HEROES OF WHARVES AND WAVES

Sampleharacter options for urban nautical and aquati filec campaigns C , , Credits Designer, Editor, Author: Kevin Thomas Schlüter Additional Writing: Zack Schwartz (NPC Spells, Trinkets) Contents

Cover Art: Daniel Comerci – danielcomerci.com Introduction 3 Interior Art: Daniel Comerci – danielcomerci.com; DM’s Guild Stock Art Races 3 Title Font: Trade Winds – 1001fonts.com Hadozee...... 3 Malenti...... 4 InDesign Template: Nathanaël Roux Locathah...... 5 Skinchangers...... 6 Proofreader: Zack Schwartz Unusual and Variant Races...... 7 Merfolk...... 7 Sources and Inspiration Maritime Racial Variants...... 8 Baker, Richard. Player’s Option: Spells and Magic. 1996. Baker, Richard, Joseph D. Carriker Jr., Jennifer Clarke Wilkes. . 2005. Height and Weight...... 8 Baker, Richard and Robert J Schwalb. Heroes of the Elemental Chaos. 2012. Bambara, Jim. Creature Crucible: The Sea People. 1990. 9 Berman, Steve. “Sunken Treasures," Dragon Magazine 250. August, 1998. Classes Boyd, Eric L. Demihuman Deities. 1998. Boyd, Eric L. Powers and Pantheons. 1997. Cleric...... 9 Christian, Deborah. “Arcane Lore: Sea Magic,” Dragon Magazine 220. August, 1995. Charm Domain...... 9 Cook, David “Zeb”. Player’s Handbook. 1989. Cook, David et al. Tome of Magic. 1991. Opportunity Domain...... 9 Dunnel, Brian. “Arcane Lore: Sea Spells,” Dragon Magazine 235. November, 1996. Wave Domain...... 10 Greenwood, Ed. The Seven Sisters. 1995. Greenwood, Ed, Douglas Niles, and R. A. Salvatore. Menzoberranzan Boxed Set. 1992. Wealth Domain...... 11 Greenwood, Ed and Tim Beech. Pages from the Mages. 1995. Druid...... 12 Grub, Jeff with Andrea Heyday. Al-Qadim: Arabian Adventures. 1992. Grub, Jeff with Andrea Heyday. Land of Fate Boxed Set. 1992. Circle Of The Land: Undersea...... 12 Gygax, Gary. Oriental Adentures. 1985. Wizard...... 12 Martin, Julia with Eric L. Boyd. Faiths and Avatars. 1996. Middleton, Mark (Compiler). Priest’s Volumes 1-3. 1999–2000. Elemental Water Tradition...... 12 Middleton, Mark (Compiler). Wizard’s Spell Compendium Volumes 1-4. 1996–1998.­ Nicholson, Wes. Den of Thieves. 1996. 13 Schend, Steven E. Sea of Fallen Stars. 1999. Equipment Schend, Steven with . City of Splendors Boxed Set. 1994. Strohm, Keith Francis. Of Ships and the Sea. 1997. New Weapon Properties...... 13 Swan, Rick. The Complete Wizard’s Handbook. 1994. Wyatt, James. Heroes of the Sea. Dragon Magazine 250. August, 1998. Feats 13 Zuvich, Ted. “Mage on Deck!”, Dragon Magazine 235. November, 1996. 14 About the Author Spells Kevin Thomas Schlüter has spent the most of the past decade in and out of the Middle East, North Africa, and other deserts, working Magic Items 24 in a type of real-world wizard’s guild. He can be contacted at tom. [email protected] or @thomas_schluter Appendix A: Spell Lists 28

Legal Appendix B: Beasts 31 This product was revised and updated from Magic of Wharves and Waves. Some material also appeared in Elemental Magic of Zakhara, Necromancy After the Time of Troubles, Divine Heroes, and Shadows of Tasso’s Arcanabula. Appendix C: Trinkets 34 DUNGEONS & DRAGONS, D&D, , , the dragon ampersand, Player’s Handbook, , ’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Appendix D: NPC Spells 35 Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

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Heroes of Wharves and Waves 2 OnHEROES the dark wharves of Waterdeep,OF WHARVES a rakish bard casts deeppockets AND inside a dilapidatedWAVES ware- house to hide the rare necromantic reagents she is smuggling from the watch. One of the watch wizards outside casts battering ram to knock the door down of the warehouse in pursuit of the smugglers. The bard’s enchanter ally readies his forget spell for the watch’s entrance. Without being noticed, the two smugglers slink out of the warehouse while the watchman eyes the broken door, slowing his pace, unsure of what he is walking into. Introduction Races ater magic has always been asso- Most aquatic races have little desire or ability to leave the comfort ciated with those whose who ply rivers, lakes, of the sea, but a few are occasionally found on or near the shores. and oceans for their livelihood. Some are simple The nature of underwater life has delayed technological advance- fishermen, pearl divers, or traders but many ments for many undersea peoples, leaving another gulf between others are scoundrels, pirates, or reavers. This them and surface dwellers. Urban and maritime campaigns, Wproduct provides new races, class archetypes, however, may feature a variety of aquatic and non-aquatic races. spells, and other supporting options to portray scoundrels of the Hadozee, locathah, malenti, and skinchangers all may find a place in docks, shipboard adventures, and aquatic adventures. These options your campaign, whether it is underwater, on a ship, or a port city. aren’t just limited to PCs, and while the Lord’s Alliance or the Harp- Other races, including half-elves, , and aasimar may have a ers may have access to some of these options, so to do the votaries bit of aquatic heritage that helps them in either maritime or nautical of Umberlee and the Kracken Society. campaigns as well. First, new racial options emerge including the sea-faring hado- zee, nomadic locathah, shadowy malenti, and fey skinchangers. Of these, the hadozee and skinchangers may be the easiest to integrate Hadozee into most campaigns as they are less aquatic than the others. Ad- The hadozee, often derisively called “deck apes”, are a seafaring ditional variants on the aasimar, dragonborn, half-, and people, most at home on or near the waves. They have a collec- plus merfolk appear as additional options for a campaign focusing tive interest in the sea, travel, and trade, all of which make them on aquatic and undersea themes. excellent crew for any ship. Though they have a reputation for Second, new class options appear for the cleric, druid, and wizard. being crude and low-class, the hadozee care for their kin and crew, These options help these classes focus on the spells presented herein, often going so far as to adopt new names when their captain or ship but are not required to play scavengers, scoundrels, or sailors. finally earns their respect. Third, 61 spells for ne’er-do-wells, sailors, and undersea folk are Hadozee are a simian folk, resembling apes but for patagia (a flap presented. These are broadly construed and aid in smuggling, pi- of skin) connecting their arms and legs which allows them to glide. racy, and travel as well as manipulating elemental water itself. The Many hadozee make use of their ability to glide, along with their vast majority of these new spells are first through fifth level so that dexterious feet, to work the rigging on ships. they are available in all games and remain relevant in even high-lev- el campaigns. Two new feats—fathomer and ship mage—are includ- ed to allow spellcasters to focus on the spells included here. Crude but Loyal Fourth, 19 new magical items are presented to be used by either Hadozee have been among the lower classes for generations, and it heroes or villains. These items support heroes who choose to go under- shows. They make an art of insults and coining new slang, taking water as well as those scoundrels who wish to avoid a watery death. simple joy if they later encounter their own coinages. Despite a Finally, four appendices present spell lists for PCs and NPCs, rough exterior, Hadozee tend to be incredibly loyal when their trust new beasts, and trinkets. Spell lists place is earned, and whole families or groups of hadozee often live and each new spell in a class list along work on ships or on the docks together. with a master list of water spells and suggested modifications for NPCs in the Monster Manual. Coastal and Traders and Travelers marine beasts can be used for Hadozee often ingratiate themselves at the wharves, either as skinchangers, the druid’s wild members of a crew or craftsmen and merchants doing local trade. shape feature, as well as sum- Their natural agility makes them excellent day laborers as well as moning spells. Trinkets craftsmen, and the most cunning among them can make astounding present optional mari- traders and captains. time-themed trinkets to be used in addition to or in lieu of those presented Born From Beyond in the Player’s Handbook. Hadozee stories claim that they originated on some other world, Some spells referenced though sages dispute how this may have happened. The hadozee have here come from Xanathar's legends of fantastic flying ships they once crewed for an empire of Guide to Everything, but elves, though the legends are sparse on details. The few hadozee who can also be found in the have had a chance to crew a flying ship claim there is nothing like it Elemental Evil Player's in the world, and their love for the sea turns to the skys. SampleCompanion. file Hadozee Names Hadozee often change their names based on important locations in their lives, such as a ship or city. While their given name rarely

Heroes of Wharves and Waves 3 chances, they often take a moniker based on that location. Thus, the Size. Hadozee tend to be shorter than most humans. Your size is hadozee working the Stormmaiden might call themselves Storm’s Medium. Maidens, Stormers, or simply Maidens. Speed. Your speed is 30 feet and you have a climbing speed of 15 Male Names: Bansh, Darsh, Falth, Garsh, Grath, Groh, Harth, feet. Krath, Marn, Polth. Glider. If you are not wearing Medium or Heavy armor, you Female Names: Bahasha, Bannithi, Dashi, Kalla, Kasha, Mara, have a fly speed of 40, but must end your movement 20 feet lower Risha, Yasha, Yetha. and 40 feet from your starting position while flying. Manual Dexterity. Your feet can be used for the same sorts of fine manipulation as your hands. You can still only make one off- Hadozee Personality hand attack with a bonus action, but you add your ability modifier There are many drives for hadozee adventurers. You can use the to the damage made with an off-hand attack. Hadozee Drives table to determin a personality quirk or inspire Shipbound Life. You are trained in your choice of carpenter’s some goals. tools, navigator’s tools, woodcarver’s tools, vehicles (water), or two gaming sets. Hadozee Drives Languages. You can speak, read, and write Common, Hadozee, d6 Drive plus two languages of your choice. 1 You yearn for the freedom of the open sea or road. Any chance to keep moving is a chance best taken. 2 The sea fascinates you, and you can’t help but learn Malenti as much as you can about it and its inhabitants. The malenti are mutant Sahuagan who appear as sea elves. They 3 Your friend and family mean the world to you: you’ll rarely survive long, as they are seen as ill omens or weaklings, but go where they go in order to protect them. sometimes are raised to infiltrate aquatic elf communities. While 4 Meeting new people is the best thing ever. Look! malenti resemble sea elves, they are biologically distinct. Occasionally There’s an unfamiliar face over there! whole communities of malenti flee their bretheren and the mutation 5 There is satisfaction in a job well done, and you breeds true. Sea elves are understandably leery about the existence of can’t stop yourself until you’re sure it’s finished. the malenti, and sages are divided about who or what causes malenti 6 The commonfolk have the most fun. Any chance you to be born. The merest rumors of malenti in the midst of sea elves is get to bring down the high and mighty, you’ll take. enough to cause manic and mistrust, and many sea elves are missing teeth as it is thought that malenti grew new teeth over time. Hadozee Racial Traits Your Hadozee character has the following traits: Powerful Spies Your Dexterity score increases by 2 and Ability Score Increase. Malenti are strong and capable, making them excellent spies among your Strength or Constitution score increases by 1. elves and even in port cities on the surface. Those who grew up in Hadozee lifespans are similar to humans though they ma- Age. sahuagin communities often are lacking the social niceties it takes to ture a year or two faster and don’t live quite as long. Sampleinfiltrate sea elf communities, but violentfile or savage behavior often Hadozee tend towards neutrality in both senses: Alignment. blends in with sailors on the surface. They work towards the betterment of their clan, party, or crew, but rarely risk themselves for strangers. Few believe in unyielding moral truths nor that the ends justify the means.

Heroes of Wharves and Waves 4 Alone and Searching Speak with Sharks. You can communicate simple concepts with sharks. Malenti often feel apart from all other beings, even their sahuagin Sahuagin Eyes. You have advantage on saving throws to resist kin. Indoctrination by the sahuagin or even hospitality and friend- deleterious effects from bright light. ship offered by sea elves leaves them hollow, forever searching for a Water dependent (optional). When you take a long rest in a true place to belong. hot or arid environment, you do not regain any hit points or hit dice unless you can immerse yourself in water. Callous Predators Languages. You speak, read, and write Sahuagin plus two addi- tional languages of your choice chosen from Common, Elven, or Though many attempt to deny it, malenti are born of the shark. Primordial (Aquan). They aren’t necessarily cruel, but few have qualms about doing what it takes to survive. Locathah Malenti Names The locathah are a fish-like nomadic people. They tend to travel in schools as do surface-dwelling hunter-gather tribes. They have Malenti often choose their own names based on virtues they hope endured a history of servitude at the hands of many other undersea to emulate or the expectations of those around them. Malenti raised peoples, but bear few resentments for this history. Their tendency by Sahuagin sometimes don’t even bear names at all. towards neutrality leads them to see it as natural that the strong might prey upon the week, but they know that the group also Malenti Personality makes the individual stronger. Malenti have a diverse set of origins. You can use the Malenti Ori- gin table to determine your characters background and goals. Proud And Free

Malenti Origin The locathah revel in the freedom of the wild, and even their schol- d4 Origin ars and priests rarely suggest they settle in one place for long. The 1 You somehow escaped your sahuagin people at birth, locathah know there is no shame in being captive so long as one perhaps due to an mistake made by an adventuring struggles to regain their freedom. party or moment of weakness by a fellow sahuagin. 2 You were raised by sahuagin to infiltrate a commu- Nomadic And Pragmatic nity of sea elves or a port city. Though you excel at your work, you feel no loyalty to the sahuagin that Locathah schools travel the upper reaches of the seas, avoiding the raised you. dangers of the true deep. By remaining constantly on the move, they 3 You were born in a small malenti enclave, hidden pose less of a target for the more sinister inhabitants of the seas. from the nearby sahuagin. You never knew their cru- elty first hand, yet fear both it and being discovered. Resilient And Resolute 4 You ran away from the sahuagin that attempted to indoctrinate you. You bear their cruel lessons and The limitations of living underwater leave the locathah with fewer always watch for signs of them. opportunities to craft metal weapons and armor, but their crafts- men are far from unskilled. They make the most of their situation in life, scavenging and foraging for whatever resources they can. Malenti Racial Traits Your Malenti character has the following traits: Locathah Names Ability Score Increase. Your Constitution score increases by 2 and your Dexterity score increases by 1. The locathah language tends to have long strings of vowels and Age. Malenti hatch and grow at an astonishing rate, reaching sonorant consonants, so locathah names reflect the sound structure adolescence in as little as eight weeks. It takes another 20 years, how- of their language. ever, to reach full adulthood. Malenti can live almost twice as long as Male: Auroulo, Eeafillo, Thraulio, Walaathoo, Yaweeru humans, though few survive to the natural limits of their lifespans. Female: Aulee, Fathoolee, Oolarooa, Wavooria, Yooria Alignment. Malenti tend towards law and evil. They see unerring truths in the world that must be obeyed, and rarely work Locathah Personality towards the betterment of anyone other then themselves and their immediate kin or allies. Locathah who leave their schools behind often show some strange Size. You are the same size as a sea elf. Your size is Medium. quirk that led them to leave or survive without their school. You Speed. Your speed is 30 feet, and you have a swimming speed of can select, roll, or adapt one of the quirks from the Locathah Quirk 35 feet. table. Use the quirk to help develop your characters goals and past. You can breathe both air and water. Amphibious. Locathah Quirks Darkvision. You can see in dim light within 60 feet of you as d4 Quirk if it were bright light, and in darkness as if it were dim light. The 1 You value your freedom so much you couldn’t distance extends to 120 feet when you are underwater. You can’t remain with your school. discern color in darkness, only shades of gray. 2 You struggle to free yourself from the guilt of leav- LimitedSample Blood Frenzy. You can spend a bonus action to enter ing your people behind. file a blood frenzy. When you do, you gain advantage on all attacks 3 You rage at the thought of you or anyone else against one living creature with blood that does not have all of its being trapped, imprisoned, or enslaved. hit points for the next minute. Once you use this feature, you can- 4 Your wanderlust and sense of freedom drive you to not do so again until you finish a short rest. explore the world beyond your school.

