Njord, Arbiter of the Deep

God of Currents and Sea   Mortal form: Tortle man, heavily scarred, missing chunks of his shell. One eye is missing, the other gleaming a bright purple, showing a fury that is seemingly boundless.   Dragon form: Dragon Turtle   Equivalent Apostle: Xanaphia Stormwind, Twelfth Oracle of the Waves   Born of Vaka, God of Wild Magic   Leader of the Betrayer Gods   Status: Alive   Location: Trapped in the Eye of Divellia.

Abilities and Items

Inviolable

The Grand Game

Inviolable

Wondrous Item

Legendary

"It is my right. I will take back what was stolen from me all those years ago. None will stand in my way." - Njord, Arbiter of the Deep   A chestpiece crafted from an otherworldly metal that shimmers with a dark ethereal glow. Its surface is adorned with intricate runes and symbols of protection, which pulse with a soft, blue light. The chestplate is surprisingly lightweight, yet it exudes an aura of unyielding strength and resilience. Forged from the essence of the abyss by Mystra during her reformation, also known as the Aetherscourge. Created specifically for Njord in exchange for his loyalty, it could stave off oblivion itself. One of the Artifacts of Mystra.

Artifact of Mystra

While wielding this weapon, you gain an additional 50 Max HP, and your Proficiency Bonus and Spell Save DC both increase by two.

Phalanx

Your base Armor Class increases to 20, and you are unaffected by critical hits. Additionally, you become immune to mind control, charm, and fear effects.

Mirror

This item has 4 charges. As a reaction, at the end of a creature's turn, you may expend a charge to absorb and reflect all damage dealt to you towards a target within 90ft.

Guardian

All allies within 30ft of the wielder gain a +2 bonus to their Armor Class. Alternatively, if you have no allies within range, your AC increases by 5.

The Power of Creation

When a creature attuned to an Artifact of Vaka wields this item, they inflict double damage. However, they also receive double damage from all sources.

Cost: Priceless

Bracers of Vaka - Exalted

The Grand Game

Bracers of Vaka - Exalted

Wondrous Item

Legendary Immortal Requires Attunement

"I'd say I was being punished, but I know the world doesn't punish wicked people. We make our choices and take what comes, and the rest is void." -Unknown  
Deep brown leather bracers, emblazoned with various runes in bright gold. Originally wielded by Mara Magnolia, FIrst Oracle of Ancestors during the final days of the War of the Gods, the bracers were lost for years after her death before being discovered in the Sundered Isles by Grisha Bloodflayer, Tenth Oracle of the Waves. Used by the Njordsbane to battle the Betrayer to a standstill before being used to seal them both inside the Eye of Divellia. As the Betrayers awoke Njord, Arbiter of the Deep, he claimed the Bracers from Grisha's corpse and made them his own. Since the end of the Aetherscourge, he has wielded them to terrifying effect.

Blink

You gain the ability to teleport to any point within 30ft as bonus action a number of times equal to your proficiency bonus. Additionally, when attacking immediately after teleporting, you deal an additional 2d8 force damage.

Bend Time

While wielding this item, you are unable to be targeted by opportunity attacks. You gain advantage on all saving throws against effects you can see. Additionally, you gain a second reaction per turn.

Greater Vitality

While attuned to this item, you gain one Legendary Resistance to expend at will. Expended resistance regenerates after a long rest.

Domino

Choose three enemies within 60ft. As an action, you bind their essence together. For one minute, all damage dealt to one target is also dealt to the tethered target. This ability may be used thrice per long rest.

Weave Expansion

Enables casting of spells greater than 9th level.

Doppelganger

Three times per short rest, you can use a bonus action to magically manifest three echoes of yourself in an unoccupied space you can see within 15 feet of you. These echoes are magical, translucent, gray images of you that last until they are destroyed, until you dismiss them as a bonus action, until you manifest another echo, or until you're incapacitated.

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

  • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.

Cost: Priceless

Enhanced Statblock

Njord, Krakensbane, Leader of the Betrayers CR: 30

Large to Gargantuan god, betrayer, lieutenant of mystra, lawful evil
Armor Class: 5 (Titan), 25 (Enhanced), 23 (Regular)
Hit Points: 1000 (per phase)
Speed: 60 ft , fly: 90 ft , swim: 120 ft , can hover

STR

30 +10

DEX

30 +10

CON

30 +10

INT

20 +5

WIS

15 +2

CHA

10 +0

Damage Immunities: Cold
Condition Immunities: Charm, Restrained, Grappled
Challenge Rating: 30

At will:

