46 0 28MB
Quickstart Guide
Credits Project Lead: Shawn Ellsworth
Playtesters: Ashley Q. E., Emily G., Greg Benage, Jason
Designers: Brandes Stoddard and Colin McLaughlin
Pollack, Joseph L. Kirk, Sam Pike, Samuel Mather, Tiffany
Contributors: Jack Houser, Tomas Gimenez Rioja, Mark
Roberts
Cookman, Michelle Houser, and Rich Howard Editing: Brandes Stoddard
A special thank you to all 978 of our Kickstarter backers
Layout and Typesetting: Dave Jumaquio
whose support brought this product to life through our final
Illustrators: Mariam Trejo
stretch goal.
Cartographers: Daniel Hasenbos
On the Cover Mariam Trejo illustrates Fiven, Akulo, Zini, and Twilight Sky battling a sea dragon. ISBN 978-1-9990532-1-5 www.Tribality.com Printed in Canada © 2020 Tribality (Innovaworks Inc.) Tribality, Vodari, their associated logos, and the product name “Under the Seas of Vodari” are trademarks of Tribality (Innovaworks Inc.). Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.) Open Game Content: The Open content in this book includes all rules for races, class options, domains, spells, feats, magic items, monsters, conditions, equipment, and all other descriptions of game-rule effects specifying die rolls or other mechanic features of the game. No other portion of this work may be reproduced in any form without permission.
Table of Contents Introduction 9 Chapter I: Welcome to the Undersea World 9 Life Under the Seas............................................... 9 Languages.............................................................. 9 Climate.................................................................. 10 Economy............................................................... 10 Education.............................................................. 11 Magic..................................................................... 11 Religion................................................................. 11
Chapter III: The Undersea People
37
Chapter VI: Magic Items & Spells
103
Ancients................................................................. 38
Magic Items.......................................................... 103
Cecaelias................................................................ 40
Spells...................................................................... 105
Dragonborn (Draga)........................................... 41
Spell Descriptions................................................ 106
Dwarves................................................................. 42 Elves....................................................................... 44 Grindylows........................................................... 45 Karokans............................................................... 47 Merfolk.................................................................. 49 Selkies.................................................................... 51
Chapter VII: Running Undersea Adventures 113 Movement & Travel............................................. 113 Underwater Environments................................ 114 Underwater Combat........................................... 115 Spellcasting........................................................... 116 Exploring the Undersea World.......................... 116
Chapter II: An Undersea World to Explore 13
Sirens...................................................................... 53
Sunlit Seas............................................................... 13
Tiburons................................................................ 55
Chapter VIII: Allies & Adversaries
Avalsi...................................................................... 13
Vodas..................................................................... 56
Monsters.................................................................. 123
Draga .................................................................... 16
Additional Options.............................................. 58
Brain Coral............................................................ 123
Klara’mer............................................................... 17
Height & Weight.................................................. 58
Deep Angler.......................................................... 124
Nah-Hak................................................................ 18 Quessaria............................................................... 19 Sirenia.................................................................... 21 Solisa...................................................................... 21 Varrdua.................................................................. 24 Twilight Waters...................................................... 26 Aurirn-ihr............................................................. 26 Huagimun............................................................. 27 Lumosa.................................................................. 28 Kharkhesh............................................................. 29 The Maze............................................................... 30 Nagusan................................................................. 31 Northwest Merrow.............................................. 31 Tormar................................................................... 32 Umbri’mer............................................................. 32 Umbrio’lam........................................................... 33 Midnight Depths.................................................... 33 Benthic Deep........................................................ 33 Endless Basin........................................................ 33 Palace Under the Sea........................................... 34 The Wild & Unknown Seas................................. 34 Boiling Seas........................................................... 34 Gray Wastes.......................................................... 34 Sanctuary............................................................... 35
Chapter IV: Character Options
61
