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This document provides character options and mechanics for urban and aquatic campaigns in Dungeons & Dragons. It includes new race options like the Hadozee and Malenti, as well as class options like a Charm domain cleric and Elemental Water wizard tradition. New spells, magic items, and feats are also presented for campaigns focused on cities, ports, and the sea.

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Justin Call
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0% found this document useful (0 votes)
71 views33 pages

$RIFTVZL

This document provides character options and mechanics for urban and aquatic campaigns in Dungeons & Dragons. It includes new race options like the Hadozee and Malenti, as well as class options like a Charm domain cleric and Elemental Water wizard tradition. New spells, magic items, and feats are also presented for campaigns focused on cities, ports, and the sea.

Uploaded by

Justin Call
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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HEROES OF

WHARVES AND WAVES

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Character options for urban, nautical, and aquatic campaigns


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

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Malenti................................................................................................4
InDesign Template: Nathanaël Roux Locathah.............................................................................................5
Skinchangers....................................................................................... 6
Proofreader: Zack Schwartz Unusual and Variant Races.............................................................. 7
Merfolk............................................................................................ 7

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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. Stormwrack. 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.
Berman, Steve. “Sunken Treasures," Dragon Magazine 250. August, 1998.
Classes 9
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.

Gygax, Gary. Oriental Adentures. 1985.

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Grub, Jeff with Andrea Heyday. Land of Fate Boxed Set. 1992.

Martin, Julia with Eric L. Boyd. Faiths and Avatars. 1996.


Middleton, Mark (Compiler). Priest’s Spell Compendium Volumes 1-3. 1999–2000.
Middleton, Mark (Compiler). Wizard’s Spell Compendium Volumes 1-4. 1996­–1998.
Nicholson, Wes. Den of Thieves. 1996.
Schend, Steven E. Sea of Fallen Stars. 1999.
Circle Of The Land: Undersea.....................................................12
Wizard...............................................................................................12
Elemental Water Tradition.........................................................12

Equipment 13
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Schend, Steven with Ed Greenwood. 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.
Zuvich, Ted. “Mage on Deck!”, Dragon Magazine 235. November, 1996.
Feats 13

About the Author


Spells 14
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.
Appendix A: Spell Lists
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of.vile.darkness@gmail.com or @thomas_schluter 28

Legal
This product was revised and updated from Magic of Wharves and Waves. Some material also appeared
Appendix B: Beasts 31
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, Wizards of the Coast, Forgotten Realms, the dragon ampersand,
Player’s Handbook, Monster Manual, Dungeon Master’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
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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.

©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Has-
bro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Heroes of Wharves and Waves


2
HEROES OF WHARVES AND WAVES
On the dark wharves of Waterdeep, a rakish bard casts deeppockets inside a dilapidated 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

W
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-

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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,
product 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.

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aren’t just limited to PCs, and while the Lord’s Alliance or the Harp- Other races, including half-elves, tieflings, 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-elf, and tiefling 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,

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These options help these classes focus on the spells presented herein,
but are not required to play scavengers, scoundrels, or sailors.
Third, 61 spells for ne’er-do-wells, sailors, and undersea folk are
presented. These are broadly construed and aid in smuggling, pi-
racy, and travel as well as manipulating elemental water itself. The
often going so far as to adopt new names when their captain or ship
finally earns their respect.
Hadozee are a simian folk, resembling apes but for patagia (a flap
of skin) connecting their arms and legs which allows them to glide.
Many hadozee make use of their ability to glide, along with their
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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
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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
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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.
Companion.
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


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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

Krath, Marn, Polth.