Heroes of Wharves and Waves 5 Locathah Racial Traits Hidden Observers Your Locathah character has the following traits: Skinchangers hide in plain sight, and few even realize they are being Ability Score Increase. Your Charisma score increases by 1. watched by the wildlife around them. Many skinchangers also take Age. Locathah mature at the same rate humans do and reach up the mantle of the druid or ranger, giving them supernatural abil- adulthood around the age of 20. They live considerably longer than ities to watch those who may cause them trouble, or even as rogues humans, though, often reaching well over 100 years. simply hiding and observing. Alignment. Most locathah are neutral, living in close harmony with nature and valuing their close-knit communities over them- selves or the world at large. Wild Defenders Size. Locathah are about the same size and girth as humans. Your Skinchangers feel a kinship with nature and the feywild which few size is Medium. others can understand. They see themselves in their animal kin, and Speed. Your base walking speed is 25 feet. You also have a swim- work hard to defend them and their habitat. ming speed of 30 feet. Limited Amphibiousness. You can breathe air and water, but need to be submerged at least once every 4 hours to avoid suffocating. Serene and Joyful Leviathan Will. You have advantage on saving throws against be- Both swanmays and seklies are prone to celebrations, though ing charmed, frightened, paralyzed, poisoned, stunned, or put to sleep. swanmays are more apollonian and reserved while selkies are more Tribal skills. You are trained in nature or survival. dionysian and exuberant. Skinchangers often find joy in their close- Languages. You can speak, read, and write Common and Primordi- knit communities, both animal and humanoid. al (Aquan). Upbringing. Locathah fall into one of three castes: scholar, worker, or hunter. Choose one of these below. Skinchanger Names Skinchanger names reflect the human cultures surrounding them. Scholar Ability Score Increase. Your Wisdom score increases by 2. Natural Philosophy. You know one cantrip from the Druid list Skinchanger Personality of your choice. Wisdom is your spellcasting ability for this spell. There are many reasons for skinchangers to seek out adventure and Scholar’s Training. You speak, read, and write you choice of leave their people behind. You can use the Skinchanger Impetus two of the following languages: Bullywug, Draconic, Elvish, Giant, table to determine a personality quirk or inspire some goals. Goblin, Sahuagin, or Undercommon. Skinchanger Impetus Worker d6 Impetus 1 Disaster. Your people are in trouble and need some- Ability Score Increase. Your Dexterity score increases by 2. one to find the means to save them. Artisan’s Training. You’re trained in one artisan’s tools of your choice. When you add your proficiency bonus to an ability check 2 Apprenticed. You couldn’t receive the training you using these tools, you add double your proficiency bonus instead. needed from your people so you sought it out else- where. Gatherer. You have developed a keen sense of finding things. You are trained in Perception or Survival. If this choice would lead 3 Love. You became attracted to another, and left you to be trained in Survival twice, you have expertise in Survival your community to pursue this affection. instead, adding double your proficiency bonus to relevant checks. 4 Separated. Some person or force of nature cruelly took you from your family and home. Hunter 5 Magic. A magical event touched your life and you were never the same since. Ability Score Increase. Your Strength score increases by 2. 6 Fun fun fun! Your people are great, but can be so Undersea Warrior. You are trained in the net, pike, spear, and dull. There’s a whole world out there to explore. trident. These weapons have the finesse property in your hands. Skinchangers Skinchanger Traits Your skinchanger character has the following traits. Through the ages, those with connections to the sea have found Ability Score Increase. You gain a +1 bonus to one ability score strange callings. Though their origins are lost to time, lineages of your choice. of folk throughout the realms bear special tokens granting them Age. Skinchangers age at the same rate as humans, though tend community and the ability to change their shape. These tokens can to live slightly longer. be passed to one’s mortal descendants, but few can be forged now, Alignment. Skinchangers tend towards neutrality and good: keeping the community of skinchangers small and close-knit. they tend to care about others that they like, if not all living Rumors tell of other skinchangers away from the water, such as creatures. They’re often ambivalent about issues of law and chaos the owl-maidens of the High Forrest, bird-maidens of the burning though, believing that one’s intentions are crucial to adjudicating land of Zakhara, or the hengeyokai of Kara-Tur, but sages dispute right and wrong. whether or not they are related. Size. Skinnchangers are about the same size as humans, ranging Selkies and Swanmays rely on their magical tokens or coats, from 5 to 6 feet tall. Your size is Medium. losing their power if these valuable objects are ever lost or stolen. Speed. You have a speed of 30 feet. BecauseSample these objects may melt with their animal forms, many file Fey Touched. You know the druidcraft, friends, or prestidigitation skinchangers spend most of their time living among animals and cantrip. their own kind in animal form. Natural Upbringing. You are proficient in animal handling, nature, survival, or the herbalism kit.

Heroes of Wharves and Waves 6 Pass the Tradition. At 17th level, if you have your seal coat or senses; you choose if your equipment merges with your swan form swan token, you can duplicate it during a long rest and give it to a or falls to the ground). human. They become a skinchanger of the same type as you. Once you use this feature, you can never use it again. Selkie Traits Languages. You speak, read, and write both Common and Sylvan. Ability Score Increase. You gain a +1 bonus to your Dexterity Animal Token. You have an animal token which grants your fey scoreeven if you chose Dexterity for your Skinchanger ability score powers. Choose from the options below: increase trait. Fae Shapechanger. Your creature type is both fae and humanoid Lost coats or Tokens (shapeshifter). If a swanmay’s token or a selkie’s coat is ever lost or Seal Coat. You possess a seal coat (or other garment) which allows destroyed, they may be able to gain a new one after you to use your action to transform into a seal and your bonus action undertaking a significant quest without any Swanmay or to revert to humanoid form. You can use each transformation from Selkie traits, or after gaining one level. this feature once, and regain both uses after a long rest. You can stay in seal form indefinitely, but you automatically revert to humanoid Swanmay Traits form if you fall unconscious, drop to 0 hit points, or die. If you lose Ability Score Increase. You gain a +1 bonus to your Wisdom your seal coat, you cannot transform until you get it back. score, even if you chose Wisdom for your Skinchanger ability score While in seal form, you may use your reaction when targeted increase trait. by an attack or forced to make a saving throw. If you do, you resist Fae Shapechanger. Your creature type is both fae and humanoid damage from that attack or gain advantage on that saving throw, (shapeshifter). but also transform into your human form. Swan Token. You possess a swan token which allows you to use If your seal coat is ever willingly given to a successor, you lose all your action to transform into a swan and your bonus action to re- selkie traits and are considered a human for all magical purposes. vert to humanoid form. You can use each transformation from this While you are transformed, you follow the rules for the Druid’s feature once, and regain both uses after a long rest. You can stay in wild shape class feature (retain alignment, mental ability scores swan form indefinitely, but you automatically revert to humanoid and proficiencies; you assume a seal’s hit dice, you can’t cast spells form if you fall unconscious, drop to 0 hit points, or die. or speak; you retain racial and class-based features, but not special While in swan form, you may use your reaction when targeted senses; you choose if your equipment merges with your seal form or by an attack or forced to make a saving throw. If you do, you resist falls to the ground). damage from that attack or gain advantage on that saving throw, but transform into your human form. If your swan token is ever willingly given to a successor, you lose all Unusual and Variant Races swanmay traits and are considered a human for all magical purposes. Some simple modifications to races allow them to naturally take part While you are transformed, you follow the rules for the Druid’s in nautical, maritime, and undersea adventures. Others require modi- wild shape class feature (retain alignment, mental ability scores fications to participate in more traditional terrestrial campaigns. and proficiencies; you assume a swan’s hit dice, you can’t cast spells or speak; you retain racial and class-based features, but not special Merfolk Sampledventures on and file A L Merfolk are the people of the waves. They resemble humans though A fish out of water might not last too long, but the fins to with limited technology due to the limitations of working with fire feet cantrip, surface sojourn ritual, or ring of the land- while under the water. Because merfolk have limited mobility on walker (see below) may be very helpful for Locathah or land they require approval from the DM. Certain spells or magic Merfolk PCs. items (see the Adventures on Land sidebar) may be very helpful to

Heroes of Wharves and Waves 7 any merfolk who find themselves needing to go on land for pro- Swim. You gain a swim speed of 30 feet. This replaces your longed periods of time, but prolonged travel on land with the help Damage Resistance trait. of magic may reduce merfolk to a human character with an unusual backstory. Tiefling And Aasimar Variants Some tieflings or aasimar may be descended from aquatic creatures Merfolk Traits of the upper or lower planes. Following the suggestions in the Merfolk are treated as humans and have the same traits as humans Sword Coast Adventurer’s Guide tieflings or aasimar may select one or with the following modifications. The standard human speed is more of the following traits to represent heritage related to the ce- replaced by the merfolk speed, while the other traits are in addition lestial creatures such as the noviere, wastrilith, hydroloth, piscoloth, to the standard human traits. Because merfolk are ill-suited to land- ultroloth, or hoardlings or origins from aquatic or similar layers of based adventures, they require special consideration from your DM the planes. and are best suited for campaigns with lots of opportunity to be in These options should not be used with the tiefling variants the water. presented in ’s Tome of Foes, but are compatible with Amphibious. You can breathe air and water. aasimar found in the Dungeon Master’s Guide or Volo’s Guide to Mon- Speed. You have a speed of 10 feet and a swim speed of 40 feet. sters assuming a character has the correct trait to replace. Water dependent (optional). When you take a long rest in a Swim. You gain a swim speed of 30 feet. This replaces your Hell- hot or arid environment, you do not regain any hit points or hit ish Resistance or Celestial Resistance trait. dice unless you can immerse yourself in water. Electric Legacy. You know the shocking grasp cantrip. Once you reach 3rd level you can cast the witch bolt spell once per day as a 2nd-level spell. Once you reach 5th level, you can cast darkness once Maritime Racial Variants per day. Charisma is your spellcasting ability for these spells. This If you are playing a game that is heavily focused on aquatic options, replaces your Infernal Legacy trait. you may be interested in using one or more of these racial variants. Electric Resistance. You resist electric damage. This replaces These variants are not as adept at surviving under the water as the your Celestial Resistance or Hellish Resistance trait. locathah, malenti, or merfolk. If the game may require lots of un- Canian Resistance. You resist cold damage. This replaces your derwater activity, instead of simply ensuring much of the campaign Hellish Resistance trait. takes place near the sea, lakes, or rivers, the DM may allow all char- acters with a swim speed to also have the amphibious trait allowing them to breathe underwater. Height and Weight You may roll for your character’s height and weight on the Random Height and Weight table. The roll in the Height Modifier column adds W(h)ither Sea Elves? Sea Elves were presented in an earlier version of this a number (in inches) to the character’s base height. To get a weight, document as Aquatic Elves, but have been presented of- multiply the number you rolled for height by the roll in the Weight ficially in Mordenkainen’s Tome of Foes. As the two were Modifier column and add the results (in pounds) to the base weight. almost identical, use the official version for consistency RANDOM HEIGHT AND WEIGHT TABLE across groups. Base Base Height Weight Half-Elves Race Height Weight Modifier Modifier Half-elves who come from the union of a sea elf and a human some- Hadozee 5’ 150 lb. +2d8 × (2d4) lb. times retain some traits of their elven parent (Sword Coast Adventur- Locathah 5’ 140 lb. +1d12 × (1d8) lb. er’s Guide chapter 3). Swim. You have a swim speed of 30 feet. This replaces your Skill Malenti 4’6” 90 lb. +2d8 × (1d4) lb. Versatility trait. Merfolk 6’ 140 lb. +2d12 × (2d4) lb. Dragonborn Variants Skinchanger 4’8” 110 lb. +2d10 × (2d4) lb. Dragonborn of black, bronze, gold, or green heritage may inherit their ancestors’ abilities. Sample file

Heroes of Wharves and Waves 8 Channel Divinity: Power of Love Classes Also at 6th level, when you affect a creature with a cleric spell or The seas and rivers attract all manner of scoundrel, vagabonds, and class feature that would charm them, you can expend your Channel honest folk. The following class options support the cleric, druid, Divinity for one of the following effects: and wizard who might focus their efforts on the sea itself or the • The target must make a Charisma saving throw. If they fail, they trade associated with the sea. don’t become aware that you charmed them, even if the spell or effect otherwise would allow it. • The target is charmed by a creature of your choice within 60 feet Cleric rather than you. If you do this and the target becomes aware they Clerics may select the charm, opportunity, wave, or wealth domain were charmed, they know that it was you who charmed them. at first level. • Before the charm takes effect, the target must make a Wisdom saving throw. If they fail, your spell or feature ignores the target’s Charm Domain immunity to the charmed condition as long as their Intelligence is 5 or higher. Many deities related to daily life are peaceful and often are wor- shipped as deities of beauty, love, or intrigue. The Charm domain Divine Strike represents all of these, and clerics of this domain are masters of At 8th level, you gain the ability to infuse your weapon strikes manipulating emotions for good or for ill. with divine energy. Once on each of your turns when you hit a In the realms, Liira, Milil, Selûne, Sharess and Sune are deities creature with a weapon attack, you can cause the attack to deal an with many orders of Charm domain clerics. Many races have their extra 1d8 psychic damage to the target. When you reach 14th level, own deities of the charm domain, including Elistraee (), Ber- the extra damage increases to 2d8. ronar Truesilver (Dwarf), Sharindlar (Dwarf), Corellan Larethion), Deep Sashelas (Elf), Hanali Celanil (Elf), Cyrrollalee (Halfing), and Radiant Beauty Yondalla (). Among the Greeks, Aphrodite, Apollo, Hera, At 17th level, you gain advantage on all attacks or ability checks and Dionysus often grant this domain, while Baldur and Freya do so against creatures you have frightened or charmed. Likewise, crea- for the Norse. tures you have frightened or charmed suffer disadvantage against Charm Domain Features the first saving throw for any given spell you cast upon them. Cleric Additionally, creatures affected by your Power of Love suffer Level Domain Feature disadvantage on their saving throws against it. 1 Charming Training, Domain Spells, Unarmored Defense Opportunity Domain 2 Channel Divinity: Stay the Hand 6 Channel Divinity: Power of Love Many mortals pray to the gods for skill or luck. A few, however, 8 Divine Strike specialize in answering these prayers. These deities are popular in 17 Radiant Beauty many cultures, whether they are appeased to ward off ill fortune or praised as skillful teachers. Domain Spells The gods of this domain are a mixed lot, being teachers, protec- You gain domain spells at the cleric levels listed in the Charm tors, or entities of chaos. In the realms, Tymora is the primary deity Domain Spells table. See the Divine Domain class feature for how of luck, though many make offerings to Basheba to keep her gaze domain spells work. away. Dwarves worship Vergadain, the elves Ilsere, the Brandobaris, and the Baghtru. In other worlds, Athena, Charm Domain Spells Hermes, or Tyche of the Greeks also grant this domain along with Cleric Bes of the Egyptians and Norse Sif. Level Spells 1st charm person, heroism Opportunity Domain Features 3rd enthrall, suggestion Cleric 5th fear, hypnotic pattern Level Domain Feature 7th compulsion, confusion 1 Domain Spells, Martial Training, Opportunistic 9th dominate person, modify memory Training 2 Channel Divinity: Make Your Own Luck Unarmored Defense 6 Channel Divinity: Opportunistic Strike When you are not wearing armor or wielding a shield, your AC 8 Divine Strike equals 10 plus your Dexterity modifier plus your Charisma modifier. 17 Astonishing Resilience

Charming Training Domain Spells You are proficient in martial ranged weapons and your choice of You gain domain spells at the cleric levels listed in the Opportunity Persuasion or Insight skill. Additionally, you learn one enchantment Domain Spells table. See the Divine Domain class feature for how cantrip from any class list (e.g. friends or vicious mockery). domain spells work.

