Medium humanoid, druid, , true good
Armor Class: 20
Hit Points: 50
Speed:
30 ft
, fly: 0 ft
, burrow: 0 ft
, swim: 60 ft
, climb: 0 ft
Damage Vulnerabilities: Lightening
Condition Immunities: Drowning
Languages: Comman, Sylvan, Druidic,
Challenge Rating: 3
( 300 XP)
Proficiency Bonus: 4
He specializes in water based spells from the Druid spell list. He can cast spells up to level 5.
At will: Control Water
4 Transmutation
- Casting Time: 1 action
- Range: 300 feet
- Target: Any freestanding water inside an area you choose that is a cube up to 100 feet on a side
- Components: V S M (A drop of water and a pinch of dust)
- Duration: Up to 10 minutes
- Classes: Cleric, Druid, Wizard
- Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
- Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
- Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
- Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
- Ability to speak with all aquatic animals, creatures, or monsters at will.
- When in water, he can freely shape shift his own legs into a mermaid tail.
- When wyldshaping be only does water based creatures. He prefers his humanoid form and to use his spellcasting for water control, healing, wind control, water breathing, helping plants and coral grow, and whatever helps him in his duties.
Actions
Coral Trident
Weapon (trident), rare (requires attunement by a druid)
Damage: 1d10 Damage Type: Piercing Properties: Range, Melee, Thrown, Versatile Range: 20/60 Weight: 4
Description:
This trident is crafted from enchanted coral, giving it a unique appearance with vibrant pink, blue, and green hues running along its prongs and shaft. The coral grows into the form of a trident naturally, with barnacles, small shells, and strands of seaweed still attached, giving it a living, underwater look. The prongs themselves are razor-sharp, though the coral is sturdy enough to withstand the rigors of battle. The trident has an aura of saltwater around it, and when held, the wielder can hear faint ocean sounds, like waves and distant whale songs.
Properties:
- Aquatic Affinity: While attuned to the Coral Trident, you have a swimming speed equal to your walking speed, and you can breathe underwater.
- Nature’s Wrath: You can channel the power of the ocean through the trident. As a bonus action, you can cause the trident to deal an additional 1d8 cold damage on a hit. This ability can be used three times per day, and it recharges at dawn.
- Tidal Wave: Once per day, you can use an action to cast the Tidal Wave spell (as per the spell in Xanathar’s Guide to Everything) at 4th level without expending a spell slot. The trident must be submerged in water for one minute to recharge this ability after use.
- Call of the Deep: While holding the trident, you can communicate telepathically with any sea creature within 120 feet, allowing you to understand and be understood by marine life.
Flavor Note:
The Coral Trident has minor visual effects while wielded, such as a faint shimmer of ocean mist or a gentle, salty sea breeze around the wielder. Additionally, the prongs glow faintly with a bioluminescent light when underwater, illuminating the surrounding area in soft blue and green light within a 10-foot radius.
Suggested Environments
Any body of water but mostly lives in and travels the sea.