GM Binder

Drown

4-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
Attack/Save: Constitution Saving Throw
Damage/Effect: Necrotic
You fill a breathing creature's lungs with water. Choose a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the creature takes 9d6 Water damage, cannot speak, and has its movement reduced to 0 as it clutches its throat and chest. At the end of each of its turns, it must make a Constitution saving throw. If a creature fails three saving throws, including the initial saving throw, it drops to 0 Hit points and begins making death saving throws. On a successful saving throw, the creature ejects the water from its lungs, ending the spell. Creatures that can breathe water or do not breathe at all automatically pass their saving throws.
At higher levels: When cast at 9th Level, the target has disadvantage on the Saving Throw, and the damage inflicted doubles each turn as the water begins to boil within the target's lungs.
Available for: Druid, Wizard, Oracle

GM Binder

Liquid Armaments

3-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a three pronged piece of driftwood
Duration: Concentration, up to 1 minute
Damage/Effect: Fire or Cold
You create a trident and shield out of pure water to act as both defense and offense. While affected by the spell, you gain the following benefits:
  • You are proficient in the use of both the trident and the shield.
  • While holding the shield you have advantage on dexterity saving throws against area of effect spells and traps that have an effect you can see.
  • When you make the attack action on your turn and attack with the trident, you may make two attacks instead of one. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using this weapon.
  • You may choose to throw the trident as part of an attack. If it hits, it explodes in your choice of frigid or scalding water. All creatures, including the target, within 5 feet of the point struck take 3d6 damage of either fire or cold damage, at your choice.
  • As a bonus action on your turn, you can re-create the trident in your hand.
  • GM Binder

    Desiccate

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Concentration, up to 1 minute
    Attack/Save: Constitution Saving Throw
    Damage/Effect: Necrotic
    You touch a creature and extract the liquid from it. The target must make a Constitution saving throw, taking 2d10 necrotic damage on a failed save and become poisoned until the spell ends. At the end of each of its turns, the target must make a Constitution saving throw, taking 2d10 necrotic damage on a failure. On a success, the spell ends on the target. Creatures that contain no liquids are unaffected by this spell. A creature killed this way turns into a pile of dry dust.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, this spell does an additional 1d10 damage for each slot level above 2nd.
    Available for: Druid, Wizard, Oracle
     

    Homebrew

    Water Lash

    0-level (Cantrip) Conjuration

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V, S
    Attack/Save: ranged spell attack
    Damage/Effect: bludgeoning
    You conjure a whip of churning water that lashes out at a creature within range. Make a ranged spell attack against the target. On a hit, the creature takes 1d6 bludgeoning damage and must succeed on a Strength saving throw or be pulled 10 feet closer to you.
    At higher levels: The spell’s damage increases when you reach higher levels:• At 5th level: 2d6• At 11th level: 3d6• At 17th level: 4d6
    Available for: Shaman

    The Archive of Esoteric Secrets

    Watery Tendril

    2-level Conjuration

    Casting Time 1 Action
    Range 30 ft
    Duration Concentration, up to 1 minute
    Components S, M
    Materials a vial of water

    You conjure forth a watery tendril in a space that you can see within range. The tendril lashes out at any creature that comes within 20 feet of it or starts its turn there. When the tendril lashes out, the target creature must succeed on a Strength saving throw or take 2d6 bludgeoning damage and become restrained. On a success, the creature takes half damage and is not restrained. A restrained creature can repeat the save at the end of each of its turns, ending the restraint on a success. A restrained creature also takes 1d6 bludgeoning damage every time it starts its turn restrained.   When the tendril retains a creature, its point of origin moves to that creature's space. The next creature to start its turn within 20 feet of the tendril is subjected to the spells effect.   Once the tendril has attempted or succeeded in restraining five separate creatures, it cannot restrain another creature. Additionally, the tendrils cannot restrain the same creature more than once, but it can reattempt to restrain a creature if it failed previously.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the initial damage dealt by the spell when it restrains a creature increases by 1d6 per spell slot level above 2nd.

    Class(es): Druid, Sorcerer, Wizard

    Homebrew

    Wave of Water

    2-level Evocation

    Casting Time 1 action
    Range Self (60-foot line)
    Duration Concentration, 1 minute
    Components V, S, M
    Materials at least one pint of water

