The following spells can be cast from the Eldritch source (or the "Eldritch spell list"). Eldritch spells arise from oceanic depths, and are closely associated with the titanic kaiju who dwell there.
Name |
Time |
Duration |
Range |
Comp. |
Material |
Summary
|
Detect Magic |
action
|
instant
|
touch
|
S
|
—
|
You determine whether an object or creature you touch is under the effect of magic.
|
Figment |
action
|
1 minute
|
30 feet
|
S
|
—
|
Create an illusory image of an object within 30 feet that persists for a minute.
|
Glow |
action
|
permanent
|
120 feet
|
S
|
—
|
An object in range that you can see begins to glow white or another color of your choice, shedding bright light in a 20-foot radius and dim light for another 20 feet.
|
Message |
action
|
instant
|
120 feet
|
V, S
|
—
|
You point towards a creature and whisper a telepathic message that only the the target can hear.
|
Spectral Sound |
action
|
1 minute
|
60 feet
|
S
|
—
|
Create an imaginary sound originating from a point within 60 feet.
|
Name |
Time |
Duration |
Range |
Comp. |
Material |
Summary
|
Acid Bubble |
action
|
instant
|
30 feet
|
S
|
—
|
|
Echo |
action
|
instant
|
120 feet
|
V
|
—
|
You project the sound of your voice to a point in range that you can see, optionally dealing thunder damage in a small area.
|
Foam Spray |
action
|
1 minute
|
self (15‑foot cone)
|
V, S
|
—
|
A cloud of sea foam sprays into a 15-foot cone originating from you, extinguishing flames and slowing creatures.
|
Ignite |
action
|
instant
|
touch
|
V, S
|
—
|
Your touch ignites an object or creature.
|
Infest |
action
|
instant
|
30 feet
|
V, S
|
—
|
Ravenous vermin dirty an object or deal 1d8 poison damage a creature. A damaged creature is compelled to move 5 feet.
|
Jolt Cadaver |
action
|
instant
|
60 feet
|
V, S
|
—
|
You compel a dead or undead creature in range to perform a sudden, jerking motion.
|
Liberate Flame |
bonus action
|
instant
|
30 feet
|
S
|
—
|
|
Malevolent Mockery |
action
|
1 round
|
60 feet
|
V
|
—
|
A creature you can see must succeed on a Cha save or take 1d6 psychic damage and suffer disadvantage on one attack roll.
|
Rolling Wave |
action
|
instant
|
60 feet
|
V, S
|
—
|
Summon a wave from a nearby body of water to crash into a target; soaked and must succeed a Str save or take 1d10 damage and be pushed.
|
Rusting Spray |
action
|
instant
|
self (10‑foot cone)
|
V, S
|
—
|
You sling a cloud of corrosive particles into a 10-foot cone, dealing acid damage and rusting armor.
|
Sacrificial Power |
bonus action
|
1 round
|
self
|
S
|
—
|
|
Siphon |
action
|
instant
|
touch
|
S
|
—
|
A creature you try to touch is drained of life, and another creature you touch is instilled with life.
|
Spook |
action
|
1 round
|
60 feet
|
S
|
—
|
|
Sticky Smoke |
action
|
1 minute
|
30 feet
|
V, S
|
—
|
Fill a 10-foot area with heavily obscuring smoke. Any creature which passes through the area vividly sheds identical smoke.
|
Name |
Time |
Duration |
Range |
Comp. |
Material |
Summary
|
Arcane Armor |
action
|
10 hours
|
touch
|
V, S
|
—
|
While the target isn't wearing armor or wielding a shield, its AC increases to 12 + its Dex mod (to max of 14). When cast on yourself, you can counterattack with magical missiles.
|
Atlantean Weapon |
bonus action
|
10 minutes
|
touch
|
S, M
|
a melee weapon
|
A weapon you touch is empowered with the fury of the deep sea.
|
Far Step |
action
|
instant
|
30 feet
|
V
|
—
|
You teleport to an unoccupied space within 30 feet that you can see.
|
Infernal Scales |
action
|
10 hours
|
self
|
V, S
|
—
|
You conjure a breastplate that provides you with an AC of 16. It grants extra protection against celestials, elementals, and fey.