Channel Divinity: Stay the Hand Skill Domain At 2nd level you can expend your Channel Divinity as a reaction SampleThe Opportunity Domain was previouslyfile presented as when you or an ally within 30 feet are attacked by a melee attack. the Skill Domain. This new name better captures the The attacker must make a Wisdom saving throw against your spell- fact that deities of luck and skill both might grant similar casting DC or be stunned until the start of your next turn. powers.

Heroes of Wharves and Waves 9 Opportunity Domain Spells choices for the wave domain in Faerûn, while Poseidon, Aegir, Njord, Cleric or Manannan mac Lir may also have clerics of the wave domain. Level Spells Wave Domain Features 1st bless, heroism Cleric 3rd aid, enhance ability Level Domain Feature 5th haste, tongues 1 Domain Spells, Sea Training, Wave Magic 7th death ward, freedom of movement 2 Channel Divinity: Tidal Flow 9th crusader’s mantle, skill empowerment† 6 Channel Divinity: Ebb & Flow, Flow of Life †Xanathar’s Guide to Everything 8 Divine Strike 17 Sea’s Chosen Martial Training You are proficient with martial weapons. Domain Spells You gain domain spells at the cleric levels listed in the Wave Opportunistic Training Domain Spells table. See the Divine Domain class feature for how You are trained in both acrobatics and athletics, as well as one arti- domain spells work. san’s tool, gaming set, or vehicle of your choice. Wave Domain Spells Channel Divinity: Make Your Own Luck Cleric At second level, you can expend your Channel Divinity to reroll any Level Spells attack roll, saving throw, or ability check that you make. You may opt 1st float*, waterbane* to reroll the die after you know whether it was successful or not. 3rd depth warning*, seasight* 5th tidal wave†, water breathing Channel Divinity: Opportunistic Strike 7th favor of the sea*, watery sphere† At 6th level, when you hit with a weapon or spell attack, you can 9th maelstrom†, scrying expend your Channel Divinity to deal additional damage to one *New spell, see below target equal to 1d12 + twice your cleric level. †Xanathar’s Guide to Everything

Divine Strike Sea Training At 8th level, you gain the ability to infuse your weapon strikes with When you choose this domain at first level, you gain proficiency divine energy. Once on each of your turns when you hit a creature with crossbows, the net, scimitar and trident. You treat the club, with a weapon attack, you can cause the attack to deal an extra 1d8 spear, scimitar, and trident as though they had the finesse property. damage of the same type dealt by the weapon to the target. When Additionally, when you would add your proficiency bonus to you reach 14th level, the extra damage increases to 2d8. Strength (Athletics) checks to swim, Wisdom or Intelligence checks to know about or survive the sea and elemental plane of water, or Astonishing Resilience ability checks using navigator’s tools or vehicles (sea) you instead At 17th level, you gain proficiency in all saving throws. add double your proficiency bonus.

Wave Magic Wave Domain You know the shape water cantrip (see Xanathar’s Guide to Where some deities are a tempest, others represent the powers of Everything or the Elemental Evil Player’s Companion). It does not the water itself. Waterwalkers of Istishia, waveservants of Umberlee, count against your total number of cantrips known. wavetamers of Valkur, or elven aquarians of Deep Sashelas are obvious Chanel Divinity: Tidal Flow Starting at 2nd level, you can expend your channel divinity as a bonus action to take the Dash, Disengage or Dodge action or to attempt to escape a grapple. Alternately, if an ally within 30 feet is in water, rain, or fog and takes the Dash, Disengage, or Dodge action or spends their action to escape a grapple, you can expend your channel divinity as a reaction to allow them to expend their bonus action rather than their action.

Channel Divinity: Ebb & Flow At 6th level, when you hit with an attack you can expend your channel divinity to deal additional damage equal to twice your cleric level and push that creature up to 5 feet (10 feet if the creature is in water, rain, or fog).

Channel Divinity: Flow of Life At 6th level, you can touch one creature that died of drowning and expend your channel divinity as an action to restore life to that creature, Sampleprovided that creature has been dead for lessfile than 4 hours, the body is intact, and has not suffered additional damage after death (such as being speared or feasted upon by sharks). The creature is restored to life with one hit point and one level of exhaustion (unless it had more levels of exhaustion when it died).

Heroes of Wharves and Waves 10 Divine Strike Additionally, you are a master at bargaining and gain 10% off all At 8th level, you gain the ability to infuse your weapon strikes with purchases unless the vendor or contractor is hostile towards you, divine energy. Once on each of your turns when you hit a creature your race or religion, or your party. with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When Secret Hoard you reach 14th level, the extra damage increases to 2d8. As an action, you can store one item that you can carry in an extradimensional space. You can retrieve it as a bonus action. You Sea’s Chosen may have a number of items equal to your Wisdom modifier stored At 17th level, you gain the ability to breathe underwater, a swim at any given time. speed of 50 feet, and when you grant an ally the ability to breathe underwater you also grant them a swim speed of 25 feet if they do Guardian of Wealth not already have a swim speed. You are proficient in heavy armor. Additionally, you add double Additionally your domain spells do not require verbal or somatic your proficiency bonus to any Wisdom or Intelligence checks relat- components, and you may cast one domain spell of up to third level ed to counting, accumulating, or evaluating wealth. as a bonus action in lieu of a standard action. Once you do so you cannot do it again until you finish a short or long rest. Channel Divinity: Weight of Avarice At 2nd level, you can expend your Channel Divinity as a bonus action to weigh an intelligent creature down with avarice. While Wealth Domain the creature bears your weight of avarice it doesn’t willingly move The gods bless many people, and wealth is seen by some as a man- further from its treasure or most prized possession and suffers ifestation of the gods’ blessing. Gods of wealth sometimes provide disadvantage on ability checks or attack rolls that do not directly an abundance, but also are seen as hoarders and protectors. Clerics protect its treasure. If it is not near its lair, hoard, or another prized who are granted the wealth domain are granted the power to pro- possession it must move in the direction most likely to lead it to- tect their wealth. wards its lair, hoard, a prized possession, or the most valuable item In the Realms, Waukeen sometimes has clerics of the wealth it knows of in the area. Conversely, the creature gains advantage domain, though the chthonic deities of the dwarves and gnomes are on ability checks or attack rolls which do protect its treasure. Good well known in this way: Abathoar the Trove-Lord, Dumathoin who aligned creatures can be assumed to value fellow party members. hoards secrets under the mountain, and Urdlen who burrows deep The creature bears the weight of avarice until the end of your next offer up this domain for their followers. Curiously, all the Dragon turn. As an action, you can extend the duration of your weight of gods—even Bahamut, Tiamat, and Chronepsis—grant this domain avarice by one turn, up to a maximum of one minute. as well. In other worlds, Hades is a primary Greek deity of wealth as he governs all the treasures hidden in the earth. Nephythys did Spellgreed likewise for the Egyptians. At 6th level you can expend your Channel Divinity as a reaction It isn’t surprising that many powers of stealth and thievery also when a creature within 30 feet of you is targeted with a spell. You grant this domain to their followers, but some gods of protection also become the target of the spell, even if you were not a valid target have strange orders dedicated to them that are granted this domain. before. If the spell is 5th level or less, you decide if the original target is still affected by the spell or not. If the spell is 6th level or ealth omain eatures W D F higher, the original target is not affected by the original spell. If Cleric you were originally targeted by the spell, you may be affected twice Level Domain Feature (normal rules for spell stacking apply). 1 Domain Spells, Appraisal, Guardian of Wealth, Secret Hoard 2 Channel Divinity: Weight of Avarice Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with 6 Channel Divinity: Spellgreed divine energy. Once on each of your turns when you hit a creature 8 Divine Strike with a weapon attack, you can cause the attack to deal an extra 1d8 17 Hide the Trove damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8. Domain Spells You gain domain spells at the cleric levels listed in the Wealth Domain Spells table. See the Divine Domain class feature for how Hide the Trove At 17th level, you add Drawmij’s instant summons, sequester, mind domain spells work. blank, and imprisonment to your list of domain spells. Wealth Domain Spells Cleric Level Spells 1st alarm, weighty chest* Wild Shape and Underwater Campaigns 3rd iron vigil*, locate object If your campaign is set primarily underwater (or op- 5th glyph of warding, nondetection tionally with any undersea druid), wild shape should be 7th Mordenkainen’s private sanctum, Leomund’s secret chest changed to reflect how regular the PCs are often in the 9th barrier of retention*, geas water. At 2nd level, a druid in an underwater campaign *New spell, see below can only transform into creatures with a speed of 0 feet Sampleand a swim speed greater than filezero. At 4th level, a druid Appraisal can transform into creatures that have a speed greater When you select this domain at first level, you can always deter- than 0 but no flying speed. Finally at 8th level, there is no mine the value of an item you can see, and can tell if precious metals limit on beast types a druid can turn into. or gems are authentic.

Heroes of Wharves and Waves 11 Druid Elemental Water School Features Wizard While many druids may come from the coastlands, others come Level School Feature from the under the sea itself. The DM may allow you to swap one 2 Empowered Element, Water Savant or more of your circle spells with another thematic sea spell. 6 Seaflow 10 Eroding Magic Circle Of The Land: Undersea 14 Elemental Mastery Some druids of the waves have a different focus than coastal druids and choose the undersea option for their Circle of the Land feature. Water Savant Beginning when you select this school at 2nd level, the gold and Undersea time you must spend to copy any spell from the elemental water Druid school into your spellbook is halved. Level Spells 3rd depth warning*, seasight* Empowered Element 5th cone of teeth*, tidal wave† When you expend a spell slot to cast a water spell and the spell has a 7th favor of the sea*, strengthen or weaken sea creature* different effect for casting the spell with a higher-level slot, you may 9th maelstrom†, scrying treat the spell as though it were cast with a slot of one level higher. *New spell, see below Once you use this feature you cannot use it again until you finish †Xanathar’s Guide to Everything a short or long rest.

Seaflow Wizard At 6th level, water magic permeates your body and you can flow past While many wizards specialize in one of the eight schools of most obstacles. Spells and magic effects cannot reduce your speed, or philosophy, some follow elemental arcane schools. Elemental water inflict the immobilized or paralyzed conditions. You ignore difficult is one such arcane tradition. terrain and have advantage on all checks and saving throws to escape a grapple. You do not suffer from exhaustion due to the depth of the sea. Additionally, whenever you add your proficiency bonus to ability Elemental Water Tradition checks related to swimming, the sea, sea creatures, piloting ships or the Water appeals to complex individuals, who change with the tides elemental plane of water, you can add double your proficiency bonus. and the seasons. They may conceal their true nature beneath a calm façade, or display their mercurial natures for all to see. Not all water Eroding Magic elementalists dwell near the sea or come from families of sailors, At 10th level, if a creature has succeeded on a saving throw against any but most have strong ties to the sea, a major river, or a port in their of your spells since the beginning of your last turn, it suffers disadvan- past. See the appendix for a list of Elemental Water spells. tage against any water spell you cast this turn and any spell attacks you make this turn with a water spell have advantage against it.

Water, Rain, or Fog Elemental Mastery These environments are meant to be interpreted loosely, At 14th level, you can use your empowered element feature twice suchSample that the water caused by a create or destroy water, file before a short or long rest. fog cloud, tidal wave, or similar spell can create water, rain, or fog as well as mundane method like using an action to tip over a rain barrel. A full waterskin may affect one 5-foot square of ground.

Heroes of Wharves and Waves 12 Equipment Feats Pirates, sailors, scoundrels, and ship mages all make use of the tools These two new feats allow spellcasters to use many of the new spell at hand. The following weapons may be useful in a maritime, port, options presented below. or undersea campaign. Fathomer New Weapons Prerequisite: The ability to cast a spell You learn the shape water or water blast cantrip and it doesn’t count The table below describes six new weapons that might be useful for against your maximum number of cantrips (if any). heroes or their adversaries. Choose three first or second level spells on the water spell list. This weapon is primarily used to secure rigging, Belaying Pin. You know these spells and always have them prepared; you can but often grabbed by sailors in times of need. cast them using your spell slots of the appropriate level (if you have Popular with sailors and mariners, the cutlass is lighter Cutlass. any). If the spells have the ritual tag, you can cast these spells as than a scimitar, but still a slashing weapon more useful at sea than rituals even if you cannot normally cast spells as rituals. a rapier. You can use the spellcasting ability granted by your race or class A large hook, sometimes attached in place of a lost hand, Gaff. for these spells. the gaff has uses outside of combat for lifting items. Harpoon. These barbed spears rarely see use on the battlefield, but are often used in hunting prey. The ability to tether the weapon Ship Mage Prerequisite: The ability to cast a spell with spell slots to an ship or immoble structure can dramagically limit the move- ment of prey. Add the following spells to your classes spell list. You can learn or Parrying Dagger. Unbalanced for throwing, these daggers are prepare them as normal. In addition, for each spell level you can often used by swashbucklers and corsairs for their defensive value. cast between 1st and 5th, choose one spell from the ship mage list at Sap. When scoundrels simply mean to knock an opponent out, that level. You know those spells in addition to any spells you know the sap is a simple weapon that accomplishes this. or prepare from your class and can cast them using your spell slots as usual. New Weapon Properties Ship Mage Spells Spell KO. When making an attack roll with a KO weapon with advan- Level Spells tage or when you benefit from the rogue’s sneak attack class feature, 1st alter normal winds*, float*, jump, sea or land legs*, wa- you knock an enemy unconscious if its hit points are equal to or terbane* lower than your level after the attack. Any weapon with the KO 2nd depth warning*, gust of wind, seasight*, spiderclimb property is usable with the sneak attack class feature. 3rd detect ships*, dispel fog*, home port*, stonehull* Parrying. When wielding a parrying weapon, you can expend 4th favor of the sea*, ghost rigging*, wreck compass* your reaction to increase your armor class by 1 for one attack. If you 5th control water, shatterhull*, shipshock* have another ability that increases your armor class by expending *New spell, see below your reaction, you can instead add 1 to your armor class while using that ability for the triggering attack. Barbed. A barbed weapon is lodged in the target with a suc- cessful attack. The target may remove the weapon as an action with a successful Strength saving throw (DC 15) which inflicts the weapon’s damage again upon the target. Spending one minute and making a Wisdom (Medicine) check (DC 12) dislodges the weapon and the target suffers the minimum amount of damage from the weapon. Barbed weapons are often combined with rope or chains, which limit the target’s movement unless the weapon is dislodged or the rope or chain is severed.