    A high pressure wave of water conjures from your hand, 60 feet long and 5 feet wide. You choose the direction you point your hand, and the water continues to shoot for the duration.   Each creature that is hit with this spell must succeed on a Strength or Dexterity saving throw or be pushed all the way to the end of the wave of water. Large and small creatures have advantage on this saving throw. Tiny creatures are unaffected by this spell. Small and tiny creatures must make the check as normal if the spellcaster specifically targets their height level. If the creature impacts anything, it takes 3d8 force damage. On a success it resists or otherwise dodges the spell. On a Strength success or otherwise a failure, the target is made wet and any attack made against said creature that would deal lightning damage has advantage on the attack roll.   If, while you are concentrating on this spell, a creature attempts to move towards you, it must first make a Constitution save to resist the water if it is hitting their face, and then it may move towards you, spending speed at double the rate.   The water travels at a speed that displaces any air particles, dispersing any air, gas, or vapour. The water can push in large wall buttons and keep them pressed in. It snuffs out any candles or similarly unprotected flames in its area. Magically protected flames have a 75% chance of being extinguished. Any ranged attack that passes through the water has disadvantage on its attack roll, and fire damage is halved if the effect passes through the water. The water can be frozen, by any effect dealing cold damage, and doing so immediately ends the spell as the ice comes crashing down.   As a bonus action on each of your turns before the spell ends, you may change the direction of the spell.   The water fills a 25-square foot area by half a foot of height per turn, provided the water has nowhere else to go, and disperses evenly across the area. At the end of the spell's duration, it would have filled a 25-square-foot area up to a height of 5 feet.

    Class(es): Druid, Sorcerer, Wizard

    Water Magic

    Waterblade

    2-level Evocation

    Casting Time 1 Action
    Range Self
    Duration Concentration, 1 Minute
    Components V, S

    You bring together ropes of water to create a sword of solid sharp water in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 1d8 slashing damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target while underwater you make the attack roll with advantage.   If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reform in your hand.

    At higher levels: When casting the spell at higher level, increase the damage by 1d8 for every two levels above 2nd, starting at 3rd with 3d8 .

    Class(es): Wizard, Sorcerer, Druid

    Deep Magic Volume 1

    Ice Hammer

    2-level Conjuration

    Casting Time: 1 action
    Range/Area: Self
    Components: Verbal, Somatic, Material
    Materials: a miniature hammer carved from ice or glass
    Duration: Concentration, 1 hour
    Damage/Effect: Creation
    When you cast ice hammer, a warhammer fashioned from ice appears in your hands. This weapon functions as a standard warhammer in all ways, and it deals an extra 1d10 cold damage on a hit. You can drop the warhammer or give it to another creature. The warhammer melts and is destroyed when it or its user accumulates 20 or more fire damage, or when the spell ends.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can create one additional hammer for each slot level above 2nd. Alternatively, you can create half as many hammers (round down), but each is oversized (1d10 bludgeoning damage, or 1d12 if wielded with two hands, plus 2d8 cold damage). Medium or smaller creatures have disadvantage when using oversized weapons, even if they are proficient with them.
    Available for: Cleric, Ranger with Winter Specialization

    1/day:

    Deep Magic Volume 1

    Fusillade of Ice

    4-level Evocation

    Casting Time: 1 action
    Range/Area: Self
    Components: Verbal, Somatic, Material
    Materials: a dagger shaped like an icicle
    Duration: Instant
    Attack/Save: DEX Save
    Damage/Effect: Cold, Piercing
    You unleash a spray of razor-sharp ice shards. Each creature in the 30-foot cone takes 4d6 cold damage and 3d6 piercing damage, or half as much damage with a successful Dexterity saving throw.
    At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by your choice of 1d6 cold damage or 1d6 piercing damage for each slot level above 4th. You can make a different choice (cold damage or piercing damage) for each slot level above 4th. Casting this spell with a spell slot of 6th level or higher increases the range to a 60-foot cone.
    Available for: Ranger, Sorcerer, Warlock, Wizard with Winter Specialization

    Deep Magic Volume 1

    Triumph of Ice

    7-level Transmutation

    Casting Time: 1 action
    Range/Area: 100ft.
    Components: Verbal, Somatic, Material
    Materials: a stone extracted from glacial ice
    Duration: Concentration, 1 minute
    Damage/Effect: Control
    You transform one of the four elements—air, earth, fire, or water—into ice or snow. The affected area is a sphere with a radius of 100 feet, centered on you. The specific effect depends on the element you choose.
    • Air. Vapor condenses into snowfall. If the effect of a Fog Cloud spell, a Stinking Cloud, or similar magic is in the area, this spell negates it. A creature of elemental air within range takes 8d6 cold damage—and, if airborne, it must make a successful Constitution saving throw at the start of its turn to avoid being knocked prone (no falling damage).
    • Earth. Soil freezes into permafrost to a depth of 10 feet. A creature burrowing through the area has its speed halved until the area thaws, unless it can burrow through solid rock. A creature of elemental earth within range must make a successful Constitution saving throw or take 8d6 cold damage.
    • Fire. Flames or other sources of extreme heat (such as molten lava) on the ground within range transform into shards of ice, and the area they occupy becomes difficult terrain. Each creature in the previously burning area takes 2d6 slashing damage when the spell is cast and 1d6 slashing damage for every 5 feet it moves in the area (unless it is not hindered by icy terrain) until the spell ends; a successful Dexterity saving throw reduces the slashing damage by half. A creature of elemental fire within range must make a successful Constitution saving throw or take 8d6 cold damage and be stunned for 1d6 rounds.
    • Water. Open water (a pond, lake, or river) freezes to a depth of 4 feet. A creature on the surface of the water when it freezes must make a successful Dexterity saving throw to avoid being trapped in the ice. A trapped creature can free itself by using an action to make a successful Strength (Athletics) check. A creature of elemental water within range takes no damage from the spell but is paralyzed for 1d6 rounds unless it makes a successful Constitution saving throw, and it treats the affected area as difficult terrain.
    Available for: Druid, Sorcerer, Wizard with Winter Specialization

