

Table of Contents
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3Introduction
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4The City of Atlantis
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8Races
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10Backgrounds
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14Subclasses
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21Atlantean Treasury
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25The Atlantean Guard
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31Atlantean Magic
- 38Angler's Charm
- 37Aqueous Form
- 39Befoul
- 32Bioluminescence
- 34Bloodsense
- 33Coral Shard
- 33Coral Wreath
- 35Dive of the Barracuda
- 40Drown
- 32Echolocate
- 36Ink Blast
- 40Jellyfish Bloom
- 36Lobster's Flight
- 35Mass Boil
- 41Pressuresnap
- 37Rampant Coral Growth
- 40Regeneration of the Starfish
- 35Roaring Ring
- 34Sea Spine
- 38Spectral Anemone
- 39Spectral Urchin
- 36Undertow
- 34Upwell
- 36Utaeli's Crab Carapace
- 39Utaeli's Crab Claw
- 41Utaeli’s Eels
- 41Utaeli’s Glaucus Wings
- 37Utaeli’s Serrated Chomp
- 38Utaeli’s Shockwave Punch
- 32Water Wave
- 34Water Whips
- 39Weight of the Depths
- 41Wrath of Zhragthonu
Introduction
If you're like me, you read the lore on the Tritons in Volo's Guide to Monsters and were interested in the supposed societies and lore that they had; the idea that this race was a noble one that protected those above the water from deep sea creatures, and as such, expected to be treated as royalty from a world that didn't understand the sacrifices they've made. Not only was it an interesting hook to develop a character personality around, but it implied the existence of sprawling militaristic cities deep underneath the waves that protected mortaldom from deep sea monstrosities, but unfortunately, this lore or idea has never been added in any official capacity.
Thus, this is exactly why I have created the Atlantean Compendium, as it seeks to give any DM the tools to turn their Tritons or deep sea civilizations into Atlantean ones, by offering tons of new races, backgrounds, subclasses, magic items, and specialty spells. With these tools at your disposal, you can turn whatever simple underwater civilization you have into a coral-shaped, deep-sea aberration hunting city that uses familiar iconography of Atlantis and Atlanteans!
In addition to this, you can also find added lore and worldbuilding for a sample Atlantis, if you do not wish to create your own. The content listed in here is designed to be used as a tool, so it is highly encouraged for you to change, shape, and alter any lore that has been written here to better fit within your own world!



The City of Atlantis
Atlantis is a massive city that thrives deep underwater, 6 miles deep or 36,000 feet to be precise. Although the ocean floor in most areas is only 2 miles deep or 12,000 feet deep, Atlantis was built beneath the ocean floor, by way of the Kalisan Trench; which leads into such terrifying ocean depths, that not even Altanteans have discovered the true bottom of the trench. Atlantis was built on a massive cliff face and crack of the Kalisan Trench that extends for miles. Although the location may seem precarious, it has allowed Atlanteans to quickly dispose aberrations that rise from the Kalisan trench, and in addition to this, Atlantis is atop a trove of a magical iridescent substance known as Dragonsand, a highly magically conducive material that can amplify the natural effects of magic. This near endless supply of Dragonsand has allowed Atlantis to technologically and magically advance in their self-sufficient city to leagues beyond many civilizations above the waters, which has only strengthened their resolve over time to continue to fight back against the horrors of the deep that continually rise day by day.
Government
Atlantis is a Monarchy, and there is always one Sovereign who must be of the Royal Triton Bloodline. The Sovereign holds incredible political influence and power in Atlantis, but is advised by the Royal Quorum, who are a group of council members that advise the Sovereign in their areas of specialty. These council members of the Royal Quorum also must be of a royal bloodline, and are typically all present during major decisions regarding Atlantean politics. The positions of the Royal Quorum are the Viscount, the Lord or Lady, the Director, and the Loremaster; and the Figures of Interest section below lists the current Royal Quorum council members as well as their duties. Although the Quorum council members have incredible influence and power in their areas of expertise, the Sovereign holds ultimate power and they have the final say over all political changes, laws, and policies.
Layout
Atlantis itself is a beautiful, technologically and magically advanced city. It has a population of roughly 20,000 individuals and is multi-tiered, resembling the shape of a jellyfish. The buildings that make up the bell, tentacles, and those on the ocean floor are made with organic, smooth, and circular architecture with a beautiful blend of blue, yellow, red, and pink coral, platinum filigree, and a deep picotee blue metal known as Undersea Thulium. The city is always dimly lit with long strands of glowing Liamarma Kelp paired with magical lights that float between and within buildings; emitting soft blue, orange, and yellow lights.




Beyond the people that swim between Atlantis, it is also densely populated with giant seadragons, seahorses, sea turtles, dolphins, schools of tropical fish, and other harmless wildlife that utilize the lingering magic of the deep sea city as an oasis in the normally unrelenting and deadly depths of the Kalisan Trench.
As a rule of thumb, the higher one lives from the ocean floor, the more nobility one has. The ‘bell’ of the jellyfish city is considered to be the Heart of the city; where trade and community centers are abundant, and the various tentacles that extend outwards from the bell is where many nobles have their estates, as well as other living spaces. The tentacles are not stagnant, and very slowly circle around the bell, making the city from afar look like a massive, glowing, and moving jellyfish.
The Kelp Fields
Below the tentacles and the heart, on the ocean floor, is the Kelp Fields. Many coral and undersea thulium buildings are here, and instead of trees and brush, there are large spires of beautiful flowing kelp that sit upon pure white sand that is magically untarnishing and faintly glimmers with traces of Dragonsand. Those who are not nobility live here within the Kelp Fields, and it is also where one can find the Drownweed Cage; the prison for Altantis and her criminals.
The Arcanum
In the middle of the Kelp Fields, where the city itself first touches the ocean floor, is the Arcanum; an extremely advanced, undersea thulium building with dragonsand runes littered across its surface that extends into the ocean floor. This is where all of the Dagmodath family does their research. The Arcanum extends another 40 feet under the ocean floor where all of the untapped, pure dragonsand exists. The Arcanum has various branches where they conduct all kinds of magical and technological research; and it is where all Atlantean magical items and enchantments are produced, as well as where Atlantean Spells are pioneered.
