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Decanter of Endless Water

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an
amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the
start of your next turn. Choose from the following options:

 "Stream" produces 1 gallon of water.


 "Fountain" produces 5 gallons of water.
 "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus
action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The
target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone.
Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than
200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Bone Cleaver
This dark black iron axe was made by the Grey Dwarves of the
Underdark. Its large and jagged blade is heavy enough to cleave
through bones in a single swing.
-Stats: 1d8+Str Slashing. (Versatile 1d10) 6lbs
-Cleave Bone: When you score a Natural 20 on an attack roll against a
creature that is no more than one size larger than you, you can choose
to cleave through a leg or arm. The creature loses that limb and its
function.
Leg-Movement speed is halved, cannot use the dash action and have a
–5 to Dex and Str Checks that relay on using legs.
Arm-Can't hold any objects or weapons in the chosen hand that is
cleaved off, if main arm is gone have a –2 to all other actions with the
remaining arm and spellcasters must make a DC 12 Dex Check to cast
spells with a Somatic component.

Grey Kukari (A)


This dark grey black iron Kukari style dagger is favored by Duergar
Assassins for its punch and menacing style.
-Stats: 1d4 Slashing/Piercing, Finesse, Light, Thrown (20/60) 2lbs
-Duergar Skirmish: When you score a Natural 20 on an attack roll
against a creature you roll an additional 2d6 Dmg. You gain Temp HP
based on the 2d6 Dmg you dealt.

Boots of Spider Climb (A)


While you wear these light shoes, you can move up, down, and across
vertical surfaces and upside down along ceilings, while leaving your
hands free. You have a climbing speed equal to your walking speed.
However, the slippers don't allow you to move this way on a slippery
surface, such as one covered by ice or oil.

Spidersilk Gloves (A)


When you try to climb on walls or grapple, you gain a +5 to the
Strength (Athletics Check)

Drow Leather Armor


This dark chitin studded black leather armor is one of Underdark craft,
more specifically in the style of the Drow. The Dark Elves.
While wearing this armor you have a +1 AC due to the chitin studs and
a +2 to Dexterity(Stealth) Checks

Drow Arachnid Whip


This whip is made from the innards of a giant spider and the end of it
has a giant spider fang.
-Stats: 1d4 Slashing, Finesse, Reach, 3lbs
You have Advantage on Intimidation Checks against arachnid type
monsters and have a +2 to Attack and Dmg rolls against arachnids.

Dwarven Harpoon Gun


-Harpoon: To Hit=Str, 2d6+Str Piercing, Range (30ft/70ft)
If the target is a Large or smaller creature, it must succeed on a Str
contest against you or be pulled 20ft towards you

Mithril Armor
A shining set of dwarven made armor.
This is a 22 AC armor set of heavy plate. The wearer has resistance to
piercing and slashing. Additionally, any critical hit made against the
wearer counts as a normal hit.

Boots of Haste
This black leather made boots has thin metal plating along its heels that
have engravings in a swirling and fluent pattern.
-Haste: You can click these boots together as a bonus action to grant
yourself the haste effect for 10 mins. When effect ends you must take a
long rest to use the haste effect again.
Your speed is doubled, gain a +2 to your AC, has advantage on Dex
saves and gains an additional action on each of your turns. This action
can only be used to Attack (one weapon attack only), Dash, Disengage,
Hide or Use an object action.
Headband of Goblinkind
A tight-fitting goblin skin headband with two large ears hanging off the
sides of it and a few scraggly hairs poking from the front. When attuned
to, a creature wearing this headband becomes more like a goblin; they
are more sneaky, more cunning and even learn the goblin tongue.
-Goblinkind: A creature attuned to this device can use disengage or
hide as a bonus action once per short rest. They can also speak and
understand Goblin. However, they cannot speak or understand any
other languages, with the exception of Thieves Cant and the Druidic
language.

Sacrificial Dagger
A wide, black dagger with its blade stained with what seems to be like
blood.
-Sacrifice: This is a +1 dagger. If used to strike a killing blow, the wielder
takes on a unique racial attribute from their target for one hour (DM’s
choice).

