Atlantean Compendium - Part 1

by KoatheDM

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The Atlantean Compendium

Table of Contents

By KoatheDM. Cover art by Grandfailure.

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!

By KoatheDM. Art by Warmtail.

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.

By KoatheDM. Art by Warmtail.

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.

By KoatheDM.

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.

By KoatheDM. Emblem created through Nailek.net.

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.

Loremaster Navere Istma

Male Aberrantkin

The Istma royal family upholds all of the record keeping and history of the city of Atlantis, as well as their roots with other Atlantean child cities, settlements, and outposts. The Loremaster is a highly traditional council member, and the Istma family has held the position of Loremaster for generations, and it is now held by Navere Istma; a very old but wise Aberrantkin. Loremaster Navere Istma keeps track of everything notable in the city, in its politics, excursions, and hunts; and this is done easily by Loremaster Navere Istma as he has connections in nearly every royal family.

Although the Loremaster does keep track of communications with other Atlantean civilizations and settlements, this specific obligation has not been touched for decades, as Atlantis as a whole, is incredibly self-centered and self-sufficient. Navere does not have a very well-versed opinion on outsiders, and is more so fixated on the events that happen within Atlantis and her people. Although he understands both the arguments and debates about outsiders, he truly could not care as long as he can observe the city and learn the opinion of all Atlanteans.

By KoatheDM.

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.

By KoatheDM. Art by Daniel Comerci.

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.

By KoatheDM.

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.

By KoatheDM.

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.
By KoatheDM.

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.
By KoatheDM.

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.

By KoatheDM.

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.

By KoatheDM. Art by Warmtail.

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.

By KoatheDM. Art by Joyce Maureira.

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.

By KoatheDM. Art generated by wombo.art.

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.

By KoatheDM.

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.

By KoatheDM. Art generated by wombo.art.

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).

By KoatheDM. Art generated by wombo.art.

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.

By KoatheDM.

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.

 

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