Dragonsand
Dragonsand is an incredibly magically potent material that simply amplifies magical effects and can be used in enchantments and in the creation of magical items. By itself, Dragonsand does nothing, however it can be used to replace any material component of a spell due to its potent nature. For example, if a character had 100gp worth of Dragonsand on their person, they could instead use the Dragonsand to cast the spell Identify, as opposed to having a 100gp pearl. If the spell would consume the material component, only 90% of the Dragonsand would be consumed.
The Spearhead
Just above the Arcanum is the Spearhead, a massive spiraling building made of sharp coral and undersea thulium that has a number of natural openings for Leviathguards and Seadragon Scouts to move in and out of with ease. The Spearhead reaches up the city of Atlantis until it transitions into the Heart. The Spearhead is where Leviathanguards and Seadragons Scouts are stationed, as it is much closer to the Kalisan Trench, and allows them the space to train, house Giant Seadragons, store the weaponry that is needed, and keep a physical eye on the Kalisan Trench.
Undersea Thulium
Found typically in the fabled Undersea or the deepest reaches of the elemental plane of water where no light reaches in its dark depths, Undersea Thulium is an incredibly peculiar and naturally magical metal. In its raw form, it is typically found in bulbous pockets on the deepest of seafloors, covered in barnacles and surrounded by geothermal vents. Both in its raw form and its refined form, it always appears to be slick with seawater, and barnacles will magically grow on its form despite whatever measures are taken to ensure they do not.
In it’s refined form, Undersea Thulium is a deep midnight or picotee blue, and its color only enhanced by its ever-slick surface of seawater. Undersea Thulium is praised for its ability to naturally call and control water, as well as its strange malleable weight underwater and increased potency. This allows for full plate and similarly heavy or medium armors that are normally bulky and impossible to wear underwater, suddenly incredibly effective submerged as it has been noted an individual can seemingly intuitively control the weight of Undersea Thulium while it is on their person. Undersea Thulium by itself however has been noted to sink, including when a creature is unconscious while holding or wearing Undersea Thulium.
The Heart
The Bell of the jellyfish, or the Heart as it’s commonly called, is where one could find shops, vendors, taverns, magical libraries, and other common buildings. The bell is always filled with many people smiling, laughing, trading, and going through life. Out of the entire city, the Heart is one of the few places that utilizes small pockets of air, where one can find food that cannot be eaten as comfortably underwater, or parks for when Tritons and Sea Elves wish to walk and sit as opposed to swim. The preferred mode of transportation around the Heart or to and from the Kelp Fields would be giant seahorses that are found zipping around, and kept in stables on the outer edges of the Heart. Nearly everyone’s lives are supplemented by small enchantments on clothes or buildings that are all fueled by Dragonsand.
King’s Alley
Atop the Heart is the King’s Alley, where one can find a number of royal and governmental buildings such as the Coral Palace, where the Sovereign and their family resides, the Atlantean Barracks, where the Royal Atlantean Guards are stationed, the Shimmering Courthouse, where the Royal Quorum meets to debate Atlantean politics in addition to drafting policies and laws, as well as other royal and governmental buildings.

Figures of Interest
Sovereign Ostyll Zulath
Nonbinary Triton
Sovereign Zulath was raised in royalty and bred to be the next Sovereign of Atlantis. Ever since they could speak and swim, they were engrossed in Atlantean politics, royal balls, political debates, and educated on Atlantean royal fashion and manners. When they took up the crown at the early age of 32, there were only a few dissenters within the royal spheres of Atlantis, as Ostyll had proven themself to be incredibly cunning, intelligent, and charismatic. Despite being brought up in lavish royalty, they had managed to capture the hearts of Atlanteans, and had made their love for the city and her people crystal clear.
Sovereign Zulath now stands at a precipice of change in Atlantean politics, as they are carefully considering reworking and revamping Atlantean policies on outsiders and outsider influence. At their heart, Sovereign Zulath cares more about the city and her people more than anything else in the entire multiverse, but understands that the civilizations above the waves are changing and catching up to their magical and technological superiority. Sovereign Zulath understands that there needs to be change in regards to their policies and sentiments on outsiders; but they are still on the fence of whether or not it should be more open or closed, and as such, they are frequently calling upon Quorum debates and meetings to discuss these matters.
Additional Council Members?
Although the Royal Quorum has functioned with four Council Members since the inception of the Atlantis, there are no policies or laws that explicitly state that the Royal Quorum has a limit on the number of members of Council Members; and instead the the amount of members have stayed consistent due to the bloodline and royal lines being drawn within nobility. The system works as intended, but could always be subject to change as the Sovereign could potentially fold in another Quorum council member if they deemed to it to be necessary. However, such an act would likely be met with extreme retaliation and backlash.
Viscount Thenfir Zurayo
Male Triton
Zurayo has been the royal family that upholds the justice system within Atlantis for generations, and now the mantle is upheld by Viscount Thenfir Zurayo, a middle-aged male Triton as hardened as the scars that he sports across his veteran body. Viscount Thenfir Zurayo is in charge of determining the parameters of treason, creating laws to uphold civility within Atlantis, holding trials against those who have committed crimes against Atlantis and her people, as well as understanding the general public of Atlantis, and acting as a liaison between the public eye and the royalty of Atlantis.
Thenfir decided at a early age to wait before taking his mantle as the Viscount, and instead spent a decade as a Leviathanguard, so he might understand the people he is protecting and provide insight to the public of what he truly believes to really matter more than anything else; their duty and responsibility. In his eyes, previous Viscounts were too engrossed in politics to truly represent everybody within Atlantis, and he sought to change this. Because of his grizzled nature, Thenfir is very cautious and quick to criticize outsiders and their intentions. He has seen firsthand what the Levithanguards do to protect everybody, not just Atlantis, and as such often sees outsiders and those above the waves as selfish, and not understanding the lengths of sacrifice the Atlantean people have suffered for the good of all mortaldom.
Lady Dresahlia Krevarr
Female Sea Elf
The Krevarr family has been the royal family that upholds the military might and protection of Atlantis, and Lady Dreshalia Krevarr, a young but bold and hardened Sea Elf, now holds the mantle of Lady Krevarr. Lady Dresahlia Krevarr is in direct control of the Leviathanguards, the Seadragon Scouts, and the Atlantean Royal Guard; as she leads and directs the fights against the oceanic horrors from deep within the ocean.