Bag of Randomness
This bag is an extremely flamboyant violet color, with a golden question mark on
one side and feels as if it is made with the finest silk. The bag weighs 5 pounds.
 Looking inside the bag reveals nothing, you only see an empty bag.
 Reaching inside the bag, you also feel nothing, but when you remove your hand from the bag, an
object or creature randomly chosen from the table below is in your hand (in the case of a creature,
the creature falls to the ground, prone and unaware of its surroundings).
 Placing an object in the bag results in the bag beginning to shake violently and fall to the ground,
then spit the object back out.
 If another object (or the same one) is attempted to be placed in the bag a second time within a
tenday, the bag shakes even more, hitting anyone within 5 ft of the bag for 1d4 bludgeoning damage,
and again the bag spits the object out.
 If another object (or the same one) is placed in the bag a third time within a tenday of the second
attempt, the bag devours the object, sending into a void disappearing from existence and the bag
cannot again be used for a tenday. Any additional attempts to store an object in the bag results in
this again, resetting the countdown back to another tenday before its next use.

Once per day, as an action, someone can reach into the bag and remove something from it (roll 1d100 and
use the table below to determine what is removed from the bag). Anything removed from the bag is
permanent to the plane, it will not disappear after a time limit -- it is just like any other item or creature on
the plane. See the Monsters Listing for the creature's statistics.

A creature removed is prone and immediately hostile (as it is scared and confused), but may potentially be
persuaded to be friendly (depending on the creature).

Duskblade
A black onyx and obsidian curved blade with one edge bladed and the
other jagged and crudely sharp. The edges of the blade being a dark
crimson red.
-Greatsword does 2d6+STR Slashing DMG. +3 to ATK and +3 to DMG.
-Lethality: Ignores Slashing resistance
-Bleeding Slash: You slash at the target with the jagged and serrated
edge of your blade. Every attack that you hit, it puts a mark on the
creature. As an action you can activate the ancient carvings within your
sword that has passed on to the marks. For each mark that the target
has it deals 1d6 Slashing Dmg. Can only be done during the times of
6pm to 6am.

Multi-Barrel Pistol
-Stats:(4lb) 1d10 Piercing. Range 30/70. Capacity 4 Rounds. Misfire 3.
Reload
-Misfire: If your natural roll for a gun attack falls at or below the misfire
score of the gun you are using, you suffer a misfire. Your attack misses,
any ammo you used in the attack is expended and your gun is broken.
-Broken: To repair a broken firearm, you may use an action to attempt
a Tinker's Tools ability check with a DC equal to 10+weapon base
misfire score.
-Reload: Reloading replaces your next attack you would make with the
firearm, refilling the ammunition in the gun to its capacity.
-Multi-Mayhem: Due to this gun having 4 barrels with 4 different
triggers, you may shoot more than 1 barrel on an attack. Every extra
barrel used adds +3 to the misfire score. You make one attack roll for
this ability.
Side Notes: Different types of rounds can be created and modifications
made to the gun with DM supervision.

Set of Draconic Ancestry


Cloak of the Dragon (Cloak)
>Take Flight: Once per long rest, you can morph the cloak into a pair of
scaly leather like dragon wings. Giving you fly speed of 50ft. Lasts for 1
hour
>Ferocious Leap:(5-6) Must have the wings open to use. You leap up
into the air diving to a location and slamming into the ground, range is
40ft. Every creature in a 10ft radius around you must make a STR saving
throw DC 8+STR+CHA+Prof or be knocked prone and take 5d6+CHA Fire
Dmg as your wings hit and impact the ground and release a pulse of
fire. Save, they are not knocked prone.
>Burning Talons:(5-6) Must have the wings open to use. You can choose
up to 3 creatures within a 10ft radius of you to summon flaming
draconic claws to hold them in place, grappling them. They must make
a STR saving throw DC 8+CHA+Prof.
Scales of the Dragon (Armor)
>Stats: AC 17, Can be attuned during short rest to have resistance to
one of the following DMG types- Fire, Cold, Acid and Lightning. 60Lbs
>Dragon Scales: Once per short rest you can choose to activate one of
your Scale abilities.
-Reflective Scales: For 1 min, you flex the scales that make up the
armor. Every attack that hits you, make a Con saving throw DC 14. If
you succeed than half the Dmg dealt to you is reduced and is reflected
back at the attacker.
-Spiked Scales: You have 3 charges of this ability when you activate it.
The scales on the armor perk out into horizontal spikes. When you use
a charge, you launch out the spikes in a 10ft radius around you. Every
creature in the area must make a Dex saving throw DC 8+CHA+Prof.
Each charge does 4d6 Piercing Dmg. Charges dissipate after 1 min of
activating Spiked Scales
-Hardened Scales: The scales of the armor harden and are glazed over
with this black grey hue. For the next 5 attacks made against you your
AC is +1
-Helping Scales: The scales start glowing a dim red. Every ally within
10ft of gains 1d8+CHA Temp HP every turn for 1d6 turns as they feel
the warmth radiating from the scales. Hi
Heart of the Dragon(Amulet)

