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Eldritch Bond. You can add your Charisma modifier Eldritch Form
to any ability check or saving throw that the benthic Prerequisite: 3rd level
leviathan makes.
Your Benthic Ally has adapted the ability to pierce through
Spectral Seas. The benthic leviathan can use its swim even magical defenses. The attacks of your Benthic Ally are
speed while on land as if it were in water, allowing it considered magical for the purpose of overcoming resistance or
to hover up to 5 feet off the ground. immunity to nonmagical damage.
Gorging Bite
Your Benthic Ally has evolved a way to more efficiently consume
its food. Whenever your Benthic Ally reduces a creature to 0 hit
points with their bite attack they can consume the creature
leaving behind its equipment and regain hit points equal to half
of your Warlock level.
Sea Serpent by PencilCat
Vast Swimmer Vice Pincers
Your Benthic Ally grows a set of pincers. It gains the following
Your Benthic Ally has evolved a more efficient way to propel
attack option:
itself through the water. Its swim speed increases by 10 feet.
Pincer. Melee Weapon Attack: your spell attack modifier to
You can choose this adaptation up to three times.
hit, reach 5ft., one target. Hit: 1d10 + your PB bludgeoning
Aboleth Ancestry damage.
Your Benthic Ally has the blood of an aboleth running through
its veins granting it access to some of the ancestral memory of
Abyssal Vision
Prerequisite: 5th level
an aboleth. Its intelligence score increases by 2 to a maximum
of 22. Your Benthic Ally has keen eyes that see in the dark. It can see
normally in darkness, both magical and nonmagical, to a
Additionally, it can communicate with you telepathically over
distance of 120 feet.
any distance using basic words and emotions.
Cephalopod Camouflage
Your Benthic Ally evolves the ability to change the colors of its
hide. It has advantage on Dexterity (Stealth) checks made
underwater.
Unchained Behemoth
Prerequisite: 12th level
Your Benthic Ally has evolved the ability to break free of any
binds. It ignores difficult terrain, and magical effects can't
reduce its speed or cause it to be restrained. It can spend 5 feet
of movement to escape from nonmagical restraints or being
grappled.
Elemental Hide
Your Benthic Ally has evolved its hide to adapt to certain
elemental forces. It gains resistance to one of the following of
your choice: fire, lightning, thunder, acid, or poison damage. You
can choose this adaptation twice.
Ramming Speed
Your Benthic Ally has evolved an armored head. If it moves at
least 20 feet straight toward a creature and then hits it with a
bite attack on the same turn, that target must succeed on a
Strength saving throw or be knocked prone. If the target is
prone, the mammoth can make one bite attack against it as a
bonus action.
If the target is an object or structure, it takes double damage
instead of being knocked prone.
Tolarian Kraken by Svetlin Velnov
Spells
The following spells can be learned by the cleric, druid, ranger,
sorcerer, warlock, and wizard classes.
Aqueous Typhoon
Conjuration cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 round
You touch a creature within reach and summon forth a
whirlwind of constricting water to surround them for the
duration. The target must succeed on a Constitution saving
throw or take 1d8 cold damage. The target takes an additional
1d4 cold damage at the start of each round for the duration.
This spell's duration increases by 1 round when you reach
5th leveI (2 round), 11th leveI (3 rounds), and 17lh leveI (4
rounds).
Sharkbait
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, M (a worm or leech)
Duration: Instantaneous
You toss a worm or leech at a point within range, the spectral
visage of the head of a sea beast formed from water bursts from
the ground and bites down on each creature within a 10-foot
radius of the chosen point. All creatures within this radius must
succeed on a Dexterity saving throw or take 1d6 piercing
damage. A creature that has less than half of their maximum hit
points remaining takes an additional 1d4 cold damage.
This spells damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).
Thyr's Trident
1st-level evocation
Casting Time: 1 bonus action
Range: Self (5-foot radius)
Components: V, M (a trident)
Duration: Concentration, up to 1 minute
You imbue a trident you're wielding with the might of sea and
storm. Whenever you make a melee weapon attack with the
trident for the duration, you can choose one of the following
additional effects:
Riptide. The target must succeed on a Strength saving throw
or be knocked prone and moved to an unoccupied space within
5 feet of you as water rushes around them.
Tide Call. The target and all creatures within 5 feet of them
must each succeed on a Strength saving throw or be pushed
back up to 15 feet as a wave of water crashed down on them.
Tempest. The target must succeed on a Dexterity saving
throw or take 2d10 lightning damage as a bolt of lightning
strikes them.
Icebreaker Kraken by Chris Cold