    Stormwrack (3.5)

    Depthsurge

    8-level Evocation

    Range/Area: 400ft
    Components: V, S, M
    Materials: A sphere of volcanic rock
    Duration: Instantaneous
    Attack/Save: Constitution Saving Throw
    Damage/Effect: Force, Magical Bludgeoning
    The water within the area suddenly explodes outward in a massive surge, as if driven by a powerful explosion.
    Each creature or object in the area is subject to damage equal to 12d6 + caster level Water damage.
    Any creature struck by this attack must then succeed on a CON save or be driven 10 feet away from the center of the blast.
    At least half of the spell's area must contain water at least 10 feet deep, or else the spell fails.
    Available for: Druid, Wizard, Oracle

    World Wave

    9-level Transmutation

    Casting Time: 1 action
    Duration: 1 Hour
    Damage/Effect: Magical Bludgeoning
    You cause any sort of natural terrain (including water, forest, desert, tundra, and so on) to surge beneath your feet and safely propel you with devastating force over great distances. This wave of terrain undulates as it passes over the world, harmlessly lifting or stretching objects, creatures, and phenomena with a connection to nature but tearing through and damaging anything else it encounters. When you cast the spell you must choose the wave’s type, either a tsunami or a swell. If you choose a tsunami, you create a 30-foot-high tidal wave of earth or water hurtling across the landscape that lasts for 1 round per level. If you choose a swell, you create a more controlled and gentle 5-foot-high wave that lasts for 1 hour per level. Regardless of its form or composition, the crest of the wave extends 10 feet in front of and behind you, and 5 feet per level to both your left and right. You can stand or sit on the crest of this wave without any fear of falling off it and can even lie down and sleep (or take any other actions you could take if standing on solid ground) as it travels. You can grant up to one additional creature per level the ability to safely accompany you on this wave.   When you first create the wave, you must choose its path by facing the direction you wish it to travel. Once you make this decision, you cannot change it. The wave, in either version, moves at eight times your base land speed. Any object, creature, or phenomena strongly connected to, or a part of, the natural world simply rises up and down with the wave as it passes, taking no damage or injury. However, anything else coming into contact with the wave takes either 6d6 points of bludgeoning damage (if the tsunami) or 1d6 points of bludgeoning damage (if the swell).   The wave damages any manufactured object or structure.   The wave can travel up or down the sides of natural features so long as it does not exceed a 45-degree angle. You cannot alter the dimensions of the wave as it travels. If the wave encounters terrain that it cannot incorporate into itself, the wave simply flows over or around the obstacle (creatures riding the wave are harmlessly displaced to the side to avoid the obstacle) unless the terrain occupies one-half or more of the area of the wave’s crest. In such cases the spell ends in 1d6 rounds as the wave falters and collapses, unless its duration would normally cause it to expire prior to that.   The momentum of the wave carries you forward through this new terrain without any injury until it collapses, at which point you suffer the normal effects of the terrain in which you are deposited. Terrain the wave cannot incorporate includes anything primarily made from fire (such as lava), air (such as an open cliff face), or something man-made (such as a city).   You can only create the wave if standing on the ground. You cannot create it when underground or on terrain that it cannot incorporate.
    Available for: Druid, Oracle

    GM Binder

    Sudden Sea

    9-level Transmutation

    Casting Time: 1 action
    Range/Area: 1 mile
    Components: S, M
    Materials: 1 cubic foot of Seastone
    Duration: Concentration, up to 1 hour
    Attack/Save: Dexterity Saving Throw
    Damage/Effect: Magical Bludgeoning, Cold
    With intense focus, you depress the earth and water speeds to fill the space. Choose a point within range. The land in up to a 1000 foot radius, as you choose, collapses 15 feet and fills with rushing water. Each creature caught in the onslaught of rushing water must make a Dexterity saving throw. A creature takes 12d6 bludgeoning damage and 12d6 cold damage on a failed save, or half as much on a success as they are battered and buffeted about and thrust underwater. Buildings collapse and most objects are inundated by the rushing water. If you maintain concentration on the spell for the entire duration, the sea becomes permanent, otherwise, the water drains away and the land gently returns to its form.
    Available for: Druid, Oracle

    2/day:

    Water Magic

    Cutting Water

    3-level Evocation

    Casting Time 1 Action
    Range Self (20 foot cone)
    Duration Instantaneous
    Components V, S

    A condensed blade of water slices through the air. Each creature in a 20-foot cone must make a Dexterity saving throw. A creature takes 5d6 slashing damage on a failed save, or half as much on a successful one.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every level above 3rd.