Set of The Council Keeper


Dagger of The Keeper
This Dagger is in the shape of a kukri with one side of the blade finely
serrated and the other a smooth edge. Intricate engravings all along the
blade, with dark black leather with yellow and light blue gems making
up the handle.
-Stats: 1d4 Piercing Dmg+1d6 Lightning Dmg
-Void Step: You throw the dagger and turn into a collection of mist and
sparks, reappearing in the same manner at the dagger. You throw the
dagger to a location or at a target, you can choose whether you want to
teleport to its location. 1 Keeper Point
-Void Sheath: The daggers sheath is a pocket dimension. You need only
to think of the dagger to make it appear in your hand in a burst of
electrical sparks.
-Void Speed: Whenever you score a critical hit with this blade you gain
an extra attack and increase the daggers throwing range from 30/60 to
60/80
Uniform of The Keeper
-Stats: 12+Dex, 12 lb., lightning Res
-Keeper Points: Grants 6 Keeper Points to use for Void abilities while
using Dagger of the Keeper and Bracers of the Keeper. Regain all void
points on a long rest and half as much spent on a short rest.
-Void Step Momentum: After a Void Step you can spend 1 Void Point to
gain momentum for 1 round and are able to stick to surfaces like the
Spider Climb spell. 1 Keeper Point
-Void Merge: You can spend 2 Keeper points to cast the invisibility spell
on yourself for 10 mins. If you attack as you come out of invisibility with
a Weapon of the Council Keeper you deal maximum Dmg with it.
Bracers of the Keeper
-Spellcasting: You gain the ability to learn and cast 2 cantrips of your
choice through these bracers.
-Void Shield: You project outwards from the bracers a light blue shield
that cracks and shatters like glass after it takes a few hits. As a reaction
against a weapon melee or ranged attack, you can spend 1 Keeper
Point to add +2 to your AC
-Void Pulse: You project outwards from the palm of your hands a burst
of light blue electrical energy. You can spend 1 Keeper Point as an
action to release a burst of lightning in a 15ft cone in front of you. Every
creature in the area must make a Con Saving throw or take 4d8 or half
as much on a success. You may choose one creature within this cone to
be stunned for 1 round or if there is one creature within this cone they
will be blown back 10ft and knocked prone. DC is 8+Prof+Cha

Marksman's Void Bow


-Stats: Greatbow, 2d6+Dex Piercing (200/800) Disadvantage at 10ft
-Dimensional Summoning: Once attuned to this bow you can summon
and dismiss it at any time by calling it from the pocket void that it
resides in. It also has an unlimited supply of arrows
-Head Shot: Once per long rest you can activate the runic enchant
carvings on the bow. You gain advantage on the target no matter the
distance. The next attack roll that you hit, the target must make a Dex
saving throw or take 10d8 Piercing Dmg and become stunned for 3
rounds. If you kill the target with this ability then your next attack will
also be at advantage.
-Distance Effect: The further you are away from your target the more
damage arrow will do as it gains momentum from the bow and the
further it travels.
015-100: +1 to Attack/Damage rolls
105-200: +2 to Attack/Damage rolls, advantage
205-300: +2 to Attack/Damage rolls, advantage, critical 19-20
305-400: +3 to Attack/Damage rolls, advantage, critical 19-20
405-500: +3 to Attack/Damage rolls, advantage, critical 18-20
505-600: +4 to Attack/Damage rolls, advantage, critical 18-20
605-700: +4 to Attack/Damage rolls, advantage, critical 17-20
705-800: +5 to Attack/Damage rolls, advantage, critical 17-20
Note: at 205+ the Marksman's Bow advantage only cancels out the
normal disadvantage long range

