Amphibious. You can breathe air and water.
Innate Spellcasting. Your innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). You can innately cast the following spells, requiring no material components:
At will: create or destroy water, cure wounds, healing word, shape water
3/day each: water breathing, water walk
1/day each: conjure elemental (water elemental only), control water
Multiattack. You can make two trident attacks.
Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10(1d8+ 5) piercing damage, or 11(1d10+ 5) piercing damage if used with two hands to make a melee attack.
Water Jet. You magically shoot water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 18(5d6) bludgeoning damage and, if it is Large or smaller, is pushed up to 20 feet away from you and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.
Trident of the Maelstrom. While wielding this weapon, you can use your action to cast the following spells once per day each: tidal wave and fog cloud. No components are required for these spells.







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