Lady Dreshalia Krevarr believes that outsiders have no place in Atlantis in the slightest, and that all Atlantean civilizations should be completely closed off, and this is further represented in how iron-fisted she is in ensuring that no one finds the location of Atlantis and lives. In terms of relative power in the Quorum, Lady Dreshalia Krevarr holds a considerable amount of such influence, as at Atlantis’ core, they are protectors of the world against the deep sea aberrations and monstrosities. Because of this, the military presence and sentiment of Atlantis is always high, as it is necessary for their survival and it was one of the founding tenets of the city.
Director Nilayah Dagmodath
Female Triton
The Dagmodath royal family has upheld the scientific discovery and research of deep sea magic and application of dragonsand for the past decade. Although the Royal Quorum’s Director is most often susceptible to change, the Dagmodath family has been pioneering their way forward and has managed to hold the Director position for a little over a decade; surpassing the Utaeli royal family which had held the Director position previously for 4 years in developing new Atlantean spells.
The current Director is Nilayah Dagmodath, a middle-aged female Triton, who is recently pushing towards a further understanding of Necromancy and ways to alter the fabric of life and flesh through the catalyst of Dragonsand. Because necromancy is a branch of magic that Atlanteans often do not pursue, Director Nilayah Dagmodath seeks to bring more academic and magical minds from the outside. She thoroughly believes that Dragonsand and the deep sea magic pioneered by Atlanteans is a resource to be shared in exchange for further magical knowledge so that mortaldom as a whole can grow and evolve. In terms of relative power in the Quorum, Director Nilayah Dagmodath holds a considerable amount of influence and power; as Atlantis is an incredibly magic-focused city, and has always been looking for new inventive and innovative magical technology.
Atlantean Races
Aberrantkin
Born from biomagical engineering and from the archaic magics of the depths, the Aberrantkin are strange human-like creatures that share many similarities to deep sea aberrations and terrors. Regardless of their origin, in many Atlantean civilizations Aberrantkin are incredibly favored Leviathanguards, as their unique connection to the depths of the ocean allows them otherworldly insight and perceptions that may not be realized or seen without an Aberrantkin’s enhanced vision.
It is often the case that an Aberrantkin has a more alien mind than its traditional humanoid counterparts, which is often attributed to their literal Aberrant nature. This alteration of their thought process most often manifests through peculiar quirks, personality shifts, and behaviors that often question humanoid systems. Although some may argue that the ancestral instincts and minds of the Aberrantkin are different entirely than that of traditional humanoids, it is difficult to tell and nigh impossible to prove, as Aberrantkin develop their own unique personalities and idiosyncrasies just as typical humanoids do; just with a tendency to be a bit more inquisitive and curious about the nature of certain humanoid systems and behaviors.
An Aberrankin can vary greatly in appearance, however all Aberrantkin share some kind of strange physical attribute that key them to their aberrant nature. Consider choosing an option or rolling on the Aberrant Physicality table to manifest this physical attribute, or work with your DM on an attribute that would be suitable.
Aberrant Physicality
| d6 | Aberrant Physicality |
|---|---|
| 1 | Your skin is faintly translucent, pale, and slimy |
| 2 | You have bits and pieces of hard shell and carapace that grow on your body |
| 3 | You have a secondary set of dull eyes, that can only perceive levels of light |
| 4 | You have especially lanky and sharp fingers or toes, and you have two extra fingers or toes |
| 5 | You have three rows of teeth and they have a tendency to fall out and regrow frequently, often sharper than they were before |
| 6 | You have square pupils, akin to that of an octopus, and you do not have eyelids |

Aberrantkin Traits
As an Aberrantkin, you have the following racial traits.
Creature Type. You are an Aberration.
Size. You are Medium or Small.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Aquatic in Nature. You can breathe underwater and you 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).
Alien Mind. Your aberrant nature allows you to telepathically communicate to creatures with ease. You can speak telepathically to any creature you can see within 30 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically. At 3rd level, when you speak telepathically to a creature who is submerged in water, they understand your utterances regardless if they know a language, and can respond to you.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Eyes of the Aberrant. As a bonus action you can attune to your aberrant senses and you can see into the ethereal plane until the end of your next turn. The range of this special sight is 10 x your Proficiency bonus, and it allows you to see invisible creatures as well. You can use this feature an amount of times equal to your Proficiency bonus, regaining all expended uses at the end of a long rest.
Atlantean Tritons
Tritons that have spent generations within Atlantean civilizations and settlements tend to take on separate features in comparison to their traditional Triton brethren, often developing more specialized physical and mental characteristics. Atlantean Tritons have two typical variations; the Shimmerscale and Sharpscale.
With your DM’s permission, when playing a Triton character you can play an Atlantean Triton which uses the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium or Small.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Aquatic in Nature. You can breathe underwater and you 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).
Emissary of the Sea. You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Subrace. Atlantean Tritons have two subraces, Shimmerscale and Sharpscale which are listed below.
Shimmerscale
After generations of being influenced by Atlantean magic, Shimmerscale Tritons have more colorful and bright scales as their name suggests, and it is theorized that their scales have an affinity to warp magical energies around them causing a very faint shimmering and effervescence when magic is channeled through them.
Attuned Eyes. You gain proficiency in two of the following skills; Arcana, Investigation, or Perception.
Gifts of the Sea. You know the Bioluminescence cantrip. Starting at 3rd level, you can cast Upwell with this trait. Starting at 5th level, you can also cast Utaeli's Crab Carapace with this trait, without requiring a material component. Once you cast Upwell or Utaeli's Crab Carapace with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Sharpscale
After generations of fighting back against the deep sea monstrosities and leviathans of the depths, Sharpscale Tritons have developed tougher, sharper scales that make them more suitable for underwater combat.
Superior Swimming. Your swimming speed increases by 10 feet and you ignore difficult terrain caused by water or currents.
Hardened Scales. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Sharp Scales. If you are grappled by a creature or are grappling a creature, they take piercing damage equal to your Proficiency bonus at the start of each of their turns.
Backgrounds
Bonus Feats
If the DM decides to allow any of the backgrounds in this section, all characters in the campaign gain access to a bonus feat. If you select one of these backgrounds, you gain one of the bonus feats specified in that background.