Long Ranged Rifle


-Stats: (30lbs) 1d12+Dex+Ammo Type, Range 1000/3000, Capacity 3
rounds, Misfire 6, reload
-Called Shots: DC=8+Prof+Dex
Arms--normal Dmg, Str Save, target drops one item of your choosing.
Legs—normal Dmg, Str Save, falls prone.
Torso—normal Dmg, pushed 10ft back.
Head – normal Dmg, Con Save, disadvantage on attacks until the end of
their next turn.
Void Blade
-Stats: 1d4+Dex Slashing Dmg+1d4 Force Dmg, +2 to attack and Dmg
rolls
-Dimensional Summoning: Once attuned to this blade you can summon
and dismiss it at any time by calling it from the pocket void that it
resides in.
-Form Shift: Starting as a dagger, you can use your bonus action to
change the form of the blade to a shortsword or a longsword. Stats
become that of the form that it changed to.
-Critical Strike: If you hit with a Natural 20, the blade begins to glow
and vibrate with void energy. You gain 1d10 HP drained from the target
as well as if the target dies, you gain 20ft extra movement for that
round

Sword of Vengeance
This mighty 5,5ft long steel greatsword is edged with platinum with a
gold inly of engravings on the blade that read in draconic "Vengeance,
smite those fiends that have wronged the world. Be the light in the
darkness, Lightbringer".
-Stats:(10lbs) 2d6+Str Slashing Dmg, Heavy, 2-handed, +1 to attack &
Dmg Rolls.
-Holy Sword: When fighting fiends or undead the sword becomes +3.
This sword has 1d6 charges (long rest roll d4 to recharge). When you hit
a fiend or undead you can choose to expend a charge to do an extra
1d6 Fire Dmg (goes through resistances)
-Vengeance: Once per day upon successfully striking an evil-aligned
creature with this blade, the wielder can cause the sword to emit a 20-
ft radius burst of holy energy of Bahamut. Deals 4d8 points of Dmg to
each evil creature within the area. 8d8 if they are fiends or undead.
Every evil creature in the area must make a DC 16 Wis Save or be
blinded until the end of their next turn.

Devil Piercer
Looks like a severed Horned Devil Dick mounted on a black onyx like
handle. It is a flaccid dick but it is stable or stiff in a way.
-Blood Drain: The user can have the "weapon" grow thin thorny barbed
vines wrap around the wielders hands and drain the blood from the
user to give the weapon and user power. If at any point you receive
healing in any way except Temp HP you lose the effects of the Blood
Drain
10HP Drained: The weapon grows and hardens, it forms the shape of a
blade that is 24 inches long with a large arrow shaped end or a long
club like weapon with a "Penis Head" at the end of it.
Sword-1d10 Slashing+1d4 Fire
Club-1d8 Bludgening+1d4 Fire
20HP Drained: Grants the user faster speed and reflexes, gaining
advantage on Dex Saving throws and +10ft movement.
30HP Drained: Grants the user greater strength and athletic
capabilities, gaining advantage on Str Saving throws and a jump height
of 15ft and jump distance of 20ft
40HP Drained: At this stage the weapon turns into a crimson red and
starts to hum and vibrate.
Blade-You can an energy wave ability, allowing you to unleash a red
wave of blood energy in a line from the sword swing. In a 5ft line in
front of you reaching a distance up to 120ft. Every creature in the line
must make Con Save to your spell save DC or take 8d8 Necrotic Dmg or
half as much on a save. If they fail by 5 or more they are stunned for
until the end of their next turn.
Club-You can unleash a ground pound ability, allowing you to unleash a
red pulse blast of blood energy in a 15ft radius around you. Every
Creature in the radius must make a Con save to your spell save DC or
take 8d8 Necrotic Dmg or half as much on a save. If they fail by 5 or
more they are pushed back 5ft and knocked prone.
50HP Drained: You feel weak and dizzy as your blood has been drained
from you. At any point when you are reduced to 0HP, they blade
returns 1HP back to you but you don’t gain any of the effects of the
previous blood drains.