Gunslinger Class.................................................... 62 Speargunner.......................................................... 65 Subclass Options.................................................... 66 Barbarian: Path of the Wild Seas....................... 66 Bard: College of the Deep Dreamer.................. 68 Bard: College of the Sunlit Seas......................... 69 Cleric: Ocean Domain........................................ 70 Druid: Circle of the Deeps................................. 72 Druid: Circle of the Sea...................................... 72 Fighter: Warden of the Ancients....................... 74 Monk: Way of the Dancing Current................. 76 Paladin: Oath of the Waves................................ 77 Ranger: Leviathan Chaser.................................. 79 Rogue: Dreadmask.............................................. 80 Rogue: Scavenger................................................. 81 Sorcerer: Ancient Magic..................................... 82 Sorcerer: Tidal Sorcery....................................... 84 Warlock: Corruption in the Flame................... 85 Wizard: School of Bloodbinding....................... 87 Backgrounds.......................................................... 88 Substitute Bonds.................................................... 90 Feats......................................................................... 91
Deepmantle........................................................... 125 Giant Zombie Shark............................................ 125 Kallidus.................................................................. 126 Lightning Jelly...................................................... 129 Sahuagin Malenti................................................. 129 Seaflower............................................................... 130 Sea Serpents.......................................................... 130 Strangling Seaweed.............................................. 132 Beasts....................................................................... 132 Dire Stingray......................................................... 132 Dolphins................................................................ 133 Fish......................................................................... 134 Giant Hermit Crab.............................................. 135 Giant Sea Turtle................................................... 136 Squids.................................................................... 136 Jellyfish.................................................................. 138 Manta Ray............................................................. 139 Sea Otter................................................................ 139 Seal......................................................................... 139 Whales................................................................... 139 Nonplayer Characters.......................................... 140 Artisan .................................................................. 140 Dreadmask ........................................................... 140 Deep Dreamer ..................................................... 141
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Deeps Druid......................................................... 141
Vesi’s Rage............................................................. 35
Armor.................................................................... 93
Leviathan Chaser................................................. 142
The Undiscovered Seas....................................... 35
Weapons................................................................ 94
Scavenger.............................................................. 142
Adventuring Gear................................................ 96
Sea Guardian Druid............................................ 142
Tools....................................................................... 98
Sea Hunter............................................................ 143
Mounts & Vehicles............................................... 100
Sea Singer.............................................................. 144
Trade Goods......................................................... 101
Tidal Sorcerer....................................................... 145
The Teeth............................................................... 35
Chapter V: Equipment
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Chapter I: Welcome to the Undersea World While sailing The Seas of Vodari, my players and I were fascinated by the unknown world that existed below. In our seafaring campaign on the surface, we only ever just touched the details of this vast undersea world. Some of our adventures had us descend beneath the waves, but never for more than a short visit. Also, our parties have included undersea people visiting the surface. These included a sea elf cleric, a sea dwarf druid, and a voda wizard, each of them providing only limited details about their people and homes. Under the Seas of Vodari shares the swashbuckling inspiration of the original The Seas of Vodari book, but moves the stories underwater. You’ll find all the iconic things you expect in a fantasy setting, but the familiar becomes surprising and even alien. Dungeons are found below the waves, in the form of caves, shipwrecks, and lost temples. You’ll find variety and wonders, ranging from sprawling trade cities filled with travelers from distant waters to the unexplored Wild Seas full of strange creatures. Over the years of running Vodari campaigns, I’ve created countless notes and details about the types of people and places that lie under the seas. This project finally gave me a chance to share these ideas and expand upon them with our writing team. This book could never provide every detail of the undersea world, but it provides enough information to run a single adventure or an entire campaign. - Shawn Ellsworth
Using this Book This book is the start of your adventures Under the Seas of Vodari. Players will find options for creating and equipping undersea characters who belong in this world. Gamemasters will discover content to run undersea adventures in existing settings or Vodari.
