Atlantean Treasury
Atlantean Trident
Weapon (Trident), Uncommon
This gold-plated trident is embedded with a number of deep sea sapphires and is used commonly by Atlanteans. While holding the Atlantean Trident you gain a swimming speed of 35 feet. You gain a +1 bonus to attack rolls and damage rolls made with the Atlantean Trident, and if you throw the Atlantean Trident underwater, it immediately flies back to your hand after you have made the attack.
Abyssal Piercer
Rapier, Uncommon
This rapier has a deep cobalt blade that is practically black, with connected pieces of abyssal chitin as its guard. You gain a +1 bonus to attack rolls and damage rolls made with this weapon, and once per turn, you can choose to make an attack with disadvantage in an attempt to make a Stinging Strike. On a hit, the target takes an additional 1d8 poison damage and must succeed on a DC13 Constitution saving throw or be Poisoned until the start of your next turn.
Curse. The abyssal poison that is embedded into the blade of this weapon contains the vengeful spirits of the slain aberrations that were used to make this weapon, and they often strike back. If you miss your Stinging Strike with this weapon, the poison of the weapon siphons away one of your hit dice. If you have no hit dice remaining, you gain a level of exhaustion.
Angler's Folly
Wondrous Item, Uncommon
Used as a last ditch effort by Leviathanguards when they are getting overwhelmed by aberrations, this 4 inch wide glass sphere has a pearlescent sheen to it that always seems to faintly glow even in the deepest depths of the ocean.
As an action you can toss the Angler’s Folly to a point within 30 feet of you, where it immediately glows a soft but brilliant iridescent light out to 60 feet, providing bright light out to 60 feet for 1 minute. Creatures of your choice within 60 feet of the sphere that can see the light must succeed on a DC15 Wisdom saving throw or become charmed by the light for 1 minute. Aberrations with a swimming speed have disadvantage on this saving throw. While charmed, a creature must spend their turn dashing to get closer to the light, and do nothing else. A creature remakes the initial saving throw at the end of each of their turns and upon taking damage, ending this effect upon success and becoming immune to its effects for 24 hours.
Once the Angler’s Folly has been used, the magic fades from it and it becomes a mundane glass sphere.
Anklet of the Barracuda
Wondrous Item, Uncommon
Used by both hunters and Leviathanguards, this simple seaweed anklet is adorned with silver and aquamarine statuettes of barracudas. Once per turn, before making an attack, provided you are underwater, you can propel yourself forward 30 feet towards the target of your attack.
Cuttlefish Leathers
Armor (Leather), Very rare
This smooth leather armor seems to warp and shift in color depending on your surroundings and mood. While wearing the Cuttlefish Leathers, if you have moved no more than 10 feet during your turn, when you end your turn you become Invisible. This invisibility lasts until the end of your next turn or until you make an attack, force a creature to make a saving throw, or move more than 10 feet on a turn.
Cloak of the Jellyfish
Wondrous Item, Uncommon
Used often by the Leviathanguard, this translucent cloak looks akin to that of a jellyfish and faintly moves on its own as if affected by invisible underwater currents. If a creature grapples you, you are swallowed by a creature, or a creature makes a Shove attack against you while you are wearing this cloak, as a reaction you can activate the paralytic and stinging properties of the cloak, where the creature must succeed on a DC14 Constitution saving throw or take 3d6 poison damage and be paralyzed until the end of your next turn, only taking half damage on success. Once you have used this feature you cannot use it again until the next dawn
Coral Wreath Circlet
Wondrous Item, Rare (requires attunement by a Spellcaster)
This circlet is made of a multicolored miniature coral reef, with a variety of living Coral that adorn it. While attuned to the Coral Wreath circlet you can use it as a spellcasting focus. The Coral Wreath Circlet has 10 charges, regains 1d10 + 5 charges at dawn, and you can expend charges to cast the following spells; Coral Shard (1), Coral Wreath (1), and Rampant Coral Growth (4). Additionally, when you are hit with a melee attack, as a reaction, you cause coral growths to sprout from your circlet to protect you, where you gain 5 temporary hit points per charge expended from this reaction that immediately take the triggering damage and fade at the end of the turn. You cannot use this reaction when you have taken psychic damage.
Furthermore whenever you cast a spell with the word Coral in its name, you gain 5 temporary hit points and you have a +1 bonus to your AC while you have these temporary hit points (These temporary hit points are added to the temporary hit points given in Coral Wreath).
Heart of the Kraken
Wondrous Item, Uncommon
This twine necklace appears to be made of broken kraken teeth with a small jade sculpture of twisting tentacles; a common symbol of Zhragthonu, the Krakenfather. While wearing this necklace, as an action you can fill your lungs with seawater and spew out the seawater which erupts into a 30 foot cone of crackling lightning. Each creature within this area must succeed on a DC13 Dexterity saving throw or take 6d6 Lightning damage, halved upon success. Once you have used this feature you cannot use it again until the next dawn.
