Njord, Arbiter of the Deep
Abilities and Items
InviolableThe 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
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
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
Njord, Krakensbane, Leader of the Betrayers CR: 30
STR
30 +10
DEX
30 +10
CON
30 +10
INT
20 +5
WIS
15 +2
CHA
10 +0
GM Binder
Drown
4-level Conjuration
GM Binder
Liquid Armaments
3-level Conjuration
GM Binder
Desiccate
2-level Transmutation
Homebrew
Water Lash
0-level (Cantrip) Conjuration
The Archive of Esoteric Secrets
Watery Tendril
2-level Conjuration
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.
Homebrew
Wave of Water
2-level Evocation
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.
Water Magic
Waterblade
2-level Evocation
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 .
Deep Magic Volume 1
Ice Hammer
2-level Conjuration
Deep Magic Volume 1
Fusillade of Ice
4-level Evocation
Deep Magic Volume 1
Triumph of Ice
7-level Transmutation
- 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.
Stormwrack (3.5)
Depthsurge
8-level Evocation
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.
World Wave
9-level Transmutation
GM Binder
Sudden Sea
9-level Transmutation
Water Magic
Cutting Water
3-level Evocation
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.
Ice Storm
4-level Abjuration
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.
Deep Magic Volume 1
Steam Blast
4-level Evocation
Deep Magic Volume 1
Entomb in Ice
2-level Evocation
Deep Magic Volume 1
Ice Burn
3-level Conjuration
Pathfinder
Seamantle
8-level Conjuration
Water Magic
Tsunami
8-level Conjuration
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.
Water Magic
Water Bindings
2-level Evocation
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.
Deep Magic Volume 2 (p.236)
Vortex of Steam
3-level Evocation
Homebrew
Coldthirst
4-level Necromancy
3.5
Diluvial Torrent
9-level Conjuration
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 |
Ancient Dragon Turtle CR: 24
STR
28 +9
DEX
12 +1
CON
29 +9
INT
14 +2
WIS
19 +4
CHA
15 +2
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.
Blue Greatwyrm CR: 27
STR
30 +10
DEX
14 +2
CON
30 +10
INT
21 +5
WIS
20 +5
CHA
26 +8
Spellcasting
See Njord, Arbiter of the DeepTraits
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
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 |
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.