New Weapons Weapon Cost Damage Weight Properties Simple Melee Weapons Belaying Pin 2 cp 1d4 bludgeoning 2 lb finesse, light Gaff 5 cp* 1d4 piercing 2 lb finesse, light Sap 1 sp 1d6 bludgeoning 1 lb finesse, KO Martial Melee Weapons Cutlass 12 gp 1d8 slashing 4 lb finesse HarpoonSample1 gp 1d6 piercing 6 lb barbed, thrownfile (range 20/60) Parrying Dagger 5 gp 1d4 piercing 1 lb finesse, light, parrying

Heroes of Wharves and Waves 13 Alustriel’s Banner Spells 2nd-level illusion (ritual) The following 61 new spells expand the options for nautical cam- paigns, underwater adventures, and intrigue in port, all updated Casting Time: 1 action from second edition. Range: 120 feet The fathomer and ship mage feats (above) were designed to help Components: V, S, M (a trumpet or horn) spellcasters gain a few water spells, but clerics and warlocks or other Duration: Concentration, up to 8 hours classes can easily adjust their class lists by adding a few additional You craft an illusionary banner or a fanfare of a particular house spells. Just swap out domain, circle, oath, or patron spells for the or organization. You can create the illusion of a pennant or banner cleric, druid, paladin, or warlock on a one for one basis. Some spells bearing a crest, coat-of-arms, or symbol in addition to, or instead like surface sojourn or favor of the sea are perfect for this sort of swap. of, a fanfare of a trumpet’s blast or drum beat. For the cleric, druid, or paladin (who gain more versatility from an If you create a banner, it sheds bright or dim light in a 30 foot expanded spell list because they prepare spells from their whole list), radius of any color you desire. Its color and symbol can be any that consider removing two spells of the same level for each spell added to you are familiar with. a class list to avoid dramatically altering versatility when adding more If you create fanfare, it must be a trumpet blast or drum beat that than one new spell per level a character’s list of spells. The appendix you have heard in the past. contains suggestions for adding these spells to class lists. If you create both trumpet and fanfare, they must correspond to the same organization or family. Acid Storm At the DM’s option, the creation of such a banner may force a 7th-level evocation moral check for enemies. Casting Time: 1 action Range: 150 feet Barrier of Retention Components: V, S, M 5th-level abjuration Duration: Concentration, up to 1 minute Casting Time: 1 action You call forth a deluge of sticky droplets of acid that coats all Range: 120 feet creatures within a 40-foot diameter circle centered on a point with- Components: V, S, M (a small cage made of silver wire) in range. Creatures with range must make a Constitution saving Duration: Concentration, up to 10 minutes throw. Those that fail suffer 10d8 acid damage while those that You choose an area up to 30-feet on a side within range. You ward pass only suffer half damage. Each creature must repeat the save the edges of the area such that creatures can enter, but have a diffi- again at the end of its turn if it is still coated with acid. Creatures cult time leaving. Any creature entering the warded area must make failing the save are still coated with acid and take 4d8 damage, while a Wisdom saving throw or be trapped by the barrier of retention. those that pass talk half that and are no longer covered with acid. Those trapped by the barrier of retention cannot use their move- Creatures which take acid damage from this spell cannot regenerate ment to cross the warded boundary nor may they make attacks the following round. (melee or spell) across the barrier. Spells that do not require attack The spell ends for a target when you lose concentration, when it rolls function normally, including teleportation spells. As an action, makes a Constitution save after the first round of damage, when the a creature adjacent to the barrier may attempt a Wisdom saving acid is dispelled, or it can immerse itself in water or vinegar (often throw with disadvantage to escape the barrier. requiring an action). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the area you choose to ward grows by 10-feet Alter Normal Winds per slot level higher than 5th. 1st-level transmutation Casting Time: 1 action Battering Ram Range: 60 feet 2nd-level evocation Components: V, S, M (a small, silver tube) Casting Time: 1 action Duration: Concentration, up to 1 hour. Range: 60 feet You can alter the winds in 10-foot radius around yourself in one of Components: V, S, M (a bit of ram’s horn) three ways, chosen when you cast this spell. Duration: Instantaneous First, you can create a light breeze in calm conditions (including A ghostly ram’s head appear near your fist and flies off to bash an indoors or underground) that disperses most lingering effects of obstacle. Choose a target creature or object within range. If you gas, fog, or dust in the radius. Your light breeze may also allow a target a creature, make a ranged spell attack against that creature, small vessel with sails to move. You can determine the direction of a hit deals 2d10 damage and the target is pushed 5 feet away. If you the wind when you cast the spell. target an object, you use your spellcasting modifier in lieu of your Second, you can reduce a light breeze to calm conditions, which Strength in the check to break the object. may prevent a vessel with sails from moving. At Higher Levels. When you cast this spell targeting a creature Third, you can reduce a strong wind to a light breeze, mitigating using a spell slot of 3rd level or higher, the damage increases by the effect of storms and other dangerous conditions. 1d10 and the push distance increases by 5 feet per slot level above The DM may wish to roll on the weather table in chapter 5 of 2nd. When you cast this spell targeting an object using a spell slot the Dungeon Master’s Guide to determine weather conditions at any of 3rd level or higher, you gain a +5 bonus to the check for each slot point in time. level used above 2nd. At SampleHigher Levels. When you cast this spell using a spell slot of file 2nd level or higher, the radius increases by 10 feet per slot level Bloodwater above 1st. 1st-level enchantment Casting Time: 1 action Range: 120 feet

Heroes of Wharves and Waves 14 Components: V, S, M (a drop of blood) longer poisoned after three successful saving throws. A polluted part Duration: 1 minute of a body of water disperses at the same rate that purified water does. You enchant an area, raising or lowering a creature’s threshold for violence. You may choose to heighten or neutralize bloodlust when Command Water Spirits you cast this spell. All creatures with the blood frenzy trait (general- 6th-level evocation ly quippers, sahuagin, malenti, and some sharks) or who are raging Casting Time: 1 action (such as barbarians) within a 20-foot sphere must make a Wisdom Range: Self saving throw. Components: V, S, M (a clear glass) If you heighten bloodlust, targets that fail their saving throw Duration: Concentration, up to 1 hour must make an offensive action against the nearest creature (often This spell, somewhat misnamed, allows you to control the current but not necessarily the Attack action, the creature can choose in the in a body of water, moving objects within 120 feet. While you case of ties for nearest) if possible. The target can repeat the save at are concentrating on this spell, you can use your action to control the end of each turn. A target that cannot make an offensive action objects or creatures in the water. (due to being unable to move into range, stunned, etc.) makes the As an action, you can enable any ship within range to move at its saving throw with advantage. maximum speed until the beginning of your next turn, regardless of If you neutralize bloodlust, targets that fail their saving throw weather conditions. may not gain benefit from the blood frenzy trait or barbarian’s rage As an action, you can reduce a ship’s movement by half until the until the spell’s duration expires. beginning of your next turn, regardless of weather conditions. . When you cast this spell using a spell slot of At Higher Levels As an action, you can cause an unattended, floating object to 2nd level or higher, the size of the sphere increases by 20 feet per move up to 60 feet along the surface of the water. spell slot used above 1st. As an action, you can cause one swimming or submerged crea- ture to move up to 30 feet (including dragging them underwater) Brutal Erosion unless the creature succeeds at a Strength saving throw. 3rd-level transmutation As an action, you can cause an unattended object (up to 200 Casting Time: 1 action pounds) that is under the water to move up to 30 feet. Range: 60 feet Components: V, S Cone of Teeth Duration: Instantaneous 3rd-level evocation You invoke the scouring power of the wind or sea. You may choose Casting Time: 1 action to target one creature or one object. If you choose a creature, one Range: Self (40-foot cone) target creature within range must make a Constitution saving Components: V, M (a shark’s tooth) throw or suffer 4d12 force damage and attack rolls against the target Duration: Instantaneous have advantage until the end of your next turn. You shape water into thin blades as sharp as a shark’s teeth and If you choose to target an object, choose one unattended grind your enemies in your watery maw. The water extends in a 40- non-magical object that fits within a five-foot cube or one five-foot foot cone, dealing 8d6 slashing damage unless the target succeeds cube of earth or stone. The object or ground is worn away, losing at a Constitution saving throw for half damage. The spell leaves a half of its volume and hit points. At the DM’s discretion, this may bit of water on the ground (and often blood too), and extinguishes completely destroy the object or grant advantage on future attempts candles and other small flames. When used against fire elementals to break or destroy it. or other creatures that take damage from water, the spell deals . When you cast this spell using a spell slot of At Higher Levels additional damage equal to your spellcasting modifier. 4th-level or higher, the damage increases by 1d12 or you can target an At Higher Levels. When you cast this spell using a spell slot of additional 5-foot cube of earth or stone per slot level used above 3rd. 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Cleanse or Pollute Water 8th-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a bit of sand mixed with blood) Duration: Instantaneous You cleanse or pollute water in a single body or container, up to a 50-foot cube. When you cleanse a body of water that is smaller than a 50-foot cube, it is pure and drinkable. If, however, you cleanse an entire body of water with a tainted inflow, it remains clean for one day. If you cleanse a body of water larger than a 50-foot cube, the cleansed portion stays fresh for 1 hour if there is no current or inflow, or 10 minutes if there is a cur- rent or tainted inflow. Multiple castings may be able to treat a larger area, such as an entire oasis, cistern, or well. WhenSample you pollute the water, it becomes acrid and vile. Any file creatures ingesting the water or breathing the water (i.e. most aquatic creatures in the water) make a Constitution saving throw or take 3d6 poison damage and be poisoned for 24 hours. Each hour a creature poisoned from this water must make another Constitution saving throw or take 1d12 damage. A creature poisoned by this spell is no

Heroes of Wharves and Waves 15 Converse with Sea Creatures or obstacles (such as icebergs, reefs, or dragon turtles) underwater 3rd level divination (ritual) within 120 feet of you. If you spend your action, you can pinpoint the creature’s or object’s location and size. Casting Time: 1 action Range: Self (40-foot radius) Components: V, S, M (a small trumpet made of shell) Detect Ship 3rd-level divination Duration: 10 minutes 1 minute You gain the ability to comprehend and verbally communicate with Casting Time: Self beasts, magical beasts, dragons, elementals, and fey which dwell in Range: A glass lens worth 50 gp or near the sea. If you can breathe underwater, you can speak and Components: 24 hours (D) understand creatures that are underwater with you, otherwise you Duration: have no problems communicating with creatures underwater while For the duration of the spell, you know whenever there is another you are above water. As with the speak with animals spell, many ship within six miles of you. The spell wakes you if you are asleep beasts, magical beasts, and elementals have limited intelligence and and a new ship is nearby. limited ability to relate information. This spell grants no special If you can see another ship, you automatically can determine ability to deceive, intimidate, or persuade sea creatures above and it’s creature and cargo capacities, plus it’s travel speed and general beyond your natural ability to do so. direction. In addition, you have advantage on Wisdom (Perception or Water Vehicles) checks to learn other information about any Cool Strength ship you can see. 1st-level transmutation (ritual) The spell does not detect wrecks or ships incapable of sailing. At Higher Levels. When you cast this spell using a spell slot of Casting Time: 1 action 6th level or higher, you can also detect wrecks and ships that are not Range: Touch seaworthy. Components: V, S, M (a pinch of sand, a drop of water and blood) Duration: 24 hours Detho’s Delirium You summon the cooling strength of the sea, which prevents 1st-level necromancy exhaustion and sunburn. While the spell is in effect you cannot 1 action suffer from exhaustion from exposure to the sun, extreme heat, or Casting Time: Touch extreme cold (such as frigid water). Even sea creatures that must Range: V, S, M (a small silver bell) normally be submerged in water can survive the heat of the sun, Components: Concentration, up to 1 minute assuming they can breathe. This spell has no deleterious effect on Duration: fire elementals or other fire creatures. You force the unwilling to babble, giving up their secrets. You touch No creature can benefit from cool strength two days in a row. one intelligent creature that is sleeping, drugged, drunken, or un- At Higher Levels. When you cast this spell with a spell slot of conscious who must make a Constitution saving throw. If the target 6th level or higher, you can affect a creature that was affected by fails, it begins to babble in one or more languages it knows. The cool strength the previous day. target cannot understand questions, and rambles at random. While babbling, the target reveals one or more facts that it knows which Deeppockets may be relevant to your situation, including the name of a contact, 2nd-level conjuration a description of a treasure, a confession of guilt, etc. You may not know how to interpret the utterances, however. Casting Time: 1 minute Anyone targeted by this spell more than once in 24 hours is not Range: Touch guaranteed to reveal any useful information. Components: V, S, M (a strip of fine cloth given half a twist and . When you cast this spell using a spell slot of fashioned at the ends) At Higher Levels 2nd level or higher, you can target one additional creature for each Duration: 24 hours slot level above 1st. You enchant one garment or bag to hold much more than it appears to. The bag or pockets lead to an extradimensional space that can Dispel Fog hold up to 100 pounds of material. If you cast the spell again on the 3rd-level abjuration same item, you extend the duration by another 24 hours. You can 1 action end the spell as a bonus action on your turn. Casting Time: Self If the spell ends when items are in the target, the contents all spill Range: V, S out onto the ground. Components: Duration: Instantaneous At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can store another 100 pounds of material You banish fog and mist from your presence. All fog or mist within per slot level above 2nd. You can still extend the duration by using a a 50-foot radius of you vanishes. New fog can enter the radius, but slot of 2nd level or higher, regardless of its original level. only after 10 minutes. Creatures in mist form are returned to their natural form and must make a Constitution saving throw or take Depth Warning 3d12 force damage. 2nd-level divination Creatures and objects within the dispelled fog radius have advan- tage on saving throws against any gas-based attacks or spells, and Casting Time: 1 action disadvantage when making such attacks. Range: Self SampleAt Higher Levels. When you cast thisfile spell using a spell slot of Components: V, S, M (a clear glass bead) 4th level or higher, the radius increases by 20 feet and the damage Duration: 8 hours increases by 1d12 per slot level used above 3rd. For the duration of the spell, you can determine the approximate depth of any area of water that you can see within 120 feet of you. Additionally, you know if there are any large or larger creatures