Leviathanguard Plate
Armor (Splint), Rare (requires attunement)
This bulky and jagged suit of armor is made of crimson chitinous shells of deep sea aberrations in combination with that of giant crabs and is usually worn by the Leviathanguard. While wearing this armor you gain a +1 bonus to your AC and you can cast the spells Utaeli’s Crab Claw and Utaeli’s Crab Carapace without components through the innate magic of the armor. Once you have cast one of these spells, you cannot cast that spell again until the next dawn.
Royal Atlantean Plate
Armor (Half Plate or Plate), Uncommon
This royal armor is made of an alloy of Undersea Thulium and treated platinum with pearlescent filigree and decorative embeds of silver seashells and pearls. This armor does not inhibit your ability to swim, is effectively weightless while underwater, and if you are submerged in seawater while wearing this armor, you gain a +1 bonus to your AC as the filigree and pearls faintly glow.
Redirection Trident
Weapon (Trident), Rare (requires attunement)
This deep cerulean and black trident is embedded with iridescent pearls that thrum with arcane energy that lead to three twisted prongs, and it is commonly used by Atlanteans when facing krakens or lightning elementals. This trident has 4 charges, and regains 1d4 +2 charges at dawn. You gain a +1 bonus to attack rolls and damage rolls made with this weapon and when you take lightning, thunder, or force damage, you can expend a charge as a reaction to gain resistance to that instance of damage and redirect it towards a target you can see within 60 feet of you. The target must then succeed on a DC14 Dexterity saving throw or take 3d10 of the damage type that triggered this reaction.
Sekolah's Ire
Wondrous Item, Rare (requires attunement)
This jagged and mangled medallion is composed of bloodied shark teeth bound by rusted iron and gold. While attuned to Sekolah's Ire, you have advantage on attack rolls against creatures who are missing more than half of their total hit points and you critically strike creatures who have half of their total hit points on a roll of 19 or 20. Additionally, as an action you can cast the spell Bloodsense, without requiring Components. Once you have used this feature you cannot use it again until the next dawn or until you have reduced a creature to zero hit points.
Curse. The bloodthirsty nature of Sekolah’s Ire brings about frenzy and primal urges near blood. Once you have attuned to Sekolah’s Ire, your eyes and teeth noticeably change to become more shark-like, and you cannot willingly unattune from Sekolah’s Ire. Furthermore, whenever you reduce a creature to zero hit points, you must succeed on a Wisdom saving throw of 10 or spend your next turn eating the flesh of the slain creature, if possible.
Sekolah's Ravager
Club, Uncommon
This club has been fashioned with a multitude of razor sharp and jagged shark teeth, that always seem to have traces of blood on their surface. Sekolah’s Ravager deals an additional 1d6 slashing damage on hit, and when you critically strike a creature with this weapon, it rips open a magical wound. A creature who is wounded takes 2d6 necrotic damage at the start each of their turns for 1 minute, or until magically healed or a Wisdom (Medicine) check of 14 is made to staunch the bleeding as an action.
Vortex Guard
Wondrous Item, Rare (requires attunement)
These cobalt and gold bracers have ancient aquan and abyssal etching on them, and water seems to naturally form vortexes and flow easier when around them. While attuned to these bracers, you gain a +1 bonus to your AC while submerged in seawater and you do not suffer disadvantage on weapon attack rolls made while underwater due to the weapon being used.
When you are targeted by a ranged weapon attack while underwater, you can slam the Vortex Guard bracers together to create a swirling vortex to slow and displace the projectile as a reaction, forcing your attacker to roll an additional d20 and take the lower result.
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.
Water Breathing. the Royal Atlantean Guard can breathe underwater.
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.
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).
Water Breathing. the Leviathanguard Hunter can breathe underwater.
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.
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.
Water Breathing. the Wavedancer can breathe underwater.
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.
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.
Water Breathing. the Seadragon Scout can breathe underwater.
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.
Water Breathing. the Coralshaper can breathe underwater.
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.
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
Water Breathing. the Tidemaster can breathe underwater.
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.
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 an 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 from your person 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
Echolocate
1st-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 as part of casting this spell.
If you cast this spell while submerged in seawater, the range of your Blindsight doubles.
Classes: Artificer, Bard, Cleric, Druid, Ranger
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 2d4 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 to 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 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 action (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 creature, 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 6d6 fire damage, halved on success. If a creature would normally have resistance to fire damage due to being submerged in water, this resistance is ignored. 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
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 cast 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 fist 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
4th-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 2d4 piercing damage and 4d6 poison damage on hit.
If you cast this spell while submerged in seawater, the spell does not require concentration and you can take the Dash or Disengage action as a bonus action on each of your turns.
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 reduced to 0 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 you cast this spell 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 6d10 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
Thank you
This piece is inspired by Atlantis (duh), in both the myth as well as the movie, and this would not have been possible without the support of my Patrons on Patreon, in addition to the revisions and suggestions offered by reddit on r/UnearthedArcana. The art featured on the cover is by Grandfailure, and the art (in order of first artist appearance) in this compendium is done by Warmtail, Nailek.net, Daniel Comerci, wombo.art, and Joyce Maureira.