    Class(es): Wizard, Sorcerer, Druid

    Ice Storm

    4-level Abjuration

    Casting Time 1 Action
    Range 300ft
    Duration Instantaneous
    Components V, S, M

    A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.   Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
    At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

    Class(es): Druid, Sorcerer, Wizard, Cleric (Tempest Domain), Fighter (Eldritch Knight), Paladin (Oath of the Ancients), Rogue (Arcane Trickster)

    Deep Magic Volume 1

    Steam Blast

    4-level Evocation

    Casting Time: 1 action
    Range/Area: Self
    Components: Verbal, Somatic, Material
    Materials: a tiny copper kettle or boiler
    Duration: Instant
    Attack/Save: DEX Save
    Damage/Effect: Fire
    You unleash a burst of superheated steam in a 15-foot radius around you. All other creatures in the area take 5d8 fire damage, or half as much damage on a successful Dexterity saving throw. Nonmagical fires smaller than a bonfire are extinguished, and everything becomes wet.
    At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
    Available for: Sorcerer, Warlock, Wizard with Clockwork Specialization

    Deep Magic Volume 1

    Entomb in Ice

    2-level Evocation

    Casting Time: 1 action
    Range/Area: 60ft.
    Components: Verbal, Somatic
    Duration: Concentration, 1 minute
    Attack/Save: DEX Save
    Damage/Effect: Cold
    You trap a creature in a thick coating of ice. The target must succeed on a Dexterity saving throw or be restrained for the duration. At the beginning of the trapped creature’s turn, it takes 2d4 cold damage. On its turn, an entombed creature (or an ally) can take an action to make a Strength check against your spell save DC. On a success, the entombed creature is freed. The icy tomb is also susceptible to damage and vulnerable to fire. Damage equal to your spell save DC will destroy the tomb and free the target.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
    Available for: Sorcerer, Warlock, Wizard with Winter Specialization

    Deep Magic Volume 1

    Ice Burn

    3-level Conjuration

    Casting Time: 1 action
    Range/Area: 60ft.
    Components: Verbal, Somatic
    Duration: Instant
    Attack/Save: Ranged Spell Attack
    Damage/Effect: Cold
    You instill deep cold into the body of a creature within range, damaging it and impairing joints and muscles. Make a ranged spell attack. On a hit, the target takes 3d10 cold damage and has disadvantage on all Dexterity checks and Dexterity saving throws until this damage is healed.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature within range for each slot level above 3rd. Each additional target must be within 30 feet of at least one other target.
    Available for: Druid, Sorcerer, Warlock, Wizard with Winter Specialization

    Pathfinder

    Seamantle

    8-level Conjuration

    Casting Time: 1 action
    Range/Area: Self
    Components: V, S, M
    Materials: a cup of water
    Duration: 1 minute
    You sheathe yourself within a churning column of pure elemental water up to 30 feet high that fills your space. You gain a swim speed equal to your land speed and can see, hear, and breathe normally within the seamantle, but attacks against you are treated as if you were under the surface of the water. You gain improved cover (+8 cover bonus to AC, +4 bonus on DEX saves) against foes that do not have freedom of movement effects. The cover granted by the Seamantle does not enable you to make Stealth checks or prevent attacks of opportunity. Magical attacks against you are unaffected unless they require attack rolls or state that they do not function underwater (such as cloudkill).   The seamantle blocks line of effect for any fire spell or supernatural fire effect, but enemies can attempt to use fire spells within the seamantle; this requires a caster level check (DC 20 + spell level), and if successful the fire spell takes as a bubble of steam contained within the seamantle rather than its usual effect.   The seamantle allows you to make a slam attack by forming a pseudopod of water, dealing 4d10 Water and 4d10 Force damage. This slam attack has a reach of 30 feet. In addition, as a standard action, you can attempt to extinguish fires by touch.   You automatically extinguish up to a 10-foot cube of normal fire. Against magical fire effects, your touch acts as dispel magic; this also applies to any non-instantaneous fire affect that comes into contact with you (such as flame blade, flaming sphere, or incendiary cloud). Even if you fail to extinguish a fire, you are not harmed by it. A flaming or flaming burst weapon that strikes you has its power suppressed for 1d4 rounds if the wielder fails a Fortitude save.
    Available for: Druid, Wizard, Oracle

    3/day:

    Water Magic

    Tsunami

    8-level Conjuration

    Casting Time 1 minute
    Range Sight
    Duration Concentration, Up to 6 rounds
    Components V, S

    A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the w all’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10 . When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.