Chapter I presents aspects of everyday life of the world beneath the waves including languages, climate, economy, education, magic, and religion. Chapter II takes a tour of the undersea world of Vodari from the Sunlit Seas down to the Midnight Depths and everywhere in between. This gazetteer focuses on power groups, threats and personalities, key locations, and adventure ideas for dozens of islands. Chapter III details the underpeople of Vodari and offers rules for players to create cecaelias, dragonborn, dwarves, elves, grindylows, merfolk, selkies, sirens, tiburons, and vodas. Chapter IV provides additional player options including fourteen new subclasses, backgrounds, and feats. Chapter V takes you on a shopping trip beneath the waves to equip undersea characters. New equipment can be found including armor, weapons, adventuring gear, tools, mounts and vehicles, and trade goods. Chapter VI contains a collection of magic items and interesting and powerful new undersea themed spells. Chapter VII is a resource for gamemasters to run undersea adventures in Vodari or their own campaign world. Chapter VIII contains monsters, beasts, and nonplayer characters designed to fit an underwater world. The options presented in this book build on the core fifth edition rules. Throughout the book, when you see the name of a spell or magic item in italic type or the name of a creature in bold type, that is a cue pointing to the spell, magic item, or creature stats in this book or the core rules.
Life Under the Seas Under the seas, you’ll find a world of extremes, where great beauty and terrible dangers co-exist.
on the crew of a ship hunting sea monsters, exploring
In Vodari, a chain of islands ring a large, never-ending storm in an endless sea. In this section, we examine the world from the point of view of its undersea people who live in the vast seas surrounding these islands. Today, the undersea world is a mosaic of cultures and ideas but this was not always the case. In the aftermath of the Godwar, many undersea peoples created communities together, combining former cultures and ancestries. A diversity of ideas emerged from this mixing of heritages. This provided many undersea people with an advantage in surviving the harsh conditions, monster attacks, and other threats. The best example being the Commonwealth of Avalsi which was created by elves, merfolk, and grindylows working together. Also, while the sea elves and merfolk once lived in isolation, the Godwar forced them to open their borders. This mixing together was far from conflict free, but the undersea people survived and thrived. Nearly seven hundred years after the Godwar, undersea communities are generally safe, but surrounded by danger. Most people go about their business, more worried about day to day problems than monsters and other dangers found out in the Wild Seas.
mysterious uncharted islands, visiting bustling port
Languages
cities, following maps to find buried treasure, and
In the aftermath of the Godwar survivors from various undersea nations started living together for the first time. Primordial (Aquan dialect) and Elven were always widely used languages, but Common was the language used among surviving diplomats, merchants, and travelers who traveled between kingdoms and the surface. All three of these languages increased in use, with Common growing into the most popular undersea language. This was due to the close proximity of the commonwealth of Avalsi to the Southern Nations and the large
The Seas of Vodari For GMs and players who are interested in even more fun and adventure, The Seas of Vodari is a 268-page book that details the world above the waves. Inside you’ll find fifth edition material for both gamemasters and players to enjoy a single adventure or an entire campaign full of swashbuckling action and magical adventure. The Seas of Vodari campaign setting is designed to support seafaring adventures that focus
battling cutthroat pirates. The setting is also well suited to running campaigns in its large port cities, with swashbuckling heroes getting mixed up with fierce rivals, notorious crime syndicates, feuding nobles, and scheming politicians.
chapter 1 | welcome to the undersea world
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number of aquatic half-elves living there. Growing trade with the surface made Common even more important, even within sea elf and merfolk cities. The Common spoken by undersea people is heavily accented, due to the nature of using the language while passing sound through water, rather than air. It is also full of borrowed words from Elven, Aquan, and other undersea languages. Other prominent languages heard under the seas include Draconic, Deep Speech, Dwarvish, Goblin, Sahuagin, and Sylvan. The standard languages listed in the Undersea Languages table are what you could expect to be spoken by most undersea people you encounter.
Undersea Languages Language
Typical Speakers
Script
Abyssal
Merrow
Infernal
Common
Half-elves
Common
Deep Speech
Aboleths, cecaelias
-
Dwarvish
Dwarves
Dwarvish
Draconic
Dragonborn, dragons
Draconic
Elvish
Elves
Elvish
Giant
Storm giants
Dwarvish
Goblin
Grindylows
Dwarvish
Primordial
Genasi, merfolk, voda
Dwarven
Sahuagin
Sahuagin, tiburons
Infernal
Sylvan
Selkies, sirens
Elvish
Climate Over countless millennia, undersea people have adapted to living in incredibly varied environments, all with their own light, temperature, and pressure preferences. Aquatic people are found anywhere from sun-kissed rocks and beaches of the surface, down to the cold and lightless depths below. The most populated areas are found in a massive area of the Sunlit Seas which has comfortable temperatures year round. These life-filled waters stretch from just south of the harsh frozen seas in the north to north of the boiling seas to the south, and circling the desolation surrounding Vesi’s rage. Waves, tides, and currents drive what surface dwellers would call weather in the undersea world.