Heroes of Wharves and Waves 16 Eagle-vision Size and Speed 1st-level transmutation Size Land Speed Casting Time: 1 action Tiny 15 feet Range: Self Components: V, S, M (a glass lens worth 10 gp) Small 25 Feet Duration: 10 minutes Medium 30 feet You gain an amazing ability to spot fine details. You have advantage Large or larger 35 feet on Wisdom (Perception) checks to spot things as far as the eye can see (usually about 6 miles in flat terrain) and you can make out fine Float details when twice as far away as normal. 1st-level transmutation False Face Casting Time: 1 bonus action 2nd-level necromancy (ritual) Range: Touch Components: V, S, M (a bit of cork) Casting Time: 1 minute Duration: 1 hour Range: 30 feet Components: V, S, M (a ball of rubber and a mirror) You cause one target creature (Large-sized or smaller) or object (up Duration: 4 hours to 100 pounds) to float in water, or similar liquids, for the duration. Objects under the effect of this spell automatically ascend 50 feet You copy the face of another living or dead humanoid or undead per round until they reach the surface of the water. Creatures af- creature within range. You can gain the facial features of either sex fected by this spell may optionally ascend 50 feet each turn without as long as you can clearly see the target’s face. You copy only the face, needing to move. The magic of this spell prevents any ill affects not the target’s mannerisms, voice, clothing, height or body shape. from the ascent. Unlike illusions, this spell cannot be disbelieved or seen through, If the target is a creature it has no trouble breathing while float- though your acting prowess (or lack thereof) may give you away. ing unless it is being forcibly held below the water. Any attempt to Your false face does radiate necromantic magic for the detect magic drag a creature or object affected by this spell underwater suffers spell and can be dispelled as normal. disadvantage, likewise creatures affected by this spell have advan- You can cancel this spell as a bonus action on your turn. tage when trying to escape a grapple underwater. At Higher Levels. When you cast this spell using a spell slot Favor of the Sea of 2nd level or higher, you may target one additional object or 4th-level abjuration creature for each spell slot level above 1st. If you cast this spell using Casting Time: 1 action a spell slot of 3rd level or higher, you can target huge creatures or Range: Touch objects up to 400 pounds. If you cast this spell using a spell slot Components: V, S, M (a piece of driftwood from a wrecked ship) of 5th level or higher, you may target gargantuan creatures or Duration: Instantaneous objects up to 1,000 pounds. You bless one creature other than yourself, who is protected from Fools’ Gold shipwrecks. Choose one target creature within range. For the next 2nd-level illusion year, they are watched over by the powers of the sea: no natural storm can slay them, no shipwreck can drown them, and they are Casting Time: 1 action safe from the natural fury of the sea. The circumstances leading to Range: Touch the target’s survival may be outlandish or unpleasant, and the target Components: V, S may not be returned to civilization (but might end up in a safe place Duration: 1 hour with enough food and water to survive indefinitely). You make an item appear more or less Once the target’s life has been spared once, the favor of the sea valuable than it really is. You can has ended. Any given creature can only benefit from the favor of enchant one handheld metal item the sea once in their lifetime. You can only bestow the favor of the (1 pound or less) or a large sea on 6 creatures at any given time, it fails to work if you attempt handful of 150 coins. You to cast it again. can change the apparent value of the item by a Fins to Feet factor of 100, making Transmutation cantrip copper coins Casting Time: 1 minute appear gold or Range: Touch a gold statue Components: V, S appear Duration: 24 hours (D) crude and You transform the fins, feet, or tail of one humanoid creature into humanoid legs. Target creatures lose any swim speed they pos- sessed and gain a standard walking speed instead according to the table below. The target also loses any natural attacks based on their tentacles,Sample fins, or tail. file You can only have one casting of this cantrip active at any time, further castings end the one in progress. At Higher Levels. At 5th level you can have two castings of this spell active at once, three at 11th level or 4 at 17th level.

Heroes of Wharves and Waves 17 worthless. Any creature examining the object(s) may make an Components: V, S Intelligence (Investigation) check against your spellcasting difficulty Duration: Instantaneous to determine the item’s true value, but only if they have tools or As you hold your hands with thumbs touching and fingers spread, training to do so. a thin sheet of frost shoots forth from your outstretched finger- . When you cast this spell using a spell slot of At Higher Levels tips. Each creature in a 15-foot cone must make a Dexterity saving 3rd level or higher, you can enchant a second item or double its throw. A creature takes 3d6 cold damage and has its movement volume for each slot level above 2nd. reduced by 10 feet on a failed save, or half as much damage on a successful one with no movement reduction. Forget Any creatures in the area who are covered with water or im- 2nd-level enchantment mersed in water and fail their saves have their movement reduced Casting Time: 1 action to 0 until the end of their next turn. Range: 60 feet Water in the area of effect freezes solid with a thickness of one Components: V, S half inch. The ice melts over the next minute. Duration: Instantaneous At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level You cause up to four creatures within range to forget the last min- above 1st. ute of their lives. Each target may make a Wisdom saving throw to avoid the effect. Those affected cannot regain their memories short of a restoration spell cast for this express purpose. Targets who find Gamalon’s Backlash 3rd-level abjuration themselves in strange circumstances due to this memory loss realize they have been affected by magic. Casting Time: 1 action Any attacks on creatures who forgot combat had started gain Range: 60 feet advantage until the beginning of the target’s next turn (targets who Components: V, S cannot be surprised do not grant advantage). Duration: Concentration, up to 10 minutes . When you cast this spell using a spell slot of At Higher Levels You weave a protective ward around your opponents to turn their 3rd level or higher, you can cause the target to forget an additional spells back upon them. Choose up to four targets within range, who minute per slot level above 2nd. must be within 30 feet of one another. Each target must make an Intelligence saving throw or be affected by your backlash. Whenev- Frost Fingers er the target casts a spell that deals acid, fire, lightning, or thunder 1st-level evocation damage the effect targets its caster instead or is centered on the Casting Time: 1 action caster. If the spell produces an area of effect that cannot be centered Range: Self (15-foot cone) on the caster, such as a cone or line, the area is instead a sphere centered on the caster with a radius equaling 5 feet per level of the spell. The victim doesn’t realize the full nature of this spell unless they see you cast the spell and pass an Intelligence (Arcana) check with a DC of 13, or suffer the backlash once.

Ghost Rigging 4th-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of canvas and string) Duration: 8 hours You conjure ghostly rigging to outfit one ship. The rigging functions as normal, except that it produces dim lighting and may contain any symbol or seal you wish as decoration. The rigging fits the ship, producing the correct number of masts and sails needed to allow the ship to move normally. Fire, blades, and anything that can damage normal rigging also damage the ghostly rigging conjured with this spell. While the spell is in effect, you can apply your proficiency bonus to all checks related to manning and maneuvering the ship you’ve outfitted with your ghostly rigging. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration increases by 8 hours per spell slot level higher than 4th.

Home Port 3rd-level divination SampleCasting Time: 1 action file Range: Touch

Heroes of Wharves and Waves 18 Components: V, S, M (a pebble) Iron Vigil Duration: 24 hours 2nd-level abjuration You grant an ally an uncanny instinct to return home. Choose one Casting Time: 1 action willing creature within range. For the duration of the spell, that Range: Touch creature knows the direction (but not distance) back to the spot Components: V, S where the spell was cast. Additionally, the target has advantage on Duration: 24 hours ability checks to navigate or to pilot a vehicle back to where the Choose one creature within range. That creature remains awake spell was originally cast. and alert for the duration of the spell, gaining a number of benefits: If you cast this spell on a target who is already under the effect of • The target cannot be put to sleep by magic and doesn’t fall asleep. the spell, you can opt to extend the duration by 24 hours. The target gains the benefits of a long rest by meditating for four hours, during which time they remain alert and aware of their Immurk’s Distraction surroundings. 2nd-level illusion • The target gains advantage on Wisdom (Perception) checks to Casting Time: 1 action spot intruders or trespassers. Range: Touch • The target does not need to consumer food or water. Components: V, S, M (a pinch of diamond dust worth 500 gp • The target is immune to the environmental effects of extreme which is consumed) heat, cold, depth, and high altitude. Duration: 1 day If you cast this spell on a target that is already under the spell’s With a quick chant and a gesture, you ensure no finds one target effect, the duration is extended by 24 hours. item. Choose one object within range. The target object is enchant- When this spell ends, the target immediately suffers one level ed so that, as long as it is hidden, people do not think to look for it of exhaustion for each day the spell was in effect and must make a where it is. A chest goes unopened, a bag unsearched, or a location Constitution saving throw against a difficulty of 14 plus one per day otherwise uninvestigated. Anyone searching for the hidden item the spell was in effect (including the first day) or suffer an additional suffers a -10 penalty on Intelligence (Investigation) or Wisdom level of exhaustion. (Perception) checks to find the hidden item. This doesn’t prevent anyone from accidentally stumbling across the object if they are Item not looking for it. The item, once found, is still enchanted and may 4th-level transmutation be hidden again so long as the spell is not dispelled or the duration Casting Time: 1 action expired. Range: Touch You are immune to your own castings of this spell, and can name any Components: V, S number of individuals who are also immune when you cast the spell. Duration: 8 hours . When you cast this spell using a spell slot of At Higher Levels You shrink one object that fits within a 2-foot cube to one twelveth 3rd level the duration increases to 10 days (4th level, 30 days; 5th of its original size, making it easy to transport or hide. You can level, 1 year; 6th level, 10 years; 7th level, 100 years; 8th or 9th level, opt to give the object the appearance of a piece of cloth, or merely permanent). shrink it. A creature holding an object can make a Dexterity saving throw to avoid your touch. Insatiable Thirst Any item shrunk by this spell can be returned to its original size 2nd-level enchantment as a bonus action on your turn, or by dropping it on the ground. Casting Time: 1 action Range: 60 feet Laeral’s Aqueous Column Components: V, S 4th-level transmutation Duration: Concentration, up to 1 minute Casting Time: 1 minute You cause one target creature to have an insatiable and uncontrolla- Range: 30 feet ble desire to drink. The target must make a Wisdom saving throw. Components: V, S, M (a hair and a drop of liquid) If it fails, it has an overwhelming desire to drink any potable liquid Duration: 1 hour it can. The target does not lose its instincts for self-preservation and You turn air to water, forming a snake-like column of water. The doesn’t knowingly consume any poison or harmful liquids, but may column is a cylinder 10 feet wide and up to 50 feet long, though it not realize which nearby liquids are harmful. The DM may require can be vertical or horizontal, twisting in any way you desire. You a Wisdom (Perception) check from the target to determine if any can end the spell early as an action on your turn. The water vanish- liquid is potable or a Wisdom saving throw to spit out harmful es when the spell ends, without leaving a trace. liquid before consuming it. Creatures can pass into or out of the column easily, those that can The target may still move and take actions to defend itself and swim can swim the length of the column. The water in the column any potable liquids from harm. The target, however, does believe it does not flow, so it cannot be used to move large volumes of liquid may die if it does not quench its thirst and may take uncharacteristic not does it transmit impurities like toxins. If creatures are in the and violent actions to fulfill this urge. The target cannot quench its column when the spell ends, they may fall or be stranded. thirst while the spell is in effect, but does receive a saving throw at At Higher Levels. When you cast this spell using a spell slot of the end of each turn to shake the effects. 5th level or higher, the maximum length of the column increases by The target suffers disadvantage on its save, on any turn in which 25 feet per slot level used above 4th. it doesSample not consume any liquid and advantage if it was physically file attacked since its last turn. Lasting Breath At Higher Levels. When you cast this spell using a spell slot of 1st-level transmutation 3rd level or higher, you can target one additional creature for each slot level above 2nd. Casting Time: 1 bonus action Range: 60 feet

Heroes of Wharves and Waves 19 Components: V, S Nightscar Duration: 10 minutes 3rd-level illusion You alter the breath in someone to naturally refresh itself. Choose one Casting Time: 1 action creature that you ca†n see within range that breathes. This spell adds 10 Range: 60 feet minutes to the amount of time the target can hold their breath. Components: V, S At Higher Levels. When you cast this spell using a spell slot of Duration: 10 days 2nd level or higher, you can target one additional creature within You mark an object or individual with an invisible scar that only range for each slot level above 1st or add 10 minutes to the duration you and your allies can see. Choose one object or creature within if you target only one creature. range. A creature can make a Wisdom saving throw to avoid the effect on it or on any item it is wearing or carrying. Life Water When you cast the spell, you can choose either up to seven com- 9th-level transmutation panions or seven seeds or stones. You and your chosen companions Casting Time: 1 action or the bearers of the seeds or stones, can see the mark. The mark Range: Touch is invisible to everyone else, and can take any shape you wish, and Components: V, S, M (one gallon of liquid) remains for the duration of the spell. Even if the target becomes Duration: 24 hours invisible, the nightscar is still visible to you. You enchant up to one gallon of liquid to produce wondrous heal- At Higher Levels. When you cast this spell using a spell slot of ing effects. By applying the water to a creature over one minute, 4th level or higher, the duration increases by 10 days per slot level you can produce all of the following effects: used above 3rd. • End one effect that has reduced the creature’s Strength, Constitu- tion, or Dexterity Predict Tide • Reduce the creature’s exhaustion to zero 1st-level divination (ritual) • End one disease afflicting the creature, including magical diseases Casting Time: 1 minute • End one poison effect the creature is suffering from Range: Self • Regrow a severed limb or missing organ Components: V, S, M (a silver disc bearing the image of the moon • Restore up to 75 hit points and up to 5 spent hit dice worth 10 gp) You can only create one application of water per casting, which is Duration: Instantaneous consumed once used. The water loses its potency after 24 hours. You gaze into the workings of the sea and moon(s). You know the current state of the tide and when the next high and low tides take Masque Mask place, as well as the exact time of day. 1st-level illusion Casting Time: 1 reaction, taken when your face is revealed Pressure Resistance Range: Self 1st-level abjuration (ritual) Components: V, S Casting Time: 1 action Duration: 1 minute Range: Touch You quickly disguise your face. Your face blurs, leaving only your eyes Components: S, M (bone or cartilage from a deep sea creature) intact and you are unrecognizable for the duration of the spell, though Duration: 8 hours your race or sex may still be identifiable, along with your clothing. You ward the target against the effects of high or low pressure. The If you have multiple faces, they are all obscured. target doesn’t suffer deleterious effects of high altitude or deep sea . When you cast this spell using a spell slot of At Higher Levels pressure (see chapter 5 of the Dungeon Master’s Guide and Appendix 2nd level or higher, the duration increases by 10 minutes per slot A of Ghosts of Saltmarsh.) level used above 1st. Raise or Sink Vessel Metamorphose Liquids 8th-level transmutation 1st-level transmutation Casting Time: 1 action Casting Time: 1 action Range: 600 feet Range: Touch Components: V, S Components: V, S, M (a drop of the desired liquid) Duration: 24 hours Duration: Instantaneous You choose one vessel within sight and alter its buoyancy. If you You transmute one cubic foot of liquid into an equal amount of an- choose to raise a vessel, it slowly begins to float towards the surface at other. While you can affect magical liquids, you cannot transmute a rate of 10 feet per round until it reaches the surface and rights itself. anything to a magical liquid. Thus you can transmute a healing The vessel’s hull is repaired up to half its hit points and it’s control potion to water, but not water to a healing potion. You can only and movement methods each are repaired up to one hit point. transmute a liquid into a low-quality liquid: thus beer transmuted If you choose to sink a vessel, its captain can attempt a Charisma into water is potable but not necessarily enjoyable. saving throw to avoid the effect. If the saving throw fails, the ship If you target a creature that is made of liquid, you may make a slowly begins to sink over the next 10 rounds, with its highest deck melee spell attack as part of casting this spell to touch a creature if you submerging at the end of those rounds. The ship then descends 10 are in combat. The spell deals 2d12 damage that cannot be resisted. Samplefeet per round until it reaches a solid surface.file There is no damage to . When you cast this spell using a spell slot of 2nd At Higher Levels any part of the ship when it sinks in this way. level or higher, you can affect an additional 1 cubic foot or liquid or Once the spell is cast, you may cast the spell again without need- deal an additional 1d12 damage for each slot level higher than 1st. ing to be within range or have line of sight to the vessel, extending the duration for another 24 hours.