    Class(es): Druid

    Water Magic

    Water Bindings

    2-level Evocation

    Casting Time 1 Action
    Range 30 ft
    Duration Concentration, 1 Minute
    Components V, S

    Choose a humanoid that you can see within range. The target must succeed on a Dexterity saving throw or be restrained by ropes or water for the duration. At the end of each of its turns, the target can make a Strength check vs your spell save DC. On a success the spell ends on the target.
    At higher levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

    Class(es): Wizard, Sorcerer, Druid

    Deep Magic Volume 2 (p.236)

    Vortex of Steam

    3-level Evocation

    Casting Time: 1 action
    Range/Area: 60ft.
    Components: Verbal, Somatic
    Duration: Concentration, 1 minute
    Attack/Save: DEX Save
    Damage/Effect: Fire, Control
    A swirling vortex of hot steam in a 5-foot-radius, 15-foot-high cylinder erupts in the space of a Large or smaller creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 3d6 fire damage and is restrained for the duration. On a successful save, the target takes half the damage and isn’t restrained. At the end of each of the target’s turns, it must make another Dexterity saving throw. On a failed save, it takes 3d6 fire damage and remains restrained. On a successful save, it doesn’t take any damage and escapes the vortex into an unoccupied space within 5 feet of the vortex.    Until the spell ends, if the vortex isn’t restraining a creature, you can use a bonus action to move it up to 20 feet. If you ram the vortex into a creature, that creature must make the Dexterity saving throw with the DC equal to the vortex’s damage, becoming restrained on a failed save as normal, and the vortex stops moving. When you move the vortex, you can direct it over barriers up to 5 feet tall, hover it at ground level over pits up to 10 feet deep, and skim it across the surface of calm water.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 (both initial and later) for each slot level above 3rd.
    Available for: Druid, Sorcerer, Warlock, Wizard

    Homebrew

    Coldthirst

    4-level Necromancy

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: verbal
    Materials: 1 rune
    Duration: 1 minute
    Your weapon crackles with icy hunger. The next time you hit with a melee weapon attack this turn, the target takes an extra 6d6 cold damage and cannot regain hit points until the start of your next turn.
    At higher levels: Cold damage increases by 1d6 per rune beyond 1.
    Available for: Death Knight


    3.5

    Diluvial Torrent

    9-level Conjuration

    Casting Time: 1 action
    Range/Area: Self (750ft Radius)
    Components: V, S, M
    Materials: Artifact of Vaka
    Duration: Instantaneous
    Attack/Save: Dexterity Saving Throw
    Damage/Effect: Force, Magical Bludgeoning
    This is a 10th Level or Higher Spell, which can only be cast with an Exalted Artifact of Vaka.   You conjure a 20-foot-radius, 100-foot-tall cylinder of magical water above you and drop it from a height of 200 feet. Each creature within range, as well as those within the 20-foot-radius, 300-foot tall cylinder as the water plummets, including you, must make a Dexterity saving throw. On a failed save, a creature takes an amount of damage based on its distance from you, as shown in the following table. On a successful save, a creature takes half as much damage. You receive no force damage from this spell.
    Distance From Caster Damage Recieved
    ≤ 100ft 12d10 bludgeoning damage and 12d10 force damage
    101ft - 300ft 6d10 bludgeoning damage and 6d10 force damage
    ≥ 300ft 3d10 bludgeoning damage and 3d10 force damage
    Each creature is subject to drowning and/or being swept away from the resulting flood at the DM's discretion.
    Available for: Wizard, Oracle

    The leader of the Betrayers, Njord is a tactical genius feared the world over.
    Dragon Turtle Statblock

    Ancient Dragon Turtle CR: 24

    Gargantuan immortal, god, dragon, chaotic neutral
    Armor Class: 22 (natural armor)
    Hit Points: 409 (21d20 + 189) 21d20+189
    Speed: 30 ft , swim: 60 ft

    STR

    28 +9

    DEX

    12 +1

    CON

    29 +9

    INT

    14 +2

    WIS

    19 +4

    CHA

    15 +2

    Saving Throws: DEX +8, CON +16, WIS +11
    Skills: Perception +11
    Damage Immunities: Cold, Fire
    Condition Immunities: Charmed, Frightened, Posioned
    Senses: Truesight 120 ft., Passive Perception 21
    Languages: Aquan, Draconic, Common
    Challenge Rating: 24 ( 62,000 XP)
    Proficiency Bonus: +10

    Amphibious. The dragon turtle can breathe air and water   Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total instead resets to 350 hit points, and it recharges its Steam Breath. Additionally, the dragon turtle can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 62,000 XP (124,000 XP total) for defeating the dragon turtle after its Blessing of the Sea activates.   Legendary Resistance (3/Day). If the dragon turtle fails a saving throw, it can choose to succeed instead.   Unusual Nature. The dragon turtle doesn't require food or drink.