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Male Names: Bansh, Darsh, Falth, Garsh, Grath, Groh, Harth,

Female Names: Bahasha, Bannithi, Dashi, Kalla, Kasha, Mara,


Risha, Yasha, Yetha.
feet.
Glider. If you are not wearing Medium or Heavy armor, you
have a fly speed of 40, but must end your movement 20 feet lower
and 40 feet from your starting position while flying.
Manual Dexterity. Your feet can be used for the same sorts of
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Hadozee Personality fine manipulation as your hands. You can still only make one off-
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.
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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
as much as you can about it and its inhabitants.
Malenti
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
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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
Ability Score Increase. Your Dexterity score increases by 2 and
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
Age. Hadozee lifespans are similar to humans though they ma-
sahuagin communities often are lacking the social niceties it takes to
ture a year or two faster and don’t live quite as long.
infiltrate sea elf communities, but violent or savage behavior often
Alignment. Hadozee tend towards neutrality in both senses:
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

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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

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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

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You were raised by sahuagin to infiltrate a commu-
nity of sea elves or a port city. Though you excel at
your work, you feel no loyalty to the sahuagin that
raised you.
You were born in a small malenti enclave, hidden
Nomadic And Pragmatic
Locathah schools travel the upper reaches of the seas, avoiding the
dangers of the true deep. By remaining constantly on the move, they
pose less of a target for the more sinister inhabitants of the seas.
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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
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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
Sa

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.
Amphibious. You can breathe both air and water. 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-
Limited Blood Frenzy. You can spend a bonus action to enter ing your people behind.
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.

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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

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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

Goblin, Sahuagin, or Undercommon.

Worker
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two of the following languages: Bullywug, Draconic, Elvish, Giant,

Ability Score Increase. Your Dexterity score increases by 2.


leave their people behind. You can use the Skinchanger Impetus
table to determine a personality quirk or inspire some goals.
Skinchanger Impetus
d6
1
Impetus
Disaster. Your people are in trouble and need some-
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Artisan’s Training. You’re trained in one artisan’s tools of your one to find the means to save them.
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-
Gatherer. You have developed a keen sense of finding things. where.
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.
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5 Magic. A magical event touched your life and you


Hunter
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.

Skinchanger Traits
Skinchangers Your skinchanger character has the following traits.
Through the ages, those with connections to the sea have found
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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.
Because these objects may melt with their animal forms, many
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
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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

powers. Choose from the options below:

Lost coats or Tokens


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Languages. You speak, read, and write both Common and Sylvan.
Animal Token. You have an animal token which grants your fey

If a swanmay’s token or a selkie’s coat is ever lost or


Ability Score Increase. You gain a +1 bonus to your Dexterity
scoreeven if you chose Dexterity for your Skinchanger ability score
increase trait.
Fae Shapechanger. Your creature type is both fae and humanoid
(shapeshifter).
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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
m

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
or speak; you retain racial and class-based features, but not special
Sa

form if you fall unconscious, drop to 0 hit points, or die.


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
Adventures on Land 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

e
the water. presented in Mordenkainen’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

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reach 3rd level you can cast the witch bolt spell once per day as a
Maritime Racial Variants 2nd-level spell. Once you reach 5th level, you can cast darkness once
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
Height and Weight
them to breathe underwater.

W(h)ither Sea Elves? e


Sea Elves were presented in an earlier version of this
document as Aquatic Elves, but have been presented of-
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
a number (in inches) to the character’s base height. To get a weight,
multiply the number you rolled for height by the roll in the Weight
pl
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).
m

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.
Sa

Heroes of Wharves and Waves


8
Classes Channel Divinity: Power of Love
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.
Cleric • The target is charmed by a creature of your choice within 60 feet
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

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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

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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 (Drow), 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 (Halfling). 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
1

2
6
Domain Feature

Defense e
Charming Training, Domain Spells, Unarmored

Channel Divinity: Stay the Hand


Channel Divinity: Power of Love
disadvantage on their saving throws against it.

Opportunity Domain
Many mortals pray to the gods for skill or luck. A few, however,
pl
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 halflings
Brandobaris, and the Orcs Baghtru. In other worlds, Athena,
Charm Domain Spells
m

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
Sa

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
The Opportunity Domain was previously 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

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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

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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

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At 8th level, you gain the ability to infuse your weapon strikes with
divine energy. Once on each of your turns when you hit a creature
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
you reach 14th level, the extra damage increases to 2d8.
When you choose this domain at first level, you gain proficiency
with crossbows, the net, scimitar and trident. You treat the club,
spear, scimitar, and trident as though they had the finesse property.
Additionally, when you would add your proficiency bonus to
Strength (Athletics) checks to swim, Wisdom or Intelligence checks
pl
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.
m

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
Sa

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,
provided that creature has been dead for less 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

e
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
Wealth Domain

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action to weigh an intelligent creature down with avarice. While
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

e
offer up this domain for their followers. Curiously, all the Dragon
gods—even Bahamut, Tiamat, and Chronepsis—grant this domain
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
likewise for the Egyptians.
turn. As an action, you can extend the duration of your weight of
avarice by one turn, up to a maximum of one minute.