Heroes of Wharves and Waves 20 Rapture of the Deep Components: V, S, M (eye of a sea creature) 6th-level transmutation Duration: 8 hours Casting Time: 1 action You touch a willing creature to grant it the ability to see through Range: 60 feet water. For the duration, that creature has darkvision 60 feet while Components: V, S underwater, can see twice as far as the water’s visibility would nor- Duration: Concentration, up to 10 minutes mally allow, and suffers no penalties for making attacks in or into the water with a piercing or slashing weapon. You cause the target to experience the disorienting exhaustion of In addition, the target can see through fog and mist (even magical the deep. The target suffers one level of exhaustion and must make varieties) without penalties (though without the benefits of darkvi- a Constitution saving throw or be charmed by you or frightened sion granted by this spell). of you. If the target is charmed by you or frightened of you, for the duration of the spell you can spend your action to intensify the effect. When you do so, the target must make Constitution saving Shatterhull 5th-level evocation throw or suffer 1d12 necrotic damage for each level of exhaustion the target has and then gain another level of exhaustion. Casting Time: 1 action Constructs, elementals, plants and undead are unaffected by to Range: Touch this spell. Components: V, S, M (eye of a sea creature) At Higher Levels. When you cast this spell using a spell slot of Duration: Instantaneous 7th level or higher, you can target one additional target for each slot You rend a wooden object with magical energy. The target wooden level used above 6th. When you spend your action to intensify the object (whether an entire vessel or a smaller object like a door or effect, you can choose which affected creatures to effect. chest) takes 10d12 damage, which bypasses any damage resistance or a ship’s damage threshold. Wooden constructs (but not living Rusting Grasp plants) can also be targeted with this spell. 5th-level transmutation At Higher Levels. If you cast this spell using a slot of 6th level Casting Time: 1 action or higher, the object takes an additional 2d12 damage per spell slot Range: Self level higher than 5th. Additionally, if the target is a ship that is not Components: V, S, M (antenna from a rust monster) in calm waters or is moving at more than half speed, the target takes Duration: Concentration, up to 1 minute an additional 1d12 damage each hour until it is repaired. With a touch you can corrode ferrous metal. When you cast the spell and as an action while the spell persists, you can touch a fer- Shipshock 5th-level abjuration rous object and cause it to rust into uselessness. You can destroy one cubic foot of metal with each touch. Casting Time: 1 action If you use this spell in combat, you must make a melee touch Range: 30 feet attack to grab a creature’s weapon or armor, which takes a perma- Components: V, S, M (a small silver nail) nent -1 (and cumulative) -1 penalty to its effectiveness (i.e. AC or Duration: 1 hour attacks). The item is completely useless when it reaches a -5 penalty. You enchant a sea vehicle (or a submerged structure made of wood Touching a magic armor or weapon in this way ends the spell, but or reeds) with a powerful defensive ward. The first Small or larger not without applying the penalty. living creature with an Intelligence of 3 or higher to touch the sub- Legendary items or artifacts are not damaged by this spell, nor do merged portion of the target discharges the spell with a bright flash weapons made of wonderous metals like mithril or adamantine. visible for 500 feet. The creature must make a Constitution saving throw or take 10d6 lightning damage, or half on a successful save. Sea or Land Legs All other living creatures in the water within 30 feet of the target 1st-level transmutation (ritual) must make a Constitution saving throw or take half damage, or no Casting Time: 1 action damage on a successful save. Once the spell is discharged it ends. Range: Touch At Higher Levels. When you cast this spell with a spell slot of 6th Components: V, S, M (a holy symbol of a sea deity) level or higher, the damage increases by 1d6 per slot level above 5th. Duration: 1 hour You make the target at ease on the sea. The target is immune to sea Slumberward 1st-level abjuration sickness, has advantage on Strength and Dexterity checks related to operating a ship, and has advantage on Strength or Dexterity saving Casting Time: 1 action throws to avoid being moved or knocked prone. Range: Touch You can instead reverse the effect, giving the target disadvantage Components: V, S on Strength and Dexterity checks related to operating ships, and Duration: 8 hours disadvantage on Strength and Dexterity saving throws or checks to You ward one creature against weariness and drowsiness. Until avoid being moved or knocked prone, and disadvantage on ability the spell ends, one target creature is immune to the sleep spell checks to resist sea sickness. and doesn’t naturally fall asleep or feel drowsy. The target also has advantage on all Constitution saving throws to avoid hold spells, Seasight exhaustion and falling asleep. 2nd-level divination SampleAt Higher Levels. When you castfile this spell using a spell slot of Casting Time: 1 action 2nd level or higher, you can target one additional creature per slot Range: Touch level used above 2nd.

Heroes of Wharves and Waves 21 Spendelarde’s Chaser At Higher Levels. When you cast this spell using a spell slot of 4th-level necromancy 5th level or higher, you may target one additional creature for every spell slot level higher than 4th. Casting Time: 1 action Range: Touch Components: V, S, M (a drop of holy water) Surface Sojourn 1st-level transmutation (ritual) Duration: Instantaneous or 10 minutes Originally invented to cure hangovers, your touch cures the target Casting Time: 1 action of other toxins as well. If the target is poisoned, inebriated, drugged, Range: Touch or otherwise intoxicated, the target is instantly purged of any Components: V, S, M (a snail shell) non-magical intoxicants or toxins. Duration: 24 hours If the target is not currently affected by any drugs or poison, the You coat one creature with a thin later of water, allowing it to move spell grants the target advantage against any such effects as long as comfortably on the surface. Target one creature with a swim speed. they are not magical in nature. If the effect does not normally allow If it has a land speed, its speed increased by 10 feet to a maximum saving throws, the target can make a DC 20 Constitution saving of 30, otherwise it gains a land speed of 10 feet. The target does not throw (with advantage) anyway to ignore the effect completely. suffer ill effects of dehydration while affected by this spell and crea- tures with the Limited Amphibiousness trait do not begin to drown Stonehull while the spell is in effect, but creatures do not otherwise gain the 3rd-level transmutation ability to breathe the air. You can only have one instance of this spell active at any time. If Casting Time: 1 action you cast it again, the first instance is ended. Range: Touch At Higher Levels. When you cast this spell using a spell slot of Components: V, S, M (a bit of pumice) 2nd level or higher, you can affect two additional targets per slot Duration: 1 hour level used above 1st. You strengthen the hull of a ship to resist damage from other ships, ramming attacks, or sea creatures. You repair 2d12 damage to a Tasso’s Shriek ship’s hull, reverse any spell effects of 3rd level or lower that impair 1st-level illusion the ship’s seaworthiness, and increasing the ship’s damage threshold by 20 for the duration of the spell. For the duration of the spell, the Casting Time: 1 bonus action ship’s movement is halved, however. You can cancel this spell as an Range: 120 feet action or bonus action on your turn. Components: None Duration: 1 round At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you repair an additional 1d12 points of damage for You call forth an illusory shout, which emanates from any point each spell slot level above 3rd and you cancel lingering spell affects within range. The casting is so subtle that it is undetectable. The cry of that slot’s level or lower. can make any sound that you can make (whether words and sen- tences or simply noises), up to a single sentence, and can be heard Strengthen or Weaken Sea Creature in a 300 foot radius. 4th-level transmutation Casting Time: 1 action Tears of the Crocodile 1st-level transmutation Range: 90 feet Components: V, S, M (a glass of water) Casting Time: 1 action Duration: Concentration, up to 10 minutes Range: Self You strengthen or weaken the elemental power of one sea creature. Components: V, S, M (three tears sealed in a ceramic sphere) You can target one elemental creature from the plane of water or Duration: 10 minutes another sea creature (generally a beast or monstrosity that has can You alter the water around you. Freshwater within a 10-foot radius breathe water, dwells in or around the sea, or includes the word wa- becomes sea water and vice versa. Beasts with the amphibious or ter or sea in its name). Creature shapeshifted or polymorphed into water breathing traits don’t willingly enter water within the radius. a sea creature which is not an elemental are unaffected by this spell, Other creatures with the amphibious or water breathing traits though you learn they are not true sea creatures. You may choose to suffer disadvantage on attack rolls and ability checks while they are strengthen or weaken the creature when you cast the spell. in water within the radius. If you strengtenh the target, it gains the following effects: At Higher Levels. When • The creature gains advantage on all attack rolls and Strength you cast this spell using a ability checks spell slot of 2nd level or • The creature deals an additional 1d6 damage with each attack higher, the radius increases • The creature gains 10 temporary hit points by 5 feet per slot level used • The creature’s speed increases by 10 feet above 1st. If you weaken the target, it must make a Constitution saving throw or suffer the following effects: Thale Passage • The creature has disadvantage on all attack rolls and Strength 4th-level transmutation ability checks Casting Time: 1 action • TheSample each attack deals less damage equal to your spellcasting file Range: 60 feet ability modifier • The creature’s speed decreases by 10 feet

Heroes of Wharves and Waves 22 Components: V, S, M (a bit of wax and paper) normal vision and speed, but gain a swim speed equal to your nor- Duration: Concentration, up to 1 hour mal movement. You may not attack or cast spells as an amorphous puddle of water. As an action, however, you may cause your watery You choose one point at the water’s surface or floor, and create a form to become humanoid, which resembles your normal shape, or column of safety in the water which extends from the surface to revert from humanoid shape to a puddle. While in humanoid form the floor. The water in the passage is calm and non-magical beasts you can talk, attack, cast spells, etc., though you are visible unless and plants must take their actions to move outside the column. completely immersed in water. Non-magical plants or beasts don’t willingly enter the column. . When you cast this spell with a spell slot of When you enter the column, you gain a swim speed equal to your At Higher Levels 8th level or higher, your watery form gains an additional 20 hit normal speed and can carry four times as much weight as normal, points per slot level used over 7th. but only when you are within the column.

Waterbane Water Stride Transmutation cantrip 1st-level abjuration (ritual) Casting Time: 1 bonus action Casting Time: 1 action Range: Self Range: Touch Components: V, S Components: V, S, M (a bit of wax and paper) Duration: Concentration, up to 1 minute Duration: 24 hours You alter your body’s relationship to water, standing on the surface You ward a target against the mere presence of water. The target of it with ease. As long as you concentrate on this spell, you may creature or object cannot get wet for the duration of the spell. Both treat liquid surfaces as solid ground, but difficult terrain. fresh water and saltwater simply roll off the object or creature. The Additionally, you resist acid damage. target takes no penalties to Wisdom (Perception) checks due to being splashed or wet. This spell provides no protection, however, from the force of a blast of water or from acids or poisons. Waterlight Unwilling recipients can make a Constitution saving throw to 1st-level transmutation (ritual) avoid the effect. Affected creatures have disadvantage on saving Casting Time: 1 action throws to avoid dehydration effects while the spell lasts. Creatures Range: 120 feet that can only breathe water suffer one level of exhaustion while Components: V, S, M (one gold piece or flake of gold leaf) affected by this spell. Duration: 1 hour This spell causes a patch of water within 30 feet of one point, Water Blast creature, or object to become illuminated with dim light but only Evocation cantrip for creatures which cannot naturally breathe water. Those who can Casting Time: 1 action breathe water via a spell or magic effect are unhindered. Range: 30 feet If you cast this spell on a creature or object the light moves with Components: V, S, M (A container of water) it, though the light is not bright enough to adversely affect the Duration: Instantaneous creature or object. You create a blast of water that pummels one target creature. The target must make a Dexterity saving throw or take 1d6 bludgeoning Weighty Chest damage and suffers disadvantage on its next attack roll. Against fire- 1st-level transmutation based creatures this spell’s damage die increases to 1d12. Casting Time: 1 action You create the same kind of water as the material component, or Range: Touch freshwater if no component is used. If the component is holy water, Components: V, S, M (a lead bead) a) the damage die increases to a d12 against undead or fiends, b) the Duration: 24 hours damage is radiant, and c) a hit deals an additional 1d12 damage and You touch one object (a chest, book, or anything that fits into a half damage on a miss. 5-foot cube). That object is magically made heavy, so that anyone The spell’s damage increases by one die when you reach 5th level other than you who attempts to lift or move it has extreme diffi- (e.g. 2d6), 11th level (e.g. 3d6), and 17th level (e.g. 4d6). culty. The target is so heavy that any creature attempting to move or manipulate it must make a Strength (Athletics) check against Water Form your spell save DC with disadvantage. A creature cannot repeat this 7th-level transmutation check if it fails. A creature’s size or carrying capacity does not alter Casting Time: 1 action the check difficulty. Range: Self A creature that succeeds on the check must repeat the check for Components: V, S every 10 minutes of moving or manipulating the object or suffer a Duration: Concentration, up to 1 hour level of exhaustion. If you cast this spell again before the duration expires, you can You turn into an amorphous puddle of water that resembles an opt to affect another item or extend the duration of an item previ- ooze. Your water form uses all of your ability scores, but has 40 hit ously affected by 24 hours, so long as the previously affected target points and AC 13 + your Dexterity modifier. You revert back to is on the same plane of existence. your original form if reduced to 0 hit points. While in water form youSample are invisible if you are in water (whether a body of water, a file puddle, or a wet surface), you gain resistance to slashing, bludg- eoning, and piercing damage, you are immune to cold damage and the prone condition, and are restrained until the end of your next turn if you would take cold damage. You may squeeze through tiny openings as small as one inch without penalty. You retain your

Heroes of Wharves and Waves 23 Armor of Swimming Magic Items Armor (Medium), rare (requires attunement) The Dungeon Master’s Guide contains many magic items which both player characters and non-player characters may guard or use. This These suits of armor are often adorned with nautical or maritime section provides a few more items, specifically geared towards images. The armor grants a swim speed of 25 feet, and the wearer urban, nautical, and aquatic characters and adventures. ignores any disadvantage to ability checks related to swimming or moving in the water the armor might ordinarily impose. Air Spores Wondrous Item, common Bag of Teeth Wondrous Item, uncommon This strange bag of dust is inhaled, which causes an oxygen-gener- ating colony of fungus to infest the user’s lungs. For the next 2d4 This bag is full of small fish teeth. When dumped into water, the days, the user can hold their breath indefinitely, so long as they bag summons a swarm of quippers which attacks the nearest living breathe air. creature. The bag grants no control over the swarm. At the end of that period, the user takes one level of exhaustion The teeth are destroyed after being used, but the bag itself re- per day until they can spend an entire long rest breathing air. mains as a non-magical bag.