    Actions

    Multiattack. The dragon turtle makes one Bite or Tail attack and two Claw attacks.   Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 15 (1d12 + 9) piercing damage plus 13 (2d12) lightning damage.   Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) slashing damage.   Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.   Steam Breath (Recharge 5–6). The dragon turtle exhales steam in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

    Legendary Actions

    The dragon turtle can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon turtle regains spent legendary actions at the start of its turn.   Attack. The dragon turtle makes one Claw or Tail attack.   Move. The dragon turtle moves up to its speed. If the dragon turtle is swimming, this movement doesn't provoke opportunity attacks.   Boiling Aura (Costs 3 Actions). The dragon turtle radiates intense heat. Until the start of the dragon turtle's next turn, whenever a creature starts its turn within 20 feet of the dragon turtle, that creature must succeed on a DC 24 Constitution saving throw or take 40 (9d8) fire damage. Being underwater doesn't grant resistance against this damage.

    Mythic Actions

    If the dragon turtle's Blessing of the Sea trait has activated in the last hour, it can use the options below as legendary actions.   Bite. The dragon turtle makes one Bite attack.   Armor of Storms (Costs 2 Actions). Lightning temporarily surrounds the dragon turtle, and it gains 40 temporary hit points until the start of its next turn. Until all these temporary hit points are gone, any creature that touches the dragon turtle or hits it with a melee attack takes 26 (4d12) lightning damage.

    Lair Actions

    As they are presented in the Monster Manual, dragon turtles don’t have access to lair actions while in their lairs. At your discretion, you can give an adult or ancient dragon turtle access to lair actions, increasing its challenge rating by 1. On initiative count 20 (losing initiative ties), the dragon turtle can take one of the following lair actions; the dragon turtle can’t take the same lair action two rounds in a row:   Blasting Current. A strong water current moves through the dragon turtle’s lair. Each creature within 30 feet of the dragon turtle must succeed on a DC 15 Strength saving throw or be moved 30 feet in a direction of the dragon turtle’s choice. On a success, the creature is moved 10 feet instead.   Entangling Kelp. Strands of spectral kelp reach out to ensnare creatures in a 20-foot-radius sphere centered on a point in the lair that the dragon turtle can see. Each creature in that area must succeed on a DC 15 Strength saving throw or be restrained until the end of its next turn.   Steam Eruption. Steam erupts in a 15-foot cone from a point on the ground the dragon turtle can see within 120 feet of it. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant creatures resistance to this damage.

    Dragon turtles make their lairs in underwater caves and coral reefs. Most such lairs are situated deep beneath the waves near the ocean’s floor, though some dragon turtles prefer coastal lairs with easier access to settlements they can trade with—or prey upon. Particularly reclusive dragon turtles seek lairs in even more remote locales, including deep-sea trenches or underwater volcanoes.   Dragon turtles are largely unconcerned with the design of their lairs and seldom work to improve them. A dragon turtle’s primary concern when selecting a lair is ensuring that the site is large enough to accommodate the creature’s prodigious size as the centuries wear on. After that, proximity to shipping lanes and freedom from irksome neighbors take precedence.

    Dragon Turtle Lair Features

    The underwater caves inhabited by dragon turtles are structurally similar to the seaside caverns where bronze and topaz dragons lair. When constructing a dragon turtle’s lair, you can simply take a coastal map and translate it to an underwater environment or use the map as-is if the dragon turtle is content to lair near the surface.   As an example, map 5.14 depicts a topaz dragon’s lair in a seaside cavern, but it could be reimagined as a grotto in the side of a coral reef rising from a shelf on the ocean floor, with the following features:   Shelf Floor. The sandy beaches represent the ocean floor at a depth of 100 feet, which is coated in a soft layer of fine sediment. The water around the lair is clear but dimly lit. The water’s edge on the map represents the lip of the shelf, which descends to a dark plain twelve hundred feet below.   Coral Reef. The rocky cliff side depicts the contours of a coral reef that rises 80 feet above the shelf. The exterior face of the reef is covered with stinging corals.   Reef Hollow. The dragon turtle’s lair lies in a hollow in the reef’s interior that was bored out by a giant sea worm the dragon turtle killed. The original entrance at the level of the shelf floor ascends through a weed-choked tube that opens into the main chamber. Here, the dragon turtle nests in a recessed shelf along the back wall, where the creature can gaze down at the hoard scattered across the chamber floor. Although the lair is mostly flooded with seawater, a layer of breathable air is trapped in the top 3 feet of the main chamber.   Coral Shelf. A secondary entrance grants access to a coral shelf 40 feet above the shelf floor and illuminates the lair for a few hours each day with a shaft of dim sunlight.

