Aquatic Telepathy. Aquaman can magically command any fish or sea creature within 120ft of him using limited telepathy.
Innate Spellcasting. Aquamans innate spellcasting ability is Charisma [Spell save DC 16]. So long as he is is wielding his Atlantean trident which gives him access to the following spells:
At will: Waterwalk
3/day: Control water
Atlantean Trident. Melee Or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/90ft, one target. Hit: # (1d8 + 8) Piercing damage. Atlantean Trident returns upon landing a hit on the target as a free action.
Squid Throw. As an action Aquaman can summon two squids within 30 ft of himself. These squids can breathe upon land and in the sea, sharing Aquamans trait. The squids HP is 15 with an AC of 12 and enter the turn order right after Aquaman. On their turn they can shoot a water beam blast. Ranged Weapon Attack: +4 to hit, reach 60 ft. one target. Hit: # (1d8 + 2) cold damage.
King Of The Seas [1 legendary action]. Aquaman summons the spirit of the ocean and summons a whale made of water that lands in a 30ft area dealing 3d10 cold damage to all enemies within it. This does not affect allies.
Bouncing Trident [1 legendary action]. Aquaman throws his trident at a target, on a hit he can have it ricochet to 3 separate targets within 30ft and deal an extra 1d8 cold damage.
Lair and Lair Actions