapers, as their name implies, have mastered the druidic art of accelerating the growth of nearby coral; in both offensive and defensive capabilites. Coralshapers are a powerful force in combat as their connection with the sea allowing them to mitigate damage through coral barriers, heal their allies, and throw razor sharp shards of coral towards their enemies.

Architects and Combatants. Despite their effective combat capabilites, they are also prized as architects within Atlantean communities, as coral growths can be quickly fashioned into walls and buildings with varied colors and designs that match the aesthetic taste of the Coralshaper.

By KoatheDM. Art by Warmtail.






































Masters of the Sea. Tidemasters are Atlanteans that have spent much of their wizarding experience studying the waves and how to best harness the water and produce spells that mimic the effects of many deep sea organisms.

Best of Both Worlds. Tidemasters are highly respected within Atlantean communities, as they have struck a careful balance between arcane academics and spirituality and wisdom as it relates to the ocean and its denizens. Typically this balance leads to a more calm demeanor paired with a highly intelligent and sharp mind which puts Tidemasters very high within Atlantean culture as they become natural advisors or councilmembers.

Favored Beasts. Because Tidemasters have a kindred connection with the ocean and its inhabitants, sometimes they grow particularly fond of a specific kind of ocean denizen and keep it around as a familiar; as well as have some of their signature spells match that of the beast they keep closeby.


Tidemaster

Medium Humanoid, Typically Lawful Good


  • Armor Class 12 (15 with mage armor)
  • Hit Points 104 (16d8 + 32)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 14 (+2) 19 (+4) 15 (+2) 13 (+1)

  • Saving Throws Int +8, Wis +5
  • Skills Arcana +8, Nature +8
  • Damage Resistances Cold, lightning, thunder
  • Senses Darkvision 60ft., passive Perception 12
  • Languages Common, Aquan, and three additional languages
  • Challenge 9 (5,000 XP)   Proficiency Bonus +4

Actions

Multiattack. The Tidemaster makes three Geyser Blast attacks.

Geyser Blast. Melee or Ranged Spell Attack: +8 to hit, reach 5ft. or range 120 ft., one target. Hit: 19 (3d10 + 4) bludgeoning damage

Spellcasting. The Tidemaster casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16):

At will: create or destroy water, fog cloud, mass boil, roaring ring, upwell

2/day each: control water, mage armor, lightning bolt, weight of the depths

1/day each: drown, maelstrom


Signature Beast

To better distinguish Tidemasters and their personalities, some may have the spell Find Familiar, and have an ocean animal they care deeply for, or relate to, by their side. In addition to this, consider giving a Tidemaster access to Lobsters' Flight, Utaeli's Serrated Chomp, Angler's Charm, Utaeli's Crab Claw, or Jellyfish Bloom as once a day spells to better match their personality and whatever ocean animal they have a kindred connection to.

By KoatheDM. Art by Warmtail.
Changelog
  • Version 1.0
    • Initial version released

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 by Warmtail.

By KoatheDM
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