Atlantean Researcher
Thriving in the depths of the ocean under constant threat of deep sea monster and aberration invasion, Atlanteans have to find scientific and magical discoveries quickly and efficiently to ensure everything is running as smoothly as possible. As an Atlantean Researcher, you were once a part of these prestigious labs and research facilities that pushed the boundary of magical and scientific discovery.
Skill Proficiencies: Arcana, Investigation
Tool Proficiencies: One artisan tool of your choice
Languages: One language of your choice
Equipment: An abacus, two empty glass vials, a set of fine clothes, a scroll case, the insignia of the research facility you were a part of, notes on an unfinished theory or magical item, and a pouch containing 15gp.
Feature: Academic Connections
Due to your extensive time spent at a lab or at a research facility, you have a number of contacts within a research facility or laboratory, that should you get into contact with, would be willing to hear you out and potentially give funding and a space for a potential research project.
Bonus Feat: Chosen by the Sea, Keen Mind, or Skill Expert.
Building an Atlantean Researcher Character
Those who have spent time in this field are rigorous academics, and often have a sense of haughtiness and privilege in comparison to other magical scholars and academics due to their unique circumstances. Atlantean Researchers often believe that they were a part of a program that was the pinnacle of arcane and scientific discovery, and that they were able to produce incredible magical technology under the duress of knowing deep sea monstrosity invasions could happen at any moment.
Suggested Characteristics. Your time researching has shaped your perspective. The Atlantean Researcher Personality Traits table suggests various traits you might adopt for your character.
Atlantean Researcher Personality Traits
| d6 | Personality Trait |
|---|---|
| 1 | When faced with unknown or great magical knowledge, you assume that your people already know such knowledge. |
| 2 | You take great lengths to ensure that magical scholars and academics know of your prestigious achievements, but remind them of your oath to secrecy for the betterment of all mortaldom. |
| 3 | Life-threatening situations do not scare you, and in fact, it is when you work the most effectively and think of new inventions and creations! |
| 4 | You were nearly swallowed whole by a deep sea monstrosity, and you now seek to understand all that you can about such creatures and how to defeat them. |
| 5 | The opinions of those who do not have scholastic or magical achievements are inherently lesser, and as such I do not listen to them as closely as I would to a fellow scholar. |
| 6 | The knowledge I keep and seek is for the betterment of mortaldom as a whole, and as such it should be shared with all, regardless of status or affiliation. |
Atlantean Royalty
With rigorous academics, stalwart warriors, and lofty ideals always come politics, and you have been a part of the lavish royalty of Atlantean civilization. You have been raised with the ideals of the Atlanteans, studied their history, and have deeply intertwined their politics of mortaldom and Atlantean rights and how they coincide and differ.
Skill Proficiencies: History, Persuasion
Tool Proficiencies: One type of gaming set
Languages: Two languages of your choice
Equipment: A set of fine clothes, a signet ring, two vials of perfume, and a purse containing 30gp.
Feature: Atlantean Stature
You are known as Atlantean Royalty, and you can reasonably attain lodging and accommodations in any Atlantean civilization, settlement, or establishment for you and your allies that know of your family. Atlanteans that are aware of your royalty tend to do their best not to draw your ire and will typically provide what assistance they can if it is within their best interests to do so.
Bonus Feat: Inspiring Leader, Skilled, or Skill Expert.
Building an Atlantean Royalty Character
Atlantean Royalty is much like the nobles of the surface and of dry land, however their ideals tend to be much more lofty and ‘righteous’ in comparison to that of typical nobles. Following their ancient creed of protecting the world from the deep sea aberrations and monstrosities that could ruin civilizations, Atlantean Royalty are tasked with understanding the complex nature of what other civilizations should know, how much outsiders and other civilizations should affect Atlantean culture and civilization, and how to ensure the longevity and overall happiness of Atlantean culture as a whole.
Suggested Characteristics. Your time engrossed in Atlantean politics has shaped your perspective of the world and other people. The Atlantean Royalty Personality Traits table suggests various traits you might adopt for your character.
Atlantean Royalty Personality Traits
| d6 | Personality Trait |
|---|---|
| 1 | Despite my place in this privileged civilization, we are all mortals and share the same mortality. I will never place myself above those that politicians believe to be lesser. |
| 2 | Balance, dignity, and purpose is what separates Atlanteans from the rest of the mortals, and I will uphold these values as an ambassador of Atlanteans. |
| 3 | I take great care to ensure I look like Atlantean Royalty, using my native style in combination with the fashion trends and silks of the world above to showcase my position. |
| 4 | Royalty and nobility are the same, no matter what civilization it hails from. Its filled with corruption and lies, and I wish to rid myself of all ties to my house. |
| 5 | If one is to have the audacity to injure me, I will bring about the wrath of all Atlanteans to destroy their being. One man is nothing in comparison to the troves of deep sea horrors we have collectively slain. |
| 6 | I want to learn the most that I can about the outsider world, so I can be more informed and produce more comprehensive Atlantean policies centered on the outside world. |
Leviathanguard
Covered head to toe in carapace of slain creatures and scars of battles hard fought, you are or were a part of the Leviathanguard, the very first line of defense against the dangerous sea monstrosities that you protect your people and the people above the waves against. Leviathanguards are strong, hardy, and well trained; many of which have endured hell and back which has only deepened their resolve to ensure the creatures they fight back will never make it to the surface.
Skill Proficiencies: Athletics, Investigation
Tool Proficiencies: One artisan tool of your choice
Languages: One language of your choice
Equipment: A set of traveler’s clothes, a net, a 10 foot chain, a trophy of one of your greatest kills, and a pouch containing 10gp.
Feature: Patterns of the Beast
You know the habits of leviathans and deep sea creatures, and as such, you can ascertain information from signs that would normally go unnoticed by most. Given 10 minutes of investigation of a feeding ground, breeding ground, or resting area of a monstrosity or aberration, you can determine its likely state of mind, state of general health, where it is most likely going next, and the size of the creature.
Bonus Feat: Martial Adept, Ocean Blessed, or Tough.