Waves and Tides The ocean is constantly in motion. Waves transfer energy across seas, water is propelled around the world in sweeping currents, and tides reliably flood and ebb every single day. In all of this, the ocean is passive. It is the friction of wind, pull of the moon, and heat of the sun, that drives the undersea climate. Waves on the surface of the seas form as winds blow. When powered by storms, these waves can grow to incredible sizes. No storm is more powerful than Vesi’s Rage, which always threatens to create massive waves and surges. When waves are formed underwater by earthquakes, a devastating tsunami can be the result. Tides are actually waves, the biggest waves on Vodari, and they cause the sea to rise and fall along the shores of all of its islands. Vodari’s moon, Luna, crosses the sky each night. Throughout its 30 day cycle, the moon phases from new to full. The gravitational pull of the moon creates regular tides. A tide cycles roughly every 12½ hours, meaning that there are two low tides and two high tides per day, with times shifting up by an hour each day. While important to coastal ecosystems and the surface and amphibious people who live there, most undersea people are indifferent to waves and the rising and falling of the seas in relation to the coast-
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line. For undersea people, the most important role of waves and tides is how they help form currents.
Currents Current are simply large movements of water in a single direction. Currents can exist anywhere, from the surface to the deeps. The strongest currents shape Vodari’s entire climate, moving heat around the seas. Surface currents are driven by wind, sun, gravity, and Vodari’s rotation. All of these factors are interconnected. The sun’s heat stirs the winds and the winds create waves. These waves push the seas into hills and valleys, and gravity works to flatten and fill them. Vodari’s rotation along with the power of Vesi’s Rage steers the moving water in a circular motion. This circular motion forms massive and relatively quick moving currents which weave around and between the islands. Above the waves, the climate varies widely from the tropical south up to the frozen north. Under the seas, the climate is less varied, balanced by currents. Beneath the waves, a slower moving system of currents exists, moving water through every sea over a millenia. This system is driven by temperature change, circulating the warm water of the Sunlit Seas with the cold water of the Midnight Depths. Currents are important for more than moving around water and heat. Countless creatures ride along with currents and others depend on the currents to bring them food.
Economy In the ages before the Godwar, most undersea people lived in small communities or as hunter nomads, able to find and create all they needed to survive. Where trade and taxation existed, tribute and bartering were the main form of exchange. In the aftermath of the cataclysm created by the Godwar, the underwater environment was devastated. Small, disconnected groups of undersea people had to join together to survive and once easy to attain resources necessary for survival became valuable. For the first time, people in large numbers began to build and harvest more than they needed to survive, trading the surplus with neighboring villages and beyond. As the flow of goods increased, towns that acted as trading hubs saw rapid population growth. The undersea economy quickly grew, with regions specializing in what they could provide the best. • All underwater societies value staples such as plants, fish, and shellfish to eat, hides and seaweave to wear, and bone, shells, chitin, and coral to produce armor weapons, and tools. The majority of undersea people work to produce or distribute these staples in some form. • For most undersea people, refined metal is available only through trade or by salvaing it from ruins and shipwrecks. Mining of metals and gems is practiced by most people in some form, but only sea dwarves conduct significant smelting and forging. • Luxury items such as art, gold adornments, and pearls are too costly for common folk. As trade continues to grow, the number of wealthy people found in the undersea cities who can afford these items grows as well. • Due to trade with surface dwellers, once commonly found items such as ink, poison, and sea monster organs, have seen increased demand and value.