Spellgreed
At 6th level you can expend your Channel Divinity as a reaction
pl
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
Wealth Domain Features 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
m

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
Sa

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
and a swim speed greater than zero. 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
e
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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

Circle Of The Land: Undersea


e
Some druids of the waves have a different focus than coastal druids
and choose the undersea option for their Circle of the Land feature.
Undersea
10
14
Eroding Magic
Elemental Mastery

Water Savant
Beginning when you select this school at 2nd level, the gold and
pl
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
m


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.
Sa

Elemental Water Tradition Additionally, whenever you add your proficiency bonus to ability
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
such that the water caused by a create or destroy water, 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.
Belaying Pin. This weapon is primarily used to secure rigging,
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
Cutlass. Popular with sailors and mariners, the cutlass is lighter

e
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
Gaff. A large hook, sometimes attached in place of a lost hand,
for these spells.
the gaff has uses outside of combat for lifting items.
Harpoon. These barbed spears rarely see use on the battlefield,
Ship Mage

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but are often used in hunting prey. The ability to tether the weapon
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-

e
tage or when you benefit from the rogue’s sneak attack class feature,
you knock an enemy unconscious if its hit points are equal to or
lower than your level after the attack. Any weapon with the KO
property is usable with the sneak attack class feature.
Parrying. When wielding a parrying weapon, you can expend
Level
1st

2nd
3rd
Spells
alter normal winds*, float*, jump, sea or land legs*, wa-
terbane*
depth warning*, gust of wind, seasight*, spiderclimb
detect ships*, dispel fog*, home port*, stonehull*
pl
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
m

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.
Sa

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
Harpoon 1 gp 1d6 piercing 6 lb barbed, thrown (range 20/60)
Parrying Dagger 5 gp 1d4 piercing 1 lb finesse, light, parrying

Heroes of Wharves and Waves


13
Spells Alustriel’s Banner
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

e
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.

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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

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pass only suffer half damage. Each creature must repeat the save
again at the end of its turn if it is still coated with acid. Creatures
failing the save are still coated with acid and take 4d8 damage, while
those that pass talk half that and are no longer covered with acid.
Creatures which take acid damage from this spell cannot regenerate
You choose an area up to 30-feet on a side within range. You ward
the edges of the area such that creatures can enter, but have a diffi-
cult time leaving. Any creature entering the warded area must make
a Wisdom saving throw or be trapped by the barrier of retention.
Those trapped by the barrier of retention cannot use their move-
ment to cross the warded boundary nor may they make attacks
pl
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
m

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
Sa

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 Higher Levels. When you cast this spell using a spell slot of
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

e
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

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until the spell’s duration expires.
beginning of your next turn, regardless of weather conditions.
At Higher Levels. When you cast this spell using a spell slot of
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

e
You invoke the scouring power of the wind or sea. You may choose
to target one creature or one object. If you choose a creature, one
target creature within range must make a Constitution saving
throw or suffer 4d12 force damage and attack rolls against the target
3rd-level evocation
Casting Time: 1 action
Range: Self (40-foot cone)
Components: V, M (a shark’s tooth)
Duration: Instantaneous
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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
At Higher Levels. When you cast this spell using a spell slot of
additional damage equal to your spellcasting modifier.
m

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)
Sa

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.
When you pollute the water, it becomes acrid and vile. Any
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
Casting Time: 1 minute
You gain the ability to comprehend and verbally communicate with
Range: Self
beasts, magical beasts, dragons, elementals, and fey which dwell in
Components: A glass lens worth 50 gp
or near the sea. If you can breathe underwater, you can speak and
Duration: 24 hours (D)
understand creatures that are underwater with you, otherwise you
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

e
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

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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
Casting Time: 1 action
suffer from exhaustion from exposure to the sun, extreme heat, or
Range: Touch

fire elementals or other fire creatures.


e
extreme cold (such as frigid water). Even sea creatures that must
normally be submerged in water can survive the heat of the sun,
assuming they can breathe. This spell has no deleterious effect on

No creature can benefit from cool strength two days in a row.