Building a Leviathanguard Character
The Leviathanguard have often seen the maw of the abyss and the cold clammy throat of hell and still manage to steel themselves to fight against these monstrosities for the greater good. With a profession that is incredibly risky and deadly, it often breeds a number of strange individuals. Although many of these people are of an adamantite resolve, it is not uncommon for a Leviathanguard to reach their breaking point after seeing unfathomable horrors, or see their close comrades of decades of fighting together be lost. Leviathanguards are typically very insightful and perceptive; and have a certain kind of respect for their quarry as they know they are, for the most part, at a disadvantage when fighting these beasts but only their experience, teamwork, careful eye, and patience allows them to see the sunrise under the waves for another day.
Suggested Characteristics. Your time spent as a Leviathanguard has shaped your personality and perspective on life. The Leviathanguard Personality Traits table suggests various traits you might adopt for your character.
Leviathanguard Personality Traits
| d6 | Personality Trait |
|---|---|
| 1 | It takes a long time to gain my trust, but when I know I can rely on someone, I will go to the ends of the world and back to ensure they are safe. |
| 2 | I tend to judge people very harshly on their first impressions. One wrong move out the gate when fighting a leviathan will mean death; there is no second chance. |
| 3 | I saw the greatest deep sea horrors, and they still haunt my dreams. I hope to find solace in this world untainted by the depths. |
| 4 | I watched my comrades die one after another, and the experience has made me numb to politics and whatever lofty ideal I was supposed to be upholding. |
| 5 | The Leviathans were just the beginning, my training, and now I will become stronger than anyone else to protect the world from danger. |
| 6 | I prefer to stay quiet and watch from afar before speaking. My hand will always be more favorable when everyone else has revealed theirs. |
Atlantean Guard
Like any civilization or settlement, law needs to be upheld. Although you may not have been the frontline against fighting the leviathans and deep sea monstrosities, you were tasked with protecting the everyday Atlantean citizen from such invasions, as well as upholding traditional law.
Skill Proficiencies: Perception, Intimidation
Tool Proficiencies: One type of gaming set
Languages: Two languages of your choice
Equipment: A set of traveler’s clothes, manacles, an ornamental Atlantean shield, a signal whistle, and a pouch containing 15gp.
Feature: Military Eye
Thanks to your extensive military knowledge, when entering a settlement, town, or city, you can determine the loose military structure and military presence of the civilization after an hour of observation, and you can secure an audience with the local captain of the guard due to your military status.
Bonus Feat: Ocean Blessed, Sentinel, or Shield Master.
Building an Atlantean Guard Character
Atlantean Guards are often more idealistic and honorbound than that of typical guards. Although this varies greatly between settlement to settlement, Atlantean Guards are often bound to a specific house or laboratory, and this, in combination with the fact that they are not allowed to grow stagnant in their position due to the occasional breach in oceanic monstrosity, makes their sense of duty and honor much more stringent and taught. Atlantean Guards are often reminded of why they protect the people they protect, and this leads to many fostering growing feelings of honor and justice.
Suggested Characteristics. Your time spent as an Atlantean Guard has shaped your personality and perspective on life. The Atlantean Guard Personality Traits table suggests various traits you might adopt for your character.
Atlantean Guard Personality Traits
| d6 | Personality Trait |
|---|---|
| 1 | People on the surface have it easy, and they waiver to even protect and uphold their values for small things. |
| 2 | I don’t like speaking down to anyone. I was trained to make people feel safe, not belittled. |
| 3 | Nothing makes me angrier than an incomptent guard. They are representatives of the people, and there is no excuse for corruption, laziness, or lousiness! |
| 4 | My time as an Atlantean Guard has taught me to value what I protect, not to value the act of protecting something. |
| 5 | I don’t trust those with a silver tongue. They often have ulterior motives, and I don’t wish to be taken advantage of and make the wrong call from their honeyed words. |
| 6 | I value Loyalty above all else. Nations, ideals, treasure; it is all secondary. |
Seadragon Scout
Although the Seadragon Scouts may not be as strong as the Leviathanguards or as stalwart as the Atlantean Guards, the Seadragon Scouts pride themselves in their ability to stay hidden, move fast, and keep an incredibly perceptive eye. The Seadragon Scouts are the crux of exploration and understanding unknown environments to the Atlanteans, using their Giant Seadragons and camouflaged armors to travel quickly, take note of everything needed, and to slip back to their respective posts without anyone the wiser.
Skill Proficiencies: Perception, Stealth
Tool Proficiencies: Herbalism kit and Disguise Kit
Equipment: A set of traveler’s clothes, a cloak used for camouflage, a disguise kit, a hunting trap, and a pouch containing 15gp.
Feature: Survivalist Scout
You can always find adequate, moderately hidden shelter for you and your companions assuming the environment can provide as such, and you can travel at a fast pace without any penalties to your Passive Perception.
Bonus Feat: Mobile, Observant, or Ocean Blessed.
Building a Seadragon Scout Character
Seadragon Scouts pride themselves in being the best at what they do. Due to their stealthy, explorative, and speedy nature; they are often solitary and make bonds with their Giant Seadragon or other useful aquatic critters. Seadragon Scouts frequently find information for Leviathanguards so they can track the monstrosity down, and Seadragon Scouts understand that their speciality is not in fighting, but gathering intel quietly and quickly. Many that become a Seadragon Scout are explorers at heart, wanting to see more of the world and being okay with seeing it alone.
Suggested Characteristics. Your time spent as a Seadragon Scout has shaped your personality and perspective on life. The Seadragon Scout Personality Traits table suggests various traits you might adopt for your character.
Seadragon Scout Personality Traits
| d6 | Personality Trait |
|---|---|
| 1 | I often find myself staying hidden and avoiding other’s gazes even in social situations out of habit. |
| 2 | The world beneath the waves was vast and beautiful, and now I wish to see the wonders of the world above the waves! |
| 3 | Animals and beasts are better than people; they have simpler needs, don’t get mad when I don’t speak, and can be trained to be just as quiet as I am! |
| 4 | I don’t like spending my time indoors or around civilization. The best place to be is out in nature, when nothing knows you’re there. |
| 5 | Small talk and niceties slow things down far too much, and I try to avoid them as much as humanly possible. |
| 6 | It's my first instinct to run when I encounter an enemy that is vastly more powerful than myself. |
Coralshaper
As a Coralshaper, you are not only a purveyor of the arts of the arcane; but you are also a natural architect at heart. It was your job to cultivate and shape coral growths through magical and mundane means to grow into buildings, bridges, walls, and all manner of architecture. Whether you were direct in growing the coral or taking a role in planning and engineering; you have an in-depth understanding of natural magics and how it relates to the mechanical side of the world.