The Culling
This menacing looking obsidian Greatsword had glyphs and
inscriptions along its blade that glow a dark blood red. The entire
blade glows a dark dim red when in within 100ft of any good aligned
creature
-Stats: (10lbs) 2d6+Str Slashing

Lamp of Wish
This ornate looking lamp does not look like it comes from the main
continent. Its origin looks like that from a desert like landscape. It has
inscriptions all along the outside of it in Celestial reading, "May the
light of the moon grant you the aid of the being that lies within."
-Stats: Once per day the lamp can turn into a scimitar like sword. 1d6
Slashing, finesse, light. Lasts for 1 hour.
-Moon Light: During a full moon, if the lamp is exposed to its light, a
Djinni will come out of the lamp and do 1 request that is within reason
and the ability of the Djinni for the holder or holders of the lamp. If the
holder requests a wish then the Djinni will grant it but its service to the
holder will then be fulfilled and the lamp will turn to dust.

Giant's Bane
This large double bladed great axe was forged in the depths of
Highforge long ago, during the first generation of dwarves. Some say
even Thalgar himself forged it. The large silver-plated blades having
runic dwarf carving all along the blade. The handle a deep dark black
wood layered with a snow white giant goat hide.
-Stats:(18lbs) +3 to Atk and Dmg, 1d12+Str Slashing+1d4 Thunder,
Heavy, 2-handed. Requires Str Score of 17 to be able to use it
effectively. Attunement.
-Bane of Giants: When you are 1 mile from a giant the axe's blades will
start to glow a faint blue hue. On hit against a Giant the axe does an
extra 2d8 Dmg. The giant must make a DC 15 Str Save or be knocked
prone.
-Executioner of Giants: This Axe has 3 charges that are regained every
long rest. You can choose to expend a charge with the next attack you
hit, the Giant must make a DC 17 Con Save or be stunned until the end
of your next turn. Additionally, the Giant will receive a runic tattoo like
mark on its body. Every hit thereafter made against the Giant with this
Axe it will deal an additional 1d8 and score a Critical Hit on a 19-20.

Set of The Lich Touched


Effects of full set:
-You gain 1 extra charge on all your Lich Abilities
-You now add your Spell Casting Modifier to Dmg rolls for Lich
Abilities if you don’t already
-Gain the following character traits and flaws, "I believe I am above
almost all mortal beings" and "I believe everyone is against me and
always seeking my downfall"
-Lich Mana: You are able to choose what your spell casting Modifier
stat whether it be Wis, Int or Con every Long Rest. With each mortal
being or creature you kill with a Lich Ability, you gain a Wis Score
increase up to a max of 26. Each time you take Necrotic Dmg, you gain
a Con score increase up to a max of 26. Both these scores reset on
your next long rest.
Robes of The Lich Touched
This weathered and dark purple robe are riddled with ancient text
and glyphs describing the first coming of Pladin, The First Lich. It has a
mantle that hangs over the shoulders that give its wearer a more
muscular appearance as well as two small skulls mounted to act as
puldrons
-Stats: (12lbs) AC 11+Wis+2, attunement
-Constant Spells: You have the following spells always active unless you
desire it to be otherwise. Comprehend Languages, Unseen Servant,
Spider Climb and Detect Magic
-Death Defying: When you enter Death´s Door, you gain advantage on
death saving throws
-Ancient Dark Power: You have advantage on all concentration saving
throws to maintain a spell. Additionally, your spells can't be countered
or dispelled as long as you maintain concentration on them.
Gauntlet of The Lich Touched
This metal claw like gauntlet has a dark purple hue imbedded in the
metal that molds it. Along the knuckles it has dark and ancient arcane
glyphs inscribed upon them. When casting a spell through the
gauntlets (becomes the users arcane focus) it glows a deep dark
purple that encases the entire forearm.
-Lich Touched: Increases the maximum amount of times you are able to
use Lich Touch Per day. It is now 1+Wis Modifier that increases the cap.
As well as when you touch a being with Lich Touch they must make a
Wis Save or be Lich Marked. If they are Lich Marked then they have
disadvantage on all saving throws against Lich Spells and you know
their exact location within 1 mile of you.
-Lich Flame: Changes your Purple Flame cantrip to a Lich Flame Cantrip.
Very much the same as Purple Flame but now deals 1d12 and adds a
Madness effect to it.
Madness: If they fail the saving throw by 5 or more the target is drained
for 1d4 HP and is granted as Temp HP to you until you take a short rest.
-Ancient Dark Power: You gain a better understanding of the Arcane as
a whole. You now cast regular spells as if they were 1 level higher up to
level 8, eg: a level 3 Fireball spell will now be casted as level 4 but only
use up a 3rd level spell slot.
Staff of The Lich Touched
This long twisted and spiraled black metal rod as remnants of Dark
Wood from the Shadowfell are incrusted within the shaft. At the top
of the staff it has a ball of dark purple Lich Energy that hovers 1 inch
from the jagged spiked tip of the staff.
-Stats: (6lbs) 1d8+Str B
-Divine Blockade: Once per long rest you can as your reaction you can
cast down a 10ft radius dome platform at your location. While you are
within this area you gain resistance to Radiant Dmg and advantage on
Spells that use Radiant Dmg. No AoE Radiant Spells can bypass the
dome like shield that covers this area. Lasts for 1+Wis modifier rounds.
-Weapon of Mass Destruction(WMD): This staff has 1 charge of a 9th
Level Spell known as Apocalypse from the Sky. The caster will only
know what this spell does if it is researched beforehand or they cast it.
The requirements for this spell are 1d8+1 points of Con Dmg that only
recovers with the use of each failed save of Lich Touch. The Spell
regains spent charges at the end of 7 days of being cast.
-Ancient Dark Power: You choose one 3rd level spell, two 2nd level spells
and three 1st level spells. You can cast these selected spells without
having to expend a spell slot. Does not apply with Ancient Dark Power
with Lich Gauntlet.