At Higher Levels. When you cast this spell with a spell slot of
Components: V, S, M (a small silver bell)
Duration: Concentration, up to 1 minute
You force the unwilling to babble, giving up their secrets. You touch
one intelligent creature that is sleeping, drugged, drunken, or un-
conscious who must make a Constitution saving throw. If the target
pl
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.
m

Components: V, S, M (a strip of fine cloth given half a twist and


At Higher Levels. When you cast this spell using a spell slot of
fashioned at the ends)
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
Casting Time: 1 action
end the spell as a bonus action on your turn.
Sa

Range: Self
If the spell ends when items are in the target, the contents all spill
Components: V, S
out onto the ground.
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
At Higher Levels. When you cast this 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

e
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
to 100 pounds) to float in water, or similar liquids, for the duration.

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Duration: 4 hours
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.

Favor of the Sea


4th-level abjuration
Casting Time: 1 action
Range: Touch
e At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, you may target one additional object or
creature for each spell slot level above 1st. If you cast this spell using
a spell slot of 3rd level or higher, you can target huge creatures or
objects up to 400 pounds. If you cast this spell using a spell slot
pl
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
shipwrecks. Choose one target creature within range. For the next
Fools’ Gold
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
m

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
Sa

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, fins, or tail.
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-
At Higher Levels. When you cast this spell using a spell slot of
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

e
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

fil
of a restoration spell cast for this express purpose. Targets who find Gamalon’s Backlash
themselves in strange circumstances due to this memory loss realize 3rd-level abjuration
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
At Higher Levels. When you cast this spell using a spell slot of
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
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
e er the target casts a spell that deals acid, fire, lightning, or thunder
damage the effect targets its caster instead or is centered on the
caster. If the spell produces an area of effect that cannot be centered
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
pl
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
m

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
Sa

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
Casting Time: 1 action
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.

e
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.

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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

expired.
e
be hidden again so long as the spell is not dispelled or the duration

You are immune to your own castings of this spell, and can name any
number of individuals who are also immune when you cast the spell.
At Higher Levels. When you cast this spell using a spell slot of
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours
You shrink one object that fits within a 2-foot cube to one twelveth
pl
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
m

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
Sa

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 does not consume any liquid and advantage if it was physically
attacked since its last turn.
At Higher Levels. When you cast this spell using a spell slot of
Lasting Breath
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

e
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.
At Higher Levels. When you cast this spell using a spell slot of

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You enchant up to one gallon of liquid to produce wondrous heal-
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

Masque Mask
1st-level illusion
e
consumed once used. The water loses its potency after 24 hours.

Casting Time: 1 reaction, taken when your face is revealed


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
place, as well as the exact time of day.

Pressure Resistance
pl
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
m

At Higher Levels. When you cast this spell using a spell slot of
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
Sa

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.
feet per round until it reaches a solid surface. There is no damage to
At Higher Levels. When you cast this spell using a spell slot of 2nd
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

e
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

fil
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.

e
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-
rous object and cause it to rust into uselessness. You can destroy one
cubic foot of metal with each touch.
If you use this spell in combat, you must make a melee touch
Shipshock
5th-level abjuration
Casting Time: 1 action
Range: 30 feet
pl
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
m

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
Sa

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 At Higher Levels. When you cast 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
Duration: Instantaneous or 10 minutes 1st-level transmutation (ritual)

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.

e
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

fil
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
Casting Time: 1 bonus action

e
by 20 for the duration of the spell. For the duration of the spell, the
ship’s movement is halved, however. You can cancel this spell as an
action or bonus action on your turn.
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
each spell slot level above 3rd and you cancel lingering spell affects
Range: 120 feet
Components: None
Duration: 1 round
You call forth an illusory shout, which emanates from any point
within range. The casting is so subtle that it is undetectable. The cry
pl
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
Range: 90 feet 1st-level transmutation
Components: V, S, M (a glass of water) Casting Time: 1 action
m

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
Sa

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
• The each attack deals less damage equal to your spellcasting
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.
At Higher Levels. When you cast this spell with a spell slot of
When you enter the column, you gain a swim speed equal to your
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

e
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

fil
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.