Skill Proficiencies: Arcana, History
Tool Proficiencies: One artisan tool of your choice
Languages: One language of your choice
Equipment: A set of commoner’s clothes, a glass bottle containing a handful of coral polyps, 5 pitons, a chisel, and a pouch containing 20gp.
Feature: Magical Architect
You can determine a building's general structural integrity, what type of general repairs it would need if damaged, and if it was partially or entirely magically created after 10 minutes of inspecting the building.
Bonus Feat: Artificer Initiate, Chosen by the Sea, or Skill Expert.
Building a Coralshaper Character
Coralshapers often take the grandiose magical aspect of nature, the ocean, and druidcraft, and blend it with engineering and technological advances; taking the best of both worlds to create beautiful structures and buildings that have deep utility as well as well-thought aesthetics. Because of this, many Coralshapers have a dual mind that is steeped in both creativity and utility, as it is necessary to have a blend of both to be successful in creating useful structures with magical intention.
Suggested Characteristics. Your time spent as a Coralshaper has shaped your personality. The Coralshaper Personality Traits table suggests various traits you might adopt for your character.
Coralshaper Personality Traits
| d6 | Personality Trait |
|---|---|
| 1 | I make it a point to always showcase how artificery and druidcraft can be married together, and that they do not need to be separate. |
| 2 | I enjoy painting, drawing, or whatever creative expression I can get my hands on as it often fills me with inspiration and ideas for my next project. |
| 3 | I greatly enjoy looking at architecture of old buildings and new ones; and I’m quick to point out flaws in their mechanical design and aesthetic design. |
| 4 | No space is comfortable unless I have had my hand at customizing and altering it to make it feel more like me. |
| 5 | I despise manual labor. Why get my hands dirty if I can just do it with magic? |
| 6 | I like to take my time in dungeons and old temples to really get a sense of how they made everything, and what I can learn from them. |
Feats
Chosen by the Sea
Your exposure to the depths of the sea or Atlantean magic has permanently altered your form, and has allowed you to better alter and control the waves around you, granting you the following benefits.
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- You learn the spell Upwell, and one 2nd-level spell of your choice. The 2nd-level spell must be an Atlantean Magic spell. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Ocean Blessed
You have been blessed by the ocean and it has granted you the ability to traverse through its waves with incredible ease.
Ability Score Increase. Increase your Constitution, Dexterity, or Strength by 1, up to a maximum of 20.
Waverider. You gain a swimming speed equal to 15 + your walking speed and you ignore difficult terrain caused by water or currents.
Oceanic Eye. You can breathe underwater, you can see clearly through areas that are lightly obscured by water or natural aquatic phenomenon such as dense kelp or rushing bubbles, and areas that are normally heavily obscured by water or natural aquatic phenomenon are only lightly obscured to your adjusted eyes.
College of the Siren
While some bards create quick limericks, epic poems, elaborate songs, and unforgettable dances and performances; bards of the siren draw from the enchanting power of harpies and sirens to make their voice their weapon. As opposed to the eloquence and silver tongue of other bards, bards from the college of the siren have altered their voice to create enchanting melodies from the tone of their voice to charm and allure those around them. Because of this unique aspect of the college, these bards do not require a musical instrument or another magical focus to harness their magic; as instead their voice is used as a means to channel their magic into reality.
Many bards of the college of the siren have elaborate tattoos of mermaid scales, flowing water, or shamanistic markings on their neck and sternum; as their throat, lips, and chest are things of immense value to these bards as they are this bard’s source of power and influence; both magical and mundane.




Voice of the Sea
Upon choosing this college at 3rd level, your voice has the same magical allure as mermaids, harpies, and other legendary sea creatures. Your voice counts as a spellcasting focus for the purposes of casting bard spells, and as such, you do not need to provide Somatic components for Bard spells. Furthermore, beasts with an innate swimming speed can understand the meaning of your words, though you have no special ability to understand them in return, and when you make a Charisma (Performance) check that involves singing or uses your voice, you can treat a d20 roll of 9 or lower as a 10.
Siren’s Song
Beginning at 3rd level, provided you can speak, you can expend a use of bardic inspiration as an action to produce an alluring melody laced with enchantment magic against a number of creatures equal to your Charisma modifier that are within 60 feet of you and can hear you. They must succeed on a Wisdom saving throw or become Charmed by you until the start of your next turn, and while charmed in this way, they cannot take any reactions and must spend their action during their turn to move as much as they can to get closer to you, without putting themselves in harm’s way. If a creature takes any damage while charmed, or is targeted by a harmful spell, this charm immediately ends.
Siren's Compulsion
Beginning at 6th level, your magical allure has allowed you to bend and mold the actions of those who are charmed by you. As a bonus action, you can compel a creature who is charmed by you, where you verbally command them on what action they must take. If the creature can hear and understand you, the creature must then act accordingly on their next turn and take whatever action aligns closest to what you had described. For example, if you compelled a creature to hide, they may move to cover and take the Hide action, or if you compelled a creature to heal your ally, they may attempt a Wisdom (Medicine) check on one of your allies or magically heal them if they are able to. You cannot compel a creature to take any harmful actions against any of its allies or against itself, and similarly you cannot compel a creature to walk into an obvious trap or a deadly hazard. You can use this feature an amount of times equal to your Proficiency bonus, and you regain all expended uses at the end of a long rest.
Prey on the Dreary-Eyed
Beginning at 6th level, creatures who have been affected by your charm and bardic spells are more susceptible to outside forces, often in the same light when one is facing harpies and sirens. A creature who is charmed by you has disadvantage on all saving throws, and if you end the charmed condition on a creature who is charmed by you by dealing damage to them, they take additional psychic damage equal to your Bard level.
Aspect of the Siren
Beginning at 14th level, your bardic powers have grown and you have become an aspect of the Siren itself, with a voice so beautiful that your simple utterances and hums can inspire many. You are immune to the Charmed condition, and whenever you use your Siren’s Song feature, a creature is charmed until the end of your next turn and you can now charm all creatures within 60 feet of you that can hear you. Additionally, you can also grant creatures up to your Proficiency bonus Bardic Inspiration when you use your Siren’s Song feature. This inspiration only lasts until the end of your next turn, and is a d8 as opposed to your normal Bardic Inspiration die.





