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Tideturner

Weapon (trident), rare (requires attunement by a spellcaster)

Component: Beast (bitan) bone

Fog is the curse of any ship’s captain, and the ability to see through its banks to the jagged rocks or enemy vessels beyond can turn the tide of a vessel’s voyage. Clouds of white mist seem to spontaneously coalesce around this trident, evaporating moments before they hit the floor.

This trident has 6 charges and regains 1d4 + 2 expended charges daily at dawn.

Umigiri. While holding the trident, you can expend the requisite number of charges to cast one of the following spells from it (using your spell save DC):

  • Command (targets undead only, 1 charge)
  • Fog cloud (1 charge)
  • Calm water* (2 charges)
  • Water wyrm* (3 charges)

Mistsense. While you hold this trident, you have tremorsense out to 60 feet while in water vapour. As a bonus action, you can expend 1 charge to manipulate water vapour (mist, fog, or steam) with a volume that fits inside a 40-foot cube. You can cause the vapour to disappear or to move up to 20 feet.

Phylactery. A creature capable of casting 6th-level spells that dies while attuned to this trident becomes a bathyal spectrelich**, and this trident becomes its phylactery. The GM assumes control of the spectrelich.

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Very rare variant: Add the cloudstride* (4 charges) and control water (4 charges) spells to the Umigiri property. You don’t need to expend charges to cast fog cloud from the trident. If the creature is capable of casting 7th-level spells, the Phylactery property can transform it into an abyssal spectrelich** instead.

Legendary variant: Increase the number of charges to 10 and the recharge to 1d6 + 4. Add the cloudstride* (4 charges), control water (4 charges), and white water wall* (5 charges) spells to the Umigiri property. You don’t need to expend charges to cast fog cloud from the trident. If the creature is capable of casting 8th-level spells, the Phylactery property can transform it into a hadal spectrelich** instead.

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*Calm Waters

2nd-level transmutation

Casting Time: 1 bonus action

Range: 120 feet (60-foot-cube)

Components: V, S

Duration: Concentration, up to 1 minute

Classes: Bender (water), Druid, Ranger, Wizard

With a calming gesture and soothing Aquan word, you still the water in a 60-foot-cube within range. In the area, a tumultuous stream becomes swimmable, a stormy ocean gains a moment of reprieve, and the effects of water-based spells of 2nd level or lower, such as the riptide spell, are suppressed.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the level of water-based spells suppressed by this spell increases by 1 for each slot level above 2nd.

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*Water Wyrm 

3rd-level conjuration spell

Casting Time: 1 action 

Range: Self 

Components: V, S, M (a dried tadpole) 

Duration: Concentration, up to 1 minute 

Classes: Bender (water), Druid, Ranger, Sorcerer, Wizard 

You conjure a thrashing wyrm of frothing water that moves with you, wielding it as an extension of your body for the duration. When you conjure the wyrm and as a bonus action on your subsequent turns, you can cause one of the following effects with it: 

  • Ice Fang. The wyrm grows frozen fangs—jagged icicles that it uses to bite a creature or object within 20 feet of you. Make a melee spell attack against the target. On a hit, it takes 2d6 piercing damage and 1d6 cold damage. 
  • Engulf. The wyrm leaves your side, surging toward a creature within 40 feet of you and attempting to engulf it in a torrent of water. The target must succeed on a Strength saving throw or be restrained. While restraining a creature in this way, the only effect you can use with the wyrm is Ice Fang, targeting the restrained creature regardless of range. A creature can use its action to make a Strength check against your spell save DC, freeing itself or a creature within its reach from the wyrm on a success. When the wyrm stops restraining a creature, the spell ends. 
  • Weird Water. The wyrm assumes a defensive formation around you. Until the start of your next turn, ranged attacks that hit you have their damage reduced by 1d6 plus your spellcasting ability modifier. 

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage from the Ice Fang option and the damage reduction of the Weird Water option increase by 1d6 for each slot level above 3rd.

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*Cloud Stride

4th-level transmutation (ritual)

Casting Time: 1 minute

Range: 30 feet

Components: V, S, M (a mithril feather worth 500gp, which the spell consumes)

Duration: 24 hours

Class: Druid, Ranger, Sorcerer, Wizard

This spell grants up to ten willing creatures you can see within range the ability to walk on heavily obscuring cloud, fog, or mist as if it were solid ground. An affected creature may suspend this effect temporarily, should it, for example, want to walk through the mist.

In addition, a creature affected by this spell has its jump distance tripled when on cloud, fog, or mist, but leaves an obvious contrail in its wake. Finally, it has its rate of descent when falling slowed to 60 feet per round, takes no falling damage whilst affected by this spell, and can land on its feet.

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*White Water Wall

5th-level conjuration spell

Casting Time: 1 action 

Range: 120 feet 

Components: V, S, M (a perfectly round pebble) 

Duration: Concentration, up to 1 minute 

Classes: Bender (water), Druid, Sorcerer, Wizard 

You create a wall of raging, turbulent water filled with debris. You can make the wall up to 60 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 5 feet thick. The wall is opaque and ranged attacks can’t pass through the wall. 

If the wall cuts through a creature’s space when it appears, the creature must succeed on a Strength saving throw or be entrained in the water. A Huge or larger creature automatically succeeds on this saving throw. A Large or smaller creature that willingly enters the water’s space is also entrained by it. An entrained creature can’t breathe and has a speed of 0 feet. 

The first time a creature enters the wall and at the start of an entrained creature’s turn, it takes 3d10 bludgeoning damage as it is battered by the turbulent flow and debris. An entrained creature that uses its action to make a Strength check against your spell save DC and succeeds exits the wall prone within 5 feet of its current location. 

  • White Water Whip. As a bonus action on your turn, you can cause a tendril of white water to grab at a creature within 10 feet of the wall. That creature must succeed on a Strength saving throw or take 3d10 slashing damage and be pulled into the wall where it becomes entrained by it. 

At Higher Levels. When you use a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. When you use a spell slot of 7th level or higher to cast this spell, the wall’s maximum length also increases by 30 feet, its thickness increases by 5 feet, and the size of creature that automatically succeeds on the Strength saving throw increases by one for each two slot levels above 5th (to Huge at 7th level and Gargantuan at 9th level).

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**Check Wrath of the Kaiju for the Spectreliches' statblocks!

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