Water Blast
Evocation cantrip
Casting Time: 1 action
e Duration: 1 hour
This spell causes a patch of water within 30 feet of one point,
creature, or object to become illuminated with dim light but only
for creatures which cannot naturally breathe water. Those who can
breathe water via a spell or magic effect are unhindered.
pl
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
m

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
Sa

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
you are invisible if you are in water (whether a body of water, a
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
Magic Items Armor of Swimming
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
creature. The bag grants no control over the swarm.

e
breathe air.
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


Weapon (cutlass or scimitar), rare

fil
Wondrous Item, rare (requires attunement)
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
2
3
4
Crab
Octopus
Quipper
Sea Horse
e foot long by 1-foot wide bridge).
The surface created is magically stable, even during rough seas:
waves part around it and crash over it leaving creatures standing or
huddled on the surface clear and dry. The surface lasts for one hour.

Oil of the Pickpocket


pl
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.
m

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.
Sa

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.

Powder of Magic Detection


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

e
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

fil
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

e
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:
pl
• 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,
m

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-
Sa

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
them as an action, but no one else can. If you die, the shadow lock-
picks fall off 1 hour after your death.

Heroes of Wharves and Waves


25
Appendix A: Spell Lists
Bard Spells Float
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
Masque Mask
Waterbane Paladin Level 2
Water Stride
Slumberward Iron Vigil
Tasso’s Shriek

e
Druid Level 2
Bard Level 2 Seasight
Sorcerer Spells
Alustriel’s Banner (Ritual)
Deeppockets Druid Level 3 Sorcerer Cantrips

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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
Bard Level 3 Strengthen or Weaken Sea Creature Alter Normal Winds
Bloodwater
Detect Ship Cool Strength (Ritual)
Home Port Druid Level 6 Float
Nightscar

Bard Level 4
Favor of the Sea
Item
e Rapture of the Deep

Druid Level 8
Cleanse or Pollute Water
Frost Fingers
Lasting Breath
Masque Mask
Pressure Resistance (Ritual)
Surface Sojourn
pl
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
Cleric Level 1 Forget
m

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)
Cleric Level 2 Tears of the Crocodile
Brutal Erosion
Cone of Teeth
Iron Vigil Converse with Sea Creatures (Ritual)
Sa

Ranger Level 2 Detect Ship


Cleric Level 5 Seasight
Dispel Fog
Stonehull
Barrier of Retention
Ranger Level 3 Sorcerer Level 4
Druid Spells Converse with Sea Creatures (Ritual)
Home Port
Ghost Rigging
The following spells are optionally added Item
to the druid spell list. Strengthen or Weaken Sea Creature
Ranger Level 4
Druid Level 1 Favor of the Sea Sorcerer 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
e
fil
Sorcerer Level 6 Warlock Level 3
Rapture of the Deep

Sorcerer Level 7
e
Converse with Sea Creatures (Ritual)
Dispel Fog
Nightscar
Stonehull
Detho’s Delirium
Float
Frost Fingers
Lasting Breath
Masque Mask
pl
Metamorphose Liquids
Acid Storm Pressure Resistance (Ritual)
Water Form
Warlock Level 4 Slumberward
Surface Sojourn
Sorcerer Level 8 Ghost Rigging
Thale Passage
Tasso’s Shriek
Tears of the Crocodile
Cleanse or Pollute Water Waterbane (Ritual)
Warlock Level 6 Waterlight (Ritual)
Warlock Spells
m

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
Lasting Breath
Warlock Level 8 Fools’ Gold
Sa

Forget
Masque Mask Cleanse or Pollute Water Immurk’s Distraction
Sea or Land Legs (Ritual) Insatiable Thirst
Slumberward
Tasso’s Shriek Wizard Spells Seasight