Circle of the Tides
Druids within the circle of the tides understand the raw beauty and sudden harshness of the open sea. Calling upon a deeper connection with the ocean and how it brings both life and destruction, these druids typically see life and destruction as two sides of the same coin. With every tsunami that wipes away a whole island, new life is born. Often druids who are within this circle stay close to the edges of civilization, preferring to keep to the open waters or close to bodies of water where they feel most at home.
Circle Spells
You are one with the tides and the ocean’s fury and grace, which has granted you access to certain spells. At 2nd level, you learn the Shape Water cantrip.
When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Tides Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of the Tides Spells
| Druid Level | Spells |
|---|---|
| 2nd | Fog cloud, upwell |
| 3rd | Roaring ring, undertow |
| 5th | Tidal wave, wall of water |
| 7th | Control water, watery sphere |
| 9th | Drown, maelstrom |
Shifting Tides
Starting at 2nd level your connection with the seas allows you to feel their presence at all times, and spectral waves gently lap and surround you, reaching 10 feet in every direction centered on you. You can choose to have these spectral waves be visible or invisible, and the waves disappear when you are knocked unconscious. You gain the following benefits provided you are not unconscious,
- As a bonus action, you can use your spectral waves to move a creature within your Shifting Tides 5 feet to an unoccupied space that is also within your shifting tides. This movement does not provoke attacks of opportunity, and a creature that is unwillingly must succeed on a Strength saving throw, only being moved upon a failure.
- Whenever a creature within your shifting tides regains hit points, you can use your bonus action to cause the creature to regain additional hit points equal to your Proficiency bonus.





Tide-Caller
Starting at 2nd level, you gain a swimming speed equal to your walking speed and you can breathe underwater. Additionally when you cast one of your Circle spells and you are touching a body of water, you can choose to have the spell be casted from any point that is connected to the body of water you are touching, provided you can see the point, as if you were casting the spell in that space.
Ebb and Flow
Starting at 6th level, your shifting tides now empower your spells, akin to the ebb and flow of waves. When you deal damage to a creature within your shifting tides with a druid spell, you can have some of the magical energy rebound to another creature within your shifting tides, where they regain hit points equal to your Wisdom modifier. Alternatively, when you cause a creature to regain hit points within your shifting tides with a druid spell, you can have some of the magical energy rebound to another creature within your shifting tides, where they must succeed on a Strength saving throw or take bludgeoning damage equal to your Druid level.
You can use this feature an amount of times equal to your Wisdom modifier, regaining all uses of this feature upon completing a long rest. In addition to this, the radius of your shifting tides increases to 15 feet.
Greater Tides
Starting at 10th level your connection with the tides of the sea have grown even stronger. You gain the following benefits,
-
The area within your shifting tides is considered difficult terrain for creatures of your choice.
-
When you a move a creature with your shifting tides feature, you can move them up to 10 feet in a direction as opposed to 5 feet.
-
If a creature fails their Strength saving to resist being moved by 5 or more, they are also knocked prone.
-
Whenever a creature within your shifting tides regains hit points, you can use your bonus action to cause the creature to regain additional hit points equal to your Proficiency bonus plus your Wisdom modifier.
Fury of the Sea
Starting at 14th level you've developed an intimate and powerful connection with the ocean that has granted you powerful aquatic magic. You can now use your Tide Caller ability regardless of whether or not you are in contact with the body of water you wish to cast the spell from, and you can now cast Create or Destroy Water, only using the ability to create water, without expending a spell slot or requiring any components.
Additionally your shifting tides now have a radius of 30 feet and when a friendly creature starts their turn within your shifting tides, their walking speed increases by 15 feet until the end of their turn.
Wavedancer
Wavedancers are graceful warriors of the sea that command the power of the waves at a whim. Practically dancing in the battlefield as their blades clash with the torrent of rushing waters, Wavedancers are masters of weaving in and out of combat with deadly efficiency. Wavedancers are just as effective on land as they are in water as they can spin, dash, and swim with specific fighting styles and movements, which are normally impossible underwater, but they can be done with ease for a Wavedancer. Typically Wavedancers come from aquatic cultures that are filled with Tritons, Sea Elves, and Merfolk, and use the sea’s grace and creature's as inspiration for their fighting.
Dancer of the Waves
Beginning at 3rd level you’ve learned how to use your connection to the sea to give you an edge over your enemies. This power is represented through Wavedancer Dice, which are d6s. You have an amount of Wavedancer Dice equal to 2 + your Proficiency bonus and you regain all expended Wavedancer Dice at the end of a short or long rest.
If a creature is required to make a saving throw due to one of your subclass features, the DC for the saving throw is equal to 8 + your Proficiency bonus + your Wisdom modifier.
You can use these Wavedancer Dice in the following ways,
- Waveslash. Before making a melee attack you can extend the reach of the attack by 30 feet and deal additional slashing damage equal to your Wavedancer Die on hit.
- Flowing Current. When you take the attack action, you can replace an attack with a surge of flowing water. Roll your Wavedancer Die, and a creature of your choice you can see within 30 feet of you moves 10 x the number rolled in a direction of your choice. An unwilling creature must make a Strength saving throw to attempt to resist this effect.
- Waterfall Step. As a bonus action, you can roll your Wavedancer Die and your speed increases by 10 x the number rolled. This increase in speed lasts until the start of your next turn, and during this time you ignore difficult terrain.
Warden of the Seas
Beginning at 3rd level, your connection to the sea has granted you the ability to alter water around you in a limited capacity and better fight underwater. You have a swimming speed equal to your walking speed and you know the spell Shape Water, using your Wisdom as your spellcasting ability.




Torrential Power
Beginning at 7th level, your connection to the sea has deepened and you can call and control the more violent and torrential side of the seas. Your Wavedancer Dice turn into d8s. At 15th level they become d10s and at 18th level they become d12s.
Furthermore as a bonus action, you can expend a Wavedancer Die and replace one of your attacks with the Flood, Part Water, or Redirect Flow effects of the Control Water spell. These effects last until the end of your next turn and can only affect water within 60 feet of you.