|
Leech Seed |
action
|
1 minute
|
60 feet
|
V, S
|
—
|
|
Notification |
action
|
Permanent
|
touch
|
V, S, M
|
see description
|
An instrument, spell, or trap delivers a mental alert to a creature you touch when triggered.
|
Shroud |
action
|
10 hours
|
60 feet
|
V, S
|
—
|
A creature in range that you can see perceives light as one step darker while this spell persists.
|
Sprout Wings |
bonus action
|
1 minute
|
touch
|
V, S
|
—
|
One folk creature you touch can use an action on each of its turns to fly up to 30 feet.
|
Timely Wick |
action
|
Up to 24 hours
|
touch
|
S, M
|
a candle or lantern
|
A candle or lantern you touch burns for a precise amount of time you specify, and can emit a chime when time is up.
|
Water Tendril |
action
|
1 minute
|
60 feet
|
V, S
|
—
|
|
Name |
Time |
Duration |
Range |
Comp. |
Material |
Summary
|
Accursed Regeneration |
action
|
10 hours
|
self
|
V, S
|
|
At the start of each of your turns, regain 5 hp. Your AC cannot exceed 12, and if it would be higher it is lowered to 12. Any radiant damage you take is maximized.
|
Air Bubble |
action
|
10 hours
|
30 feet
|
V, S
|
—
|
An object or creature in range is surrounded with a 2-foot-diameter sphere of clean, pure air, which suppresses undesired or unclean water or air.
|
Oil |
action
|
1 minute
|
60 feet
|
V, S
|
—
|
You conjure oil to smother a creature, coat a 20-foot square, or fill an empty container.
|
Spider Climb |
action
|
1 hour
|
touch
|
V, S
|
—
|
A creature you touch gains the ability to climb like a spider for the duration.
|
Spirit Wave |
action
|
instant
|
self (15' cone or 30' line)
|
V, S
|
—
|
Spirits rush out from you in a 15-foot cone or 30-foot line, dealing necrotic damage and carrying creatures away from you.
|
Steal Voice |
action
|
1 minute
|
60 feet
|
S, M
|
a slashing weapon
|
|
Walloping Wave |
action
|
instant
|
30 feet
|
V, S
|
—
|
An icy wave of salt water hits a creature within 30 feet, dealing cold damage and potentially knocking it prone.
|
Water Walk |
action
|
1 hour
|
30 feet
|
V, S
|
—
|
A willing creature in range you designate gains the ability to move across any liquid surface—such as water or even lava—as if it were harmless solid ground.
|
Name |
Time |
Duration |
Range |
Comp. |
Material |
Summary
|
Blinding Flash |
action
|
1 round
|
30 feet
|
V, S
|
—
|
You conjure a blinding light which only the target can see, potentially blinding it.
|
Rusting Grasp |
action
|
instant
|
touch
|
V, S
|
—
|
Your touch corrodes metal, potentially destroying weapons and armor.
|
Name |
Time |
Duration |
Range |
Comp. |
Material |
Summary
|
Dispell |
action
|
instant
|
100 feet
|
V, S
|
—
|
End spell effects on the target. If you Ready this spell and cast it as a reaction, you can potentially negate a spell from being cast entirely.
|
Eyebite |
action
|
1 minute
|
self (60 feet)
|
V, S
|
—
|
|
Sentinel's Watch |
1 minute
|
10 hours
|
30 feet
|
|
|
Your eyes take on a supernatural glow as you keep a vigilant watch over a 30-foot-radius for up to 10 hours.
|
Voidwave |
action
|
1 minute
|
self (15-foot cone or 5-foot radius)
|
V, S
|
—
|
An black wave of inky miasma gushes out from you in a 15-foot cone or 5-foot radius, dealing necrotic damage and potentially blinding creatures within it.
|
Name |
Time |
Duration |
Range |
Comp. |
Material |
Summary
|
Petrify |
action
|
a variable amount
|
30 feet
|
V, S
|
—
|
|
Portal |
action
|
10 minutes
|
100 feet
|
V, S
|
—
|
Create an orange circle and blue circles on a flat surfaces within range. Anything which enters into one circle emerges from the other.
|