Currency As trade was reestablished among undersea people and continued to grow with the surface, establishing a shared method of exchange faced challenges due to the form of surface money. Other than the dwarves, no undersea people minted their own coins. In an underwater environment, copper coins are quickly covered in a green patina, silver becomes blackened and weakened, and paper notes lose their ink and dissolve. Only gold and platinum coins survive. Gold and platinum coins found on the seafloor had already entered circulation
among those who traded with the surface. These coins have continued to increase in popularity in areas that rely heavily on trade with the surface, such as Avalsi. Today, in most undersea areas, beads, marked shells, semi-precious gemstones, and pearls, remain the dominant form of exchange. As trade between undersea nations and the surface increased, undersea alternatives for each surface coin emerged. Beads. Taking the place of copper coins, beads manufactured from bone are the smallest denomination of currency in the undersea world. These beads are created specifically to be used as money and are carved with distinctive grooves that are difficult to reproduce. Shells. Silver coins are represented by shells. Each group of undersea people use a specific type of rare shell found in their territory. To mark the shells as currency, each is etched with the mark of their leader or another important emblem. Gemstones. Underwater, gold coins are commonly found in circulation as currency. However, semi-precious gemstones with a value equal to a gold piece are more widely used by undersea people outside of Avalsi. Pearls. Large pearls are rare, valuable, and sacred to many undersea people. Smaller pearls are still valuable but common enough to be widely found and as valuable as platinum coins. The Standard Exchange Rate table below has information for exchange rates and undersea equivalents to coins. Electrum coins have never been minted in Vodari.
Standard Exchange Rates Coin
Undersea Alternative
cp
sp
gp
pp
Copper (cp)
Beads
1
1/10
1/100
1/1000
Silver (sp)
Shells
10
1
1/10
1/100
Gold (gp)
Gemstones
100
10
1
1/10
Platinum (pp)
Pearls
1000
100
10
1
Education Undersea people rarely attain what surface dwellers would consider a formal education. Some nobles and wealthy undersea people send their children to the surface, especially among elves and aquatic halfelves. Most undersea children gain an education in a much different manner. Unlike the surface, nearly all undersea people are able to receive some form of education. Learning tends to focus on history and nature, experiencing the world directly. Most undersea people learn to read and etch, but usually learn and create through song, poetry, and dance. As children enter adolescence they will pick a vocation, usually studying for years under a master artisan, warrior, hunter, or whatever their trade. As undersea cities grow, traditional learning formats are challenged and more children go without education each year.
Magic Under the seas, magic is a mysterious force, with much of the knowledge about it forgotten over the ages. When the Godwar destroyed the continent of Varanu, most of the magical knowledge fell to the bottom of the sea. Discoveries found in undersea ruins have provided a new understanding of magic and powerful relics whose creation is beyond the most powerful alive today. The elite few who draw on these energies control much of the undersea world. Even those with limited magical power can always find work protecting caravans or working in the court of an undersea ruler. The path taken to harness nature’s magical power can vary widely. Most find themselves drawn to more divine and primal connections to magic, using their powers to protect the sea and the life within. Few of the undersea people who are magically gifted strive to become accepted at a magical tower on the surface. Those undersea folk who have an arcane connection tend to have gained it innately or through a pact. For those who learn magic through study, the Bloodbinding wizard tradition is one that is prevalent among undersea cultures.
Religion Above and below the waves, religious beliefs flow like the tides – some violent and destructive, leaving a trail of sacrificial blood, and some warm like a sunbeam or as comfortable as a gentle current. As on the surface, undersea people pray based on their circumstances and needs. They thank Tero for warming the seas, revere Aubori and her creations, ask Aerako for favourable currents, and appeal to the gentle side of Okeano. Others favor darker gods, helping them to sow secrets, violence, and destruction. The people balance their worship by building shrines and temples to benevolent gods such as Toamna and Tero, and making sacrifices to appease destructive deities like Vesi and Volkan. Temples, and the priests who run them, provide blessings, celebrations, and ceremonies of all kinds, and even sanctuary to those who need it. Dark cultists create their own havens to grow in the shadows and depths. Even with the circumstantial nature of prayer in Vodari, people will often find themselves praying to one or two gods more often than others, and in those cases, a relationship begins to build, a closeness forms and worship becomes less occasional, more personal. Undersea clerics and paladins generally choose to revere a deity important to the undersea people who calls to them personally. The undersea people share the same pantheon as those on the surface. Some have their own name for a god, such Aubori being called Ilu’Meri by merfolk or Dokahi being referred to as mother octopus by cecaelias. To see a listing of the gods and details for each god, see pages 14 22 of The Seas of Vodari.