Dance of the Mantaray
Beginning at 10th level, whenever you take bludgeoning, piercing, or slashing damage from an attack you can use your reaction to halve the damage taken, deal slashing damage to a creature within 10 feet of you equal to a roll of your Wavedancer Die, and immediately move up to half your speed without taking attacks of opportunity.
Once you have used this feature you cannot use it again until you complete a short or long rest, or expend a Wavedancer Die.
Tranquility of the Sea
Beginning at 10th level in moments of brief reprieve, you can harness the tranquility of the open seas. Whenever you use your Second Wind feature you also regain Wavedancer Dice equal to half your Proficiency bonus (rounded up).
Dolphin's Grace
Beginning at 15th level, your dancing of the waves has improved in grace and power that rivals even the greatest of aqueous creatures. The ways in which you can use your Wavedancer Dice from your Dancer of the Waves feature improves;
- Waveslash. Your Waveslash now deals extra damage equal to two rolls of your Wavedancer Dice, and one additional creature you can see within 30 feet also takes slashing damage equal to two rolls of your Wavedancer Dice.
- Flowing Current. You can now use Flowing Current directly before or after an attack as opposed to replacing an attack.
- Waterfall Step. The increase in speed due to Waterfall Step now lasts until the end of your next turn, and you also have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws during this time.
Ocean’s Wrath
Beginning at 18th level, you've mastered the art of Wavedancing and you are a torrential blur of steel and sea in combat. Whenever you expend a Wavedancer Die, you can immediately move 10 feet in any direction and your AC increases by 2 until the end of your turn.
Depths Conclave
The pools of water surrounding the Merrow suddenly twisted into a deep coloration and stilled; the kind of water akin to that in the deep depths. As the Merrow turned to investigate, a hulking figure burst from beneath the waters, a heavily clad, barnacle encrusted warrior, with a calcified greatsword swinging at the Merrow and taking chunks of their flesh off with each heavy swing. This armored figure was surrounded by whirlpools of deep brine that took the brunt of bites, slashes, and stabs that came at them, and they responded with only the slightest of hesitation before their aqueous barrier burst into a pressurized explosion. The scattered Merrow began to flee, but they were pulled back by the maelstrom of the deep. As the figure rose, hardly damaged from the encounter, their head tilted as they saw the remaining Merrow fleeing for its life, only to thrust their out and conjure a heavy encrusted anchor to rocket at the Merrow, catching their shoulder and dragging them to their final judgment against the Ranger of the Depths.
Rangers that have found themselves in the Conclave of the Depths utilize the unyielding strength and perseverance as the creatures that can survive in such a harsh climate. Many of these Rangers are Leviathanguards or wardens of the deep, joining Atlanteans and Tritons in keeping the deep sea monstrosities at bay so societies above never have to see their horrid forms.
Magic of the Depths
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Depths Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Depths Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Shield |
| 5th | Enlarge/reduce |
| 9th | Water breathing |
| 13th | Evard’s black tentacles |
| 17th | Maelstrom |
Treader of the Deep
Beginning at 3rd level, as part of the Conclave of the Depths, you now know how to imbue armor to better assist you in the depths. You gain proficiency in heavy armor, you gain a swimming speed equal to your walking speed, and you can perform a one hour ritual with a suit of armor to imbue it with the power of the depths, where it becomes Abyssal Armor.
You can only have one suit of Abyssal Armor and while it is imbued, the armor’s appearance magically shifts to represent the power of the depths. This can manifest through calcification, rust, barnacles sprouting on its surface, or a sudden deep black coloration with a turquoise-green sheen. While wearing your imbued armor, you can breathe underwater, the armor does not reduce your swimming or walking speed, and you ignore the effects of swimming at depths greater than 100 feet (see "Unusual Environments" in chapter 5 of the Dungeon Master's Guide).




Abyssal Line
Beginning at 3rd level, you can call upon your connection to the deep to summon an abyssal line which can take the form of an ancient barnacled anchor, a blackened tentacle, translucent stingers of a jellyfish, or another form. As a bonus action you can summon your abyssal line and choose one of the following effects;
- If you target a solid surface within 30 feet of you, you can pull yourself up to 15 feet closer to that surface.
- If you target a tiny object that is neither worn nor carried within 30 feet of you, you can pull the object to a space within 5 feet of you, or into your hand if it is open.
- If you target a creature, the creature must succeed on a Strength saving throw equal to your spell save DC or take 1d6 magical piercing damage and be pulled up to 15 feet closer to you. At 7th level this damage increases to a d8, a d10 at 11th, and a d12 at 14th.
Warden of the Depths
Beginning at 7th level you can temporarily strengthen your abyssal armor with the power of the depths. If you are wearing your abyssal armor, as an action you can give yourself temporary hit points equal to your Ranger level plus your Wisdom modifier. These temporary hit points last for 10 minutes, and while you have these temporary hit points you gain a +1 bonus to your AC. If you lose these temporary hit points by taking damage, creatures of your choice within 15 feet of you must succeed on a Strength saving throw or take 3d6 bludgeoning damage and be knocked prone, only taking half as much damage and suffering no other effects on success. At 14th level, this +1 bonus turns to a +2 bonus to your AC.
Once you have used this feature you may not use it again until you complete a long rest or expend a spell slot of 2nd level or higher.
Dredger
Beginning at 11th level your abyssal line has become even more potent. The range of your abyssal line is doubled, and the distance you can pull yourself, objects, or creatures is also doubled.
Furthermore, when a creature fails their saving throw against your abyssal line, you can cause the crushing pressure of the depths to surround them. Upon doing so, the creature suffers disadvantage on all attack rolls, Strength saving throws, and Strength checks until the end of your next turn. You can use this feature an amount of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.
Warden of the Deep
Beginning at 15th level you've become a master of the depths below and you can control them at a whim. As part of the attack action, you can replace one of your attacks with the Flood, Part Water, or Redirect Flow actions as if you had casted the spell Control Water. Whatever effects that are caused by taking one of these actions only last until the end of your next turn.
In addition to this, whenever a creature within 60 feet of you that you can see gets knocked prone or moved against their will, you can cause intense pressure akin to the pressure of the depths to crush and hinder them. The target immediately takes bludgeoning damage equal to half your Ranger level and their speed is halved until the end of their next turn. A creature can only be affected by this feature once per turn.
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.