Amulet of Aquatic Transformation Cutlass of the Golden Gulf Wondrous Item, rare (requires attunement) Weapon (cutlass or scimitar), rare This amulet is shaped like a sea creature, often made from drift These magical blades are favored by corsairs and pirates. In addition wood, coral, or bone. While you are wearing this amulet, you may to providing a +1 bonus to attack and damage rolls, the wielder can use your action to polymorph (as the spell) into one type of aquatic breath water as well as air so long as they grasp the weapon. creature, determined by the DM or the table below. You may remain in the form for up to one hour, and may use your bonus Liquid Road action to revert to your normal form. Wondrous Item, uncommon

Aquatic Transformation Table This strange liquid can be sprinkled on water, causing the top layer of water to solidify into a stable surface. Each vial contains enough d4 Creature to cover 25 square feet of liquid (e.g., a stable 5×5 foot square or 25- 1 Crab foot long by 1-foot wide bridge). The surface created is magically stable, even during rough seas: 2 Octopus waves part around it and crash over it leaving creatures standing or 3 Quipper huddled on the surface clear and dry. The surface lasts for one hour. 4 Sea Horse Oil of the Pickpocket Amulet of Thiefly Prowess Potion, uncommon Wondrous Item, rare (requires attunement) This oil can be rubbed into one’s hands, and dramatically increases When you wear this amulet, you may expend one charge as a free your abilities with sleight of hand. After applying this oil, you are action to add 1d6 to one Dexterity (Sleight of Hand, Stealth, or considered trained in sleight of hand. If you are already trained in Thieves’ Tools) check. You must decide to do so before rolling. the skill, you double your proficiency bonus Dexterity (Sleight of This amulet has 3 charges. It regains 1d3 charges daily at dawn. Hand) checks. Pearl of the Ebbing Tide Wondrous Item, rare When you hold this pearl and concentrate on its magics, you can cause the waters around you to lower. As an action, you concen- trate on the pearl in the same way one might concentrate on a spell. While your concentration lasts, the water level of all bodies of wa- ter within 60 feet of you—including puddles, ponds, rivers, or seas but not troughs, barrels, or cups of water—decreases by 5 feet.

Pearl of the Rising Tide Wondrous Item, rare When you hold this pearl and concentrate on its magics, you can cause the waters around you to rise. As an action, you concentrate on the pearl in the same way one might concentrate on a spell. While your concentration lasts, the water level of all bodies of wa- ter within 60 feet of you—including puddles, ponds, rivers, or seas but not troughs, barrels, or cups of water—decreases by 5 feet. SamplePowder of Magic Detection file Wondrous Item, uncommon Under close inspection, this ordinary-looking powder can be seen for what it truly is—an extremely fine powder of minute, crystalline granules. When this powder contacts a magical object, the crystals

Heroes of Wharves and Waves 24 spark and flash with a rainbow of colors. This effect does not reveal Staff of the Seven Seas the nature or intensity of the enchantment—only that the item is Wondrous Item, rare (requires attunement) magical. While holding it, you can breathe water, have a swim speed of A small pinch of powder is needed for each use, no matter how 35 (unless you already possess a better swim speed), and suffer no large or small the object. Each packet contains 1d10 + 10 pinches. penalties for movement or pressure in the water. The staff can be Powder that is placed on a nonmagical item yields no effect and used as a quarterstaff +1. cannot be reused. This staff has 10 charges. You can use an action to expend 1 or If the powder is used all at once, it covers a circle centered on the more of the charges to case one of the following spells from it, using caster with a radius equal to the number of pinches left (in feet), or your spell save DC: control water (4), converse with sea creatures a cone emanating from the user with a size equal to the number of (3), strengthen or weaken sea creature (4), conjure elemental (5, pinches left (in feet). water elemental only), seasight (1). The staff regains 1d6 + 4 charges daily at dawn. If you expend Ring of Landwalking the last charge, roll a d20. On a 1, the staff reverts to non-magical Wondrous Item, common whale-bone and is destroyed These rings are crafted for sea folk who desire to walk on land. The wearer’s fins, tail, and/or tentacles transform into legs, granting the wearer a land speed of 30 feet for a Medium creature (or 25 feet for a Small creature). In addition, the wearer can breathe air.

Ring of the Four Winds Wondrous Item, rare (requires attunement) These rings are prized by seafarers. The ring has three charges. As a reaction, the wearer can use one charge to cast featherfall, shield, or grant anyone within line of sight advantage on any ability check to steer or pilot a ship. The ring recovers 1d3 charged at dawn each day.

Scarab of Deception Wondrous Item, legendary (requires attunement) If you hold this beetle-shaped medallion in your hand for one round, an inscription appears on its surface revealing its magical nature. It provides two benefits while on your person: • You add your proficiency bonus to Charisma (Deception) checks, or double your proficiency bonus if you normally add your profi- ciency bonus. • The scarab has 12 charges. If you are targeted with a divination spell, you automatically know you are being targeted. Fur- thermore, you can use your reaction to expend one charge to automatically pass any saving throw against a divination spell. You can even do this after rolling the saving throw. Additionally, you can expend one charge to direct the information the caster would receive from the spell, such as determining what a detect thoughts reveals. The scarab crumbles to powder and is destroyed when the last charge is expended.

Scroll of Protection from Divination Scroll, rare This scroll protects you from spells that would determine your lo- cation or other information about you. When you spend an action to read this scroll, an invisible barrier radiates out from you to a 10- foot radius. You can every creature within the barrier are unaffected by divination spells. The barrier remains in place for 24 hours. Abilities which are not spells (e.g. blindsight) can still detect you, however.

Shadow Lockpicks Wondrous Item, common These lockpicks merge onto your body as a tattoo. You may remove themSample as an action, but no one else can. If you die, the shadow lock- file picks fall off 1 hour after your death.

Heroes of Wharves and Waves 25 Appendix A: Spell Lists

Float Bard Spells Lasting Breath Paladin Spells Pressure Resistance (Ritual) The following spell is optionally added to Bard Level 1 Surface Sojourn the paladin spell list. Tears of the Crocodile Detho’s Delirium Waterbane Paladin Level 2 Masque Mask Water Stride Slumberward Iron Vigil Tasso’s Shriek Druid Level 2 Sorcerer Spells Bard Level 2 Seasight Alustriel’s Banner (Ritual) Deeppockets Druid Level 3 Sorcerer Cantrips False Face (Ritual) Brutal Erosion Fins to Feet Fools’ Gold Converse with Sea Creatures (Ritual) Water Blast Forget Dispel Fog Water Stride Immurk’s Distraction Insatiable Thirst Druid Level 4 Sorcerer Level 1 Strengthen or Weaken Sea Creature Alter Normal Winds Bard Level 3 Bloodwater Detect Ship Cool Strength (Ritual) Home Port Druid Level 6 Float Nightscar Rapture of the Deep Frost Fingers Lasting Breath Masque Mask Bard Level 4 Druid Level 8 Pressure Resistance (Ritual) Favor of the Sea Cleanse or Pollute Water Surface Sojourn Item Tears of the Crocodile Spendelarde’s Chaser Waterbane Druid Level 9 Cleric Spells Life Water Sorcerer Level 2 The following spells are optionally added Battering Ram to the cleric spell list. Ranger Spells Deeppockets Fools’ Gold Forget Cleric Level 1 Ranger Level 1 Insatiable Thirst Sea or Land Legs (Ritual) Seasight Bloodwater Surface Sojourn Cool Strength (Ritual) Weighty Chest Float Sorcerer Level 3 Sea or Land Legs (Ritual) Brutal Erosion Tears of the Crocodile Cleric Level 2 Cone of Teeth Iron Vigil Converse with Sea Creatures (Ritual) Ranger Level 2 Detect Ship Dispel Fog Seasight Cleric Level 5 Stonehull Barrier of Retention Ranger Level 3 Sorcerer Level 4 Converse with Sea Creatures (Ritual) Ghost Rigging Druid Spells Home Port The following spells are optionally added Item to the druid spell list. Strengthen or Weaken Sea Creature Ranger Level 4 DruidSample Level 1 Favor of the Sea Sorcerer file Level 5 Strengthen or Weaken Sea Creature Alter Normal Winds Rusting Grasp Bloodwater Shatterhull Cool Strength (Ritual) Shipshock Fins to Feet

Heroes of Wharves and Waves 26 Sorcerer Level 6 Warlock Level 3 Detho’s Delirium Float Rapture of the Deep Converse with Sea Creatures (Ritual) Frost Fingers Dispel Fog Lasting Breath Sorcerer Level 7 Nightscar Masque Mask Stonehull Metamorphose Liquids Acid Storm Pressure Resistance (Ritual) Water Form Warlock Level 4 Slumberward Surface Sojourn Sorcerer Level 8 Ghost Rigging Tasso’s Shriek Thale Passage Tears of the Crocodile Cleanse or Pollute Water Waterbane (Ritual) Warlock Level 6 Waterlight (Ritual) Warlock Spells Rapture of the Deep Wizard Level 2 Warlock Level 1 Warlock Level 7 Alustriel’s Banner (Ritual) Battering Ram Cool Strength (Ritual) Water Form Deeppockets Float Depth Warning Frost Fingers Warlock Level 8 Fools’ Gold Lasting Breath Forget Masque Mask Cleanse or Pollute Water Immurk’s Distraction Sea or Land Legs (Ritual) Insatiable Thirst Slumberward Seasight Tasso’s Shriek Wizard Spells Tears of the Crocodile Wizard Level 3 Wizard Cantrips Warlock Level 2 Cone of Teeth Fins to Feet Converse with Sea Creatures (Ritual) Battering Ram Water Blast Detect Ship False Face (Ritual) Water Stride Dispel Fog Forget False Face (Ritual) InsatiableSample Thirst file Gamalon’s Backlash Seasight Wizard Level 1 Nightscar Alter Normal Winds Stonehull Bloodwater Cool Strength (Ritual)

Heroes of Wharves and Waves 27 Wizard Level 4 Waterbane (Ritual) Waterlight (Ritual) Ghost Rigging Item Laeral’s Aqueous Column Water Level 2 Spendelarde’s Chaser Depth Warning Strengthen or Weaken Sea Creature Insatiable Thirst Thale Passage Seasight Wreck Compass Snilloc’s Snowball Swarm† Wizard Level 5 Water Level 3 Rusting Grasp Cone of Teeth Shatterhull Converse with Sea Creatures (Ritual) Shipshock Dispel Fog Sleet Storm‡ Wizard Level 6 Tidal Wave† Wall of Water† Command Water Spirits Water Breathing‡ Rapture of the Deep Water Walk* Wizard Level 7 Water Level 4 Water Form Conjure Minor Elemental‡ Control Water Wizard Level 8 Favor of the Sea Ice Storm‡ Cleanse or Pollute Water Laeral’s Aqueous Column Strengthen or Weaken Sea Creature Wizard Level 9 Thale Passage Life Water Water Level 5 Conjure Elemental‡ Water Spells Cone of Cold‡ These spells include all spells of the water Maelstrom† school. Spells marked with a double dagger Rusting Grasp (‡) come from the Player’s Handbook, those marked with a dagger (†) come from Xanathar’s Guide to Everything. Spells in Water Level 6 italics are water spells but do not occur on Command Water Spirits the Wizard spell list. Otiluke’s Freezing Sphere‡ Rapture of the Deep Water Wall of Ice‡ Frost Bite† Ray of Frost‡ Water Level 7 Shape Water† Acid Storm Water Blast Water Form Water Stride Water Level 8 Water Level 1 Abi-Dalzim’s Horrid Wilting† Bloodwater Cleanse or Pollute Water Cool Strength (Ritual) Tsunami‡ Create or Destroy Water* Float Fog Cloud‡ Water Level 9 Frost Fingers Life Water Ice Knife† Metamorphose Liquids PurifySample Food and Drink (Ritual)‡ file Pressure Resistance (Ritual) Sea or Land Legs (Ritual) Surface Sojourn Tears of the Crocodile

Heroes of Wharves and Waves 28 Appendix B: Beasts Giant Otter This appendix contains twelve new beasts which give new options medium beast, unaligned for players and dungeon masters. Expanding on appendis A of the — Monster Manual, these options may be useful to coastal or undersea Armor Class 12 (natural armor) druids and their wild shape feature as well as summonong spells. Of Hit Points 13 (2d8 + 4) Speed 30 ft., swim 35 ft. course, the seal and swan are also of interest to selkies and swan- mays as well. — STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 5 (-3) 14 (+2) 8 (-1) Albatross — Medium beast, unaligned Resistance cold — Senses passive Perception 12 Armor Class 12 (natural armor) Languages — Hit Points 17 (3d8) Challenge 1/4 (50 XP) Speed 10 ft., fly 50 ft., swim 10 ft. — — Aquatic Shift. When the otter disengages or dodges in the STR DEX CON INT WIS CHA water, it can do the other as a bonus action. 8 (-1) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 6 (-2) Hold Breath. The otter can hold its breath for 10 minutes. — Senses passive Perception 12 Actions Languages — Multiattack. The giant otter makes two claw attacks or one Challenge 1/4 (50 XP) claw attack and one bite attack. — Flyby. The albatross doesn’t provoke opportunity attacks Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. when it flies out of an enemy’s reach. Hit: 8 (1d12 + 1) piercing damage. Keen Smell. The albatross has advantage on Wisdom (Per- Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. ception) checks that rely on smell. Hit: 6 (1d6+2) slashing damage. Long Distance Flight. The albatross can fly even while sleeping.