    Regional Effects

    The region containing a dragon turtle’s lair can be transformed by its presence, creating one or more of the following effects:   Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), even if a creature has a swimming speed.   Elemental Portals. Crevasses on the ocean floor within 1 mile of the dragon turtle’s lair form two-way portals to the Elemental Plane of Water, allowing creatures of elemental water into the world to dwell nearby.   Hot Water. Geothermal vents heat the water within 6 miles of the dragon turtle’s lair to 100 degrees Fahrenheit.   If the dragon turtle dies, these effects fade over the course of 1d10 days.

    Dragon turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the Monster Manual is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a creature can be as large as an island— and indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground.   Ancient dragon turtles might sleep for years or decades while floating along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on their shells. An angry ancient dragon turtle is terrible to behold, radiating heat from the shell to boil the surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle’s defenses, magical storms manifest to shield the dragon turtle and strike at foes.
    Blue Greatwyrm Statblock

    Blue Greatwyrm CR: 27

    Gargantuan dragon, god (species),
    Armor Class: 22
    Hit Points: 533 26d20+260
    Speed: 60 ft , fly: 120 ft , burrow: 60 ft , swim: 60 ft

    STR

    30 +10

    DEX

    14 +2

    CON

    30 +10

    INT

    21 +5

    WIS

    20 +5

    CHA

    26 +8

    Saving Throws: DEX +10, CON +18, WIS +13, CHA +16
    Skills: Intimidation +16, Perception +21, Stealth +10
    Damage Immunities: Lightning, Cold
    Condition Immunities: Charmed, Frightened, Poisoned d
    Senses: Truesight 120 ft., Passive Perception 31
    Languages: Common, Draconic, Primordial
    Challenge Rating: 27
    Proficiency Bonus: +8

    Spellcasting

    See Njord, Arbiter of the Deep

    Traits

    Chromatic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates.   Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.   Unusual Nature. The greatwyrm doesn’t require food or drink.

    3.5

    Diluvial Torrent

    9-level Conjuration

    Casting Time: 1 action
    Range/Area: Self (750ft Radius)
    Components: V, S, M
    Materials: Artifact of Vaka
    Duration: Instantaneous
    Attack/Save: Dexterity Saving Throw
    Damage/Effect: Force, Magical Bludgeoning
    This is a 10th Level or Higher Spell, which can only be cast with an Exalted Artifact of Vaka.   You conjure a 20-foot-radius, 100-foot-tall cylinder of magical water above you and drop it from a height of 200 feet. Each creature within range, as well as those within the 20-foot-radius, 300-foot tall cylinder as the water plummets, including you, must make a Dexterity saving throw. On a failed save, a creature takes an amount of damage based on its distance from you, as shown in the following table. On a successful save, a creature takes half as much damage. You receive no force damage from this spell.
    Distance From Caster Damage Recieved
    ≤ 100ft 12d10 bludgeoning damage and 12d10 force damage
    101ft - 300ft 6d10 bludgeoning damage and 6d10 force damage
    ≥ 300ft 3d10 bludgeoning damage and 3d10 force damage
    Each creature is subject to drowning and/or being swept away from the resulting flood at the DM's discretion.
    Available for: Wizard, Oracle

    Actions

    Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.   Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 2d10+10 piercing damage plus 13 2d12 force damage.   Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 2d8+10 slashing damage. If the targe tis a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.   Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 2d8+10 bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.   Breath Weapon (Recharge 5–6). The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 78 12d12 lightning damage. On a successful save, the creature takes half as much damage.

    Legendary Actions

    The greatwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The greatwyrm regains spent legendary actions at the start of its turn.   Attack. The greatwyrm makes one Claw or Tail attack.   Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 2d6+10 bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.   Arcane Spear (Costs 3 Actions). The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm’s choice it can see within 120 feet of it, dealing 12 1d8+8 force damage to its target, then disappears.

    Mythic Actions

    If the greatwyrm’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.   Bite. The greatwyrm makes one Bite attack.   Chromatic Flare (Costs 2 Actions). The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving throw or take 22 5d8 lightning damage.

    The most ancient chromatic dragons, who have survived over twelve hundred years of mortal life and acquired vast hoards worth millions of gold pieces, can achieve a form of apotheosis, reaching a level of power approaching that of Tiamat’s mighty aspect. The competitive avarice of dragonkind and the interference of adventurers prevent most dragons from attaining this level of power. But a chromatic dragon who can outwit all rivals and overcome all potential thieves can rise to become one of the mightiest of dragons.   Often a chromatic greatwyrm’s ascension involves fusing the power of a single dragon’s echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting the balor where his heart had been.   In both size and power, chromatic greatwyrms exceed even ancient dragons. The energy of their breath weapons courses over their bodies and glows under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to the ground, destroying buildings and defenders alike.
    Children