Eye of the Storm


Element of Giant
Three forged Runes of Domain. These three shards are forged
into one large 10" diameter stone circle with ancient giant
tongue scrolling along its edges. They glow a dim orange when
on your person and can be activated be taking 1 min to read
the inscription along its edges.
When the inscription has been read the following happens to the
reader:
-Your size becomes Huge for 24 hours, your Strength Score becomes 25
and your HP maximum and current HP is doubled.
-Your reach for your melee attacks increases by 5 feet.
-Everything the reader is carrying increases in size to match the new
form. When rolling damage for weapons enlarged by this manner, roll
three times the normal number of dice, Eg: Longsword would deal 3d8
instead of 1d8.
-After the 24 hours are over, any HP you have above your normal
maximum becomes Temp HP.

Giant Runes of Domain + Locations


1. -Banner of the KRIG Rune (War Rune)
2. -Claw of the WYRM Rune (Dragon Rune)
3. -Gravel of the VENN Rune (Friend Rune)
4. -Ingot of the SKOLD Rune (Shield Rune)
5. -Opal of the ILD Rune (Fire Rune)
6. -Orb of the STEIN Rune (Stone Rune)
7. -Pennant of the VIND Rune (Wind Rune)
8. -Shard of the ISE Rune (Ice Rune)
9. -Bone of the UVEN Rune (Enemy Rune)
10. -Branch of the LIV Rune (Life Rune)
11. -Diamond of the STIG Rune (Light Rune)
12. -Emerald of the KONG Rune (King Rune)
13. -Fan of the SKYE Rune (Cloud Rune)
14. -Finger of the DOD Rune (Death Rune)
15. -Horn of the UVAR Rune (Storm Rune)
16. -Horseshoe of the FERD Rune (Journey Rune)
17. -Skull of the HELLIG Rune (Sacred Rune)
18. -Stone of the FJELL Rune (Mountain Rune)
19. -Toe of the HAUG Rune (Hill Rune)
20. -Vial of the BLOD Rune (Blood Rune)
Shark tooth Necklace of the VATE (Water Rune)
This large shark tooth necklace has a braid with a shark tooth tide to
the end of it
-Swimmer: You gain a swimming speed equal to your normal speed
and breath underwater.
-King of the Sea: You can cast Dominate Monster (save DC 17) on a
water elemental or sea creature. Once you have done this, you can't
use it again until the next dawn.
-The Beast: Once per 7 days, you can polymorph yourself into a
Megalodon.

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