Actions Giant Turtle huge beast, unaligned Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. — Hit: 6 (1d6 + 2) piercing damage. Armor Class 17 (natural armor) Hit Points 86 (9d12 + 27) Gar Speed 20 ft., swim 40 ft. — Medium beast, unaligned STR DEX CON INT WIS CHA — 18 (+4) 10 (+0) 16 (+3) 3 (-4) 12 (+1) 6 (-2) 14 (natural armor) Armor Class — Hit Points 11 (2d8 + 4) Senses passive Perception 11 Speed 0 ft., swim 40 ft. Languages — — Challenge 5 (1800 XP) STR DEX CON INT WIS CHA — 8 (-1) 16 (+3) 14 (+2) 3 (-4) 10 (+0) 6 (-2) Hold Breath. The turtle can hold its breath for 30 minutes. — Senses darkvision 60 ft., passive Perception 10 Actions Languages — Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Challenge 1/8 (25 XP) Hit: 24 (3d12+4) slashing damage. — Hold Breath. The gar can hold its breath for 10 minutes. Shell Defense. The turtle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage Water Breathing. The gar can breathe only underwater. on Strength and Constitution saving throws. While in its shell, the turtle is prone, its speed is 0 and can't increase, it ctions A has disadvantage on Dexterity saving throws, it can't take Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. reactions, and the only action it can take is a bonus action to Hit: 7 (1d6 + 3) piercing damage. Sampleemerge. file

Heroes of Wharves and Waves 29 Hippopotamus Puffer Large beast, unaligned Tiny beast, unaligned — — Armor Class 13 (natural armor) Armor Class 12 (natural armor) Hit Points 60 (8d10 + 16) Hit Points 3 (1d4) Speed 25 ft. Speed 0 ft., swim 20 ft. — — STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 17 (+3) 9 (-1) 15 (+2) 3 (-4) 11 (+0) 6 (-2) 3 (-5) 10 (+0) 10 (+0) 3 (-4) 14 (+2) 6 (-2) — — Senses passive Perception 10 Senses darkvision 30 ft., passive Perception 12 Languages — Languages — Challenge 3 (1,100 XP) Challenge 0 (10 XP) — — Hold Breath. The hippo can hold its breath for 15 minutes. Keen Senses. The puffer has advantage on Wisdom (Percep- tion) checks. Actions Poisonous. Any creature that bites or eats the puffer that Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. wasn't prepared by someone trained in cook's utensils Hit: 15 (3d6 + 3) piercing damage. suffers the poisoned condition for 1 hour and must make Capsize. The hippo attempts to capsize an adjacent rowboat a Constitution saving throw (DC 12) or take 1d12 poison or canoe. All creatures within must make a Dexterity (Water damage. Vehicles) check (difficulty 13) or be cast out of the boat or canoe. If all creatures in the vessel are cast out, the vessel Actions capsizes and any gear that wasn’t strapped down sinks. Sting. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 7 (1d12) poison damage. Otter tiny beast, unaligned Sea Turtle — medium beast, unaligned Armor Class 12 (natural armor) — Hit Points 4 (1d4 + 1) Armor Class 16 (natural armor) Speed 20 ft., swim 30 ft. Hit Points 13 (2d8 + 4) — Speed 10 ft., swim 40 ft. STR DEX CON INT WIS CHA — 6 (-2) 14 (+2) 12 (+1) 3 (-4) 14 (+2) 8 (-1) STR DEX CON INT WIS CHA — 14 (+2) 10 (+0) 14 (+2) 3 (-4) 12 (+1) 6 (-2) Resistance cold — Senses passive Perception 12 Senses passive Perception 11 Languages — Languages — Challenge 0 (10 XP) Challenge 1/4 (50 XP) — — Aquatic Shift. When the otter disengages or dodges in the Hold Breath. The sea turtle can hold its breath for one hour. water, it can do the other as a bonus action. Actions Hold Breath. The otter can hold its breath for 10 minutes. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Actions Hit: 7 (1d8+2) slashing damage.. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Sample file

Heroes of Wharves and Waves 30 Seal Swan Small beast, unaligned Small beast, unaligned — — Armor Class 12 (natural armor) Armor Class 12 (natural armor) Hit Points 5 (1d6 + 1) Hit Points 7 (2d6) Speed 10 ft., swim 40 ft. Speed 10 ft., fly 40 ft., swim 20 ft. — — STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 7 (-2) 14 (+2) 12 (+1) 3 (-4) 14 (+2) 8 (-1) 4 (-3) 12 (+1) 10 (+0) 3 (-4) 14 (+2) 6 (-2) — — Resistance cold Senses passive Perception 12 Senses passive Perception 12 Languages — Languages — Challenge 1/8 (25 XP) Challenge 1/8 (25 XP) — — Keen Senses. The swan has advantage on Wisdom (Percep- Aquatic Shift. When the seal disengages or dodges in the tion) checks. water, it can do the other as a bonus action. Actions Hold Breath. The seal can hold its breath for 15 minutes. Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Water Senses. When underwater, the seal has dark vision 60’ Hit: 4 (1d4 + 1 piercing damage.. as well as advantage on Wisdom (Perception) checks to hear. Actions Walrus Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. large beast, unaligned Hit: 5 (1d4+2) piercing damage. — Armor Class 12 (natural armor) Hit Points 42 (6d10 + 18) Sea Lion Speed 10 ft., swim 30 ft. medium beast, unaligned — — STR DEX CON INT WIS CHA Armor Class 12 (natural armor) 19 (+4) 12 (+1) 16 (+3) 3 (-4) 14 (+2) 8 (-1) Hit Points 6 (1d8 + 1) — Speed 10 ft., swim 40 ft. Resistance cold, non-magical bludgeoning weapons — Senses passive Perception 12 STR DEX CON INT WIS CHA Languages — 10 (+0) 14 (+2) 12 (+1) 3 (-4) 14 (+2) 8 (-1) Challenge 1 (200 XP) — — Resistance cold Hold Breath. The walrus can hold its breath for 15 minutes. Senses passive Perception 12 Languages — Actions Challenge 1/4 (50 XP) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. — Hold Breath. The sea lion can hold its breath for 15 minutes. Hit: 13 (2d6+6) piercing damage.. Water Senses. When underwater, the sealion has dark vision 60’ as well as advantage on Wisdom (Perception) checks to hear.

Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+2) piercing damage. Sample file

Heroes of Wharves and Waves 31 d100 Item Appendix C: Trinkets 57–58 A small wooden bucket engraved with carvings of You may want to roll on this table to determine a trinket for a PC or sea sick dwarves on a boat; the carved waves move major NPC. when the bucket is filled with water Trinkets 59–60 A brass whistle that can be blown underwater d100 Item 61–62 A bit of sea glass that glows when dolphins are 01–02 A broken quill pen from an albatross that always within 100 yards has just enough ink to get through half a line 63–64 A scratched silver mirror where the reflections it 03–04 A black, glazed ceramic goblet with a scene of shows always appear to be soaking wet and drip- revelry in gold ping with water 05–06 A mask shaped to fit a sahuagin’s head that resem- 65–66 A sea shell engraved with a map to a lost treasure bles a human face 67–68 A hermit crab with that has taken a bit of gnomish 07–08 A small, sealed brass urn that contains a still-beat- clockwork as its shell ing heart 69–70 A purse made from a rat that is always overlooked 09–10 A thick glass jar containing an anglerfish who’s light by pickpockets is as bright as a candle 71–72 A golden fishhook that grants its carrier advantage 11–12 A brass lamp that giggles as it’s rubbed on any Wisdom (Survival) checks to forage at sea 13–14 A white silk slipper for a left foot that is always 73–74 A crude tin figurine of a seagull that eats scraps and clean and odor-free crumbs 15–16 A waterproof leather pouch that contains a small 75–76 A small cloth octopus toy that produces a vial book which men perceive as containing pastry worth of ink when squeezed, and refills each day at recipes but women perceive as containing erotic dusk poetry. Readers who do not fit either gender cat- 77–78 Half a copper coin that glows violet if it is in the egory find a curiously well-written book of erotic pot for a wager or game of chance and someone is pastry recipes cheating 17–18 A three-foot length of kelp that is always moist and 79–80 A pipe whose smoke shapes into whales, sharks just doesn’t die and other aquatic creatures that swim off through 19–20 A wooden leg carved to resemble an octopus that the air fits anyone who has lost a leg 81–82 A thousand page long book that purports to be a 21–22 A sturdy, adamantine hook that attaches to any- thrilling tale of obsession and vengeance, but is one’s wrist if they’ve lost a hand mostly a detailed description of the minute details 23–24 A parrot’s feather that squawks “How much? How of whaling much!” when it touches gold 83–84 A golden tooth that will attach to anyone's gums if 25–26 A carved, wooden turtle that emits a small but they have lost a tooth steady stream of bubbles from its mouth when 85–86 A bronze goblet carved to resemble a tiefling pirate immersed in water with one eye, when filled with alcoholic liquids it 27–28 A log book which always show’s today’s date but will occasionally answer questions or give advice no ink sticks to its pages but mostly it drunkenly sings sea shanties 29–30 A bag of 13 shark’s teeth, each etched with a 87–88 A small pearl that makes any edible food taste deli- strange marking cious while you hold it under your tongue; it can be 31–32 A bit of coral which gives off light like a candle difficult to avoid swallowing it accidentally when wet 89–90 A tiny bag made from iridescent fish scales that 33–34 A toothpick that leaves your teeth white and clean keeps anything inside it dry, large enough to hold after you’ve used it for one minute any item or items that could fit in a halfling's palm 35–36 A hairbrush that grows your hair by one quarter of 91–92 A painted wooden statuette of a parrot that an inch once per day if you brush your hair for 10 squawks "gonna be a wet one" fifteen minutes minutes before any rain would fall on its bearer 37–38 A gaudy tin bracelet that turns your fingernails 93–94 A smudged IOU from a legendary smuggler bright red when worn 95–96 A pocket knife engraved with the image of a mer- 39–40 A disgusting bit of leather with a squid-shaped woman with a blade that never dulls tattoo on it 97–98 A manta ray made of soapstone the size of a human 41–42 A tarnished, copper holy symbol of Istishia palm that is etched with a mysterious prophecy on 43–44 Three thick, purple scales on a leather thong that its bottom are always cold to the touch 99–00 A broken wand that crackles with static electricity 45–46 A silver coin whose face becomes tarnished or polished to reflect the phase of the moon 47–48 A heavy lead locket engraved with an anchor and a love poem for someone you don’t know 49–50 A lantern that always casts 30 feet of dim light when it rains 51–52 Sample A scrap of parchment with a partial key to a pirate file cipher 53–54 A battered tin cup that turns salt water into fresh, drinkable water after an hour 55–56 A broken spear tip made from a giant shark tooth that once belonged to an infamous sahugan chief

Heroes of Wharves and Waves 32 Appendix D: NPC Spells Mage (Water Elementalist) Each of the spellcasting NPCs in the Monster Manual might use a Cantrips (at will): light, mage hand, water blast*, water stride* different list of spells than is presented there. These spell lists can 1st level (4 slots): detect magic, frost fingers*, mage armor, shield be swapped in as the Dungeon Master likes. Each is also given a 2nd level (3 slots): ice knife†, forget*, misty step ritual book entry, which represent spells that not only might be in 3rd level (3 slots): cone of teeth*, Gamalon’s backlash*, fireball, fly a NPC’s ritual book (allowing for treasures the Dungeon Master 4th level (3 slots): greater invisibility, ice storm, watery sphere† might give to wizards, warlocks with the Book of Ancient Secrets 5th level (1 slot): shatterhull* invocation, or characters with the Ritual Caster feat), but also these are utility spells that the NPC might also be able to cast or have Water Elementalist Mage Ritual Book scrolls containing some or all of these spells. 1st level: alarm, cool strength*, waterbane*, waterlight* Spells marked with an asterisk (*) come from this volume, those 2nd level: Alustrial’s banner*, magic mouth marked with a dagger (†) come from Xanathar’s Guide to Everything. 3rd level: water breathing Archmage (Water Elementalist) Priest (Charm) Cantrips (at will): light, mage hand, shocking grasp, water blast*, water Cantrips (at will): light, sacred flame, thaumaturgy stride* 1st level (4 slots): bane, charm person, command, guiding bolt, heroism, 1st level (4 slots): detect magic, frost fingers*, mage armor, shield sanctuary 2nd level (3 slots): ice knife†, forget*, misty step 2nd level (3 slots): enthrall, hold person, spiritual weapon, suggestion 3rd level (3 slots): cone of teeth*, Gamalon’s backlash*, fireball, fly 3rd level (2 slots): dispel magic, fear, hypnotic pattern, spirit guardians 4th level (3 slots): greater invisibility, ice storm, watery sphere† 5th level (3 slots): shatterhull*, scrying, wall of force 6th level (1 slot): globe of invulnerability Priest (Opportunity) 7th level (1 slot): water form* Cantrips (at will): guidance, resistance, sacred flame 8th level (1 slot): mind blank 1st level (4 slots): bless, cure wounds, guiding bolt, heroism, shield of 9th level (1 slot): time stop faith 2nd level (3 slots): aid, enhance ability, lesser restoration, spiritual Water Elementalist Archmage Ritual Book weapon 1st level: alarm, cool strength*, identify, illusory script, pressure resist- 3rd level (2 slots): beacon of hope, dispel magic, haste, tongues ance*, unseen servant, waterbane*, waterlight* 2nd level: Alustrial’s banner*, magic mouth 3rd level: converse with sea creatures*, false face*, water breathing Priest (Wave) 5th level: contact other plane, Rary’s telepathic bond Cantrips (at will): light, sacred flame, shape water†, thaumaturgy 6th level: Drawmij's instant summons 1st level (4 slots): command, create or destroy water, cure wounds, float*, shield of faith, waterbane* 2nd level (3 slots): depth warning*, prayer of healing, seasight*, spiritual Druid (Undersea) weapon Cantrips (at will): druidcraft, frostbite†, gust† 3rd level (2 slots): dispel magic, protection from energy, tidal wave†, 1st level (4 slots): bloodwater*, speak with animals, thunderwave, water water breathing stride* 2nd level (3 slots): animal messenger, warding wind† Priest (Wealth) Undersea Druid Ritual Book Cantrips (at will): sacred flame, resistance, thaumaturgy 1st level: cool strenth*, pressure resistance* 1st level (4 slots): alarm, command, inflict wounds, sanctuary, weighty 2nd level: beast sense, locate animals or plants, skywrite† chest* 3rd level: converse with sea creatures*, water breathing, water walk 2nd level (3 slots): blindness/deafness, iron vigil*, lesser restoration, locate object 3rd level (2 slots): dispel magic, glyph of warding, nondetection, spirit Mage (Ship Mage) guardians Cantrips (at will): light, mage hand, water blast*, water stride* 1st level (4 slots): detect magic, frost fingers*, mage armor, shield 2nd level (3 slots): battering ram*, gust of wind, spider climb 3rd level (3 slots): Gamalon’s backlash*, fireball, fly, stonehull 4th level (3 slots): ghost rigging, greater invisibility, ice storm 5th level (1 slot): control water

Ship Mage Ritual Book 1st level: alarm, cool strength*, waterbane* 2nd level: Alustrial’s banner*, magic mouth 3rd level: false face*, water breathing 5thSample level: Rary’s telepathic bond file

Heroes of Wharves and Waves 33