Tears of the Crocodile


Wizard Level 3
Wizard Cantrips
Warlock Level 2 Fins to Feet
Cone of Teeth
Converse with Sea Creatures (Ritual)
Battering Ram Water Blast Detect Ship
False Face (Ritual) Water Stride Dispel Fog
Forget False Face (Ritual)
Insatiable Thirst
Seasight
Wizard Level 1 Gamalon’s Backlash
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

e
Cone of Teeth
Shatterhull Converse with Sea Creatures (Ritual)
Shipshock Dispel Fog
Sleet Storm‡
Wizard Level 6 Tidal Wave†
Wall of Water†

fil
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

Wizard Level 9
Life Water
e Strengthen or Weaken Sea Creature
Thale Passage

Water Level 5
pl
Water Spells Conjure Elemental‡
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.
m

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
Sa

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
Purify Food and Drink (Ritual)‡
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
— Languages —
Armor Class 12 (natural armor)

e
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
— water, it can do the other as a bonus action.
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 6 (-2) Hold Breath. The otter can hold its breath for 10 minutes.

fil

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.
— Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Flyby. The albatross doesn’t provoke opportunity attacks
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.
Giant Turtle
Actions
Hit: 6 (1d6 + 2) piercing damage.
e
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
huge beast, unaligned

Armor Class 17 (natural armor)
Hit Points 86 (9d12 + 27)
pl
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)
Armor Class 14 (natural armor)
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
m

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.
— Shell Defense. The turtle withdraws into its shell. Until it
Hold Breath. The gar can hold its breath for 10 minutes.
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
Sa

shell, the turtle is prone, its speed is 0 and can't increase, it


Actions 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. emerge.

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)

e
— —
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

fil
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)
Speed 20 ft., swim 30 ft.

STR DEX CON INT
e WIS CHA

Armor Class 16 (natural armor)
Hit Points 13 (2d8 + 4)
Speed 10 ft., swim 40 ft.

pl
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.
m

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.
Sa

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)

e
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.

fil
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)
Sea Lion Hit Points 42 (6d10 + 18)
Speed 10 ft., swim 30 ft.
medium beast, unaligned


Armor Class 12 (natural armor)
Hit Points 6 (1d8 + 1)
Speed 10 ft., swim 40 ft.

STR DEX CON INT
e WIS CHA
STR


DEX
19 (+4) 12 (+1)
CON
16 (+3)
INT
3 (-4)
WIS
14 (+2)

Resistance cold, non-magical bludgeoning weapons


Senses passive Perception 12
Languages —
CHA
8 (-1)
pl
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.
— Hit: 13 (2d6+6) piercing damage..
Hold Breath. The sea lion can hold its breath for 15 minutes.
m

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.
Sa

Heroes of Wharves and Waves


31
Appendix C: Trinkets d100
57–58
Item
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
clockwork as its shell

e
07–08 A small, sealed brass urn that contains a still-beat-
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
73–74 A crude tin figurine of a seagull that eats scraps and

fil
13–14 A white silk slipper for a left foot that is always
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

21–22

23–24
e
fits anyone who has lost a leg
A sturdy, adamantine hook that attaches to any-
one’s wrist if they’ve lost a hand
A parrot’s feather that squawks “How much? How
much!” when it touches gold
81–82

83–84
A thousand page long book that purports to be a
thrilling tale of obsession and vengeance, but is
mostly a detailed description of the minute details
of whaling
A golden tooth that will attach to anyone's gums if
pl
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
m

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-
woman with a blade that never dulls
Sa

39–40 A disgusting bit of leather with a squid-shaped


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 A scrap of parchment with a partial key to a pirate
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

e
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,

fil
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

e
1st level: alarm, cool strength*, identify, illusory script, pressure resist-
ance*, unseen servant, waterbane*, waterlight*
2nd level: Alustrial’s banner*, magic mouth
3rd level: converse with sea creatures*, false face*, water breathing
5th level: contact other plane, Rary’s telepathic bond
weapon
3rd level (2 slots): beacon of hope, dispel magic, haste, tongues

Priest (Wave)
pl
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*
Druid (Undersea) 2nd level (3 slots): depth warning*, prayer of healing, seasight*, spiritual
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)
m

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
Mage (Ship Mage) 3rd level (2 slots): dispel magic, glyph of warding, nondetection, spirit
guardians
Sa

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
5th level: Rary’s telepathic bond

Heroes of Wharves and Waves


33

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