• The Quessari elves take education very seriously, with students in all disciplines training for decades. • The sea dwarves have their own system of schooling, but it is clanbased and more specialized. • When most cecaelias start to reach their twilight years they return home to spend their remaining days passing their skills, stories, and knowledge to the next generation. • Tiburons hunt endlessly, traveling the seas like the currents. Their shared knowledge gained through millennia of hunting is always passed down from one generation to the next. • Small groups of adolescent merfolk travel with instructors for weeks at a time to learn about the seas and all the life contained within.
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Chapter II: An Undersea World to Explore Surface dwellers mainly think of the world as only that which exists above the waves. While most know that undersea people exist, knowledge of the wondrous world that lies below the water’s surface is sparse among the common folk. Leaders of the largest port cities will host envoys from aquatic nations, sailors know at least a little about the cultures they pass above, and trade is growing between the two worlds. Those who visit the undersea world won’t find uninhabited wilderness. They’ll find the coral-spired homes of the vodas, the deepsea trench mines of the dwarves, the kelp forest villages of the elves, the carved seabed homes of the merfolk, and the sprawling cosmopolitan cities of Avalsi. They’ll also find the war camps of sahuagin reavers, the trophy-marked territory of the merrow, gargantuan sea monsters, and ancient dwellers of the deeps. The underwater world is deep and full of people and places to visit as you leave the coast and descend through the Sunlit Seas, Twilight Waters, and Midnight Depths. This gazetteer provides a detailed undersea world for characters to explore, whether they were born there or are merely visiting. The world beneath the waves is full of factions, characters, locations, and adventures. You can add this world to your Vodari campaign or your campaign world, in its entirety or as pieces.
Sunlit Seas “While most on the surface are unaware, there are as many people under the seas as above it. Undersea people have much in common with those who live on land. We have homes and families which we work hard to hard and will fight to protect.” - Celaena Silverpearl, Chancellor of Damari The Sunlit Seas extend from the surface to a depth of 650 feet. This zone is close enough to the surface for the sun’s light to reach. This light also brings heat, which creates a wide range of temperatures in this zone, from the boiling seas of the south to the frozen seas of the north. The light and warmth allow this zone to be filled with life. In the reefs, shoals, grottos, and kelp forests of this zone, you’ll find countless people, plants, and creatures. When the Godwar shattered the world, the scattered survivors of this zone who chose to cooperate ended up thriving. In the centuries since that cataclysm, the Sunlit Seas have seen continued collaboration through trade and mutual defense against threats from the deeps. Today in most of this zone’s settlements you’ll find a diverse tapestry of people and cultural traditions existing together. Ninety percent of the sea life in Vodari lives in this small slice of a deep ocean.
Damari Damari acts as a bridge between undersea people and drylanders. This city-state is located atop a seamount found just below the waves, created by an extinct volcano. Basically an undersea island, Damari sits in the middle of the Avalsi plateau, near the islands of Veraci and Arushi. Called the “Jewel of the Sea”, the city is split into an upper city built above the waves and a lower city that sits below the surface. From the surface, the city appears to be a busy floating port full of ships coming and going, with scattered structures breaking through from below. Hidden underwater is a sprawling city. The lower city (and its structures tall enough to break through to the surface) mixes surface and undersea construction technology. Its architecture reinforces this with Arushi stonework, Veraci glass, and undersea designs mixing merfolk, elven, and grindylow styles. The city was founded by the Silverpearls, a family of amphibious half-elves with connections to traders above and below the waves. The Silverpearls continue to run the city and each year the amount of money that flows through this trading hub increases.
Allies & Adversaries Chancellor Celaena Silverpearl (LN female half-elf noble) is half human and half sea elf. She is the latest in a long line of leaders from her family who act as envoys between the two worlds, running the politics and trade for Damari. She does an excellent job of balancing the needs of her people and diplomacy with the drylanders, but there will always be a faction of undersea hardliners who think their city is too enmeshed with those who live above the waves. Calo Silverpearl (CN male half-elf noble) is half human and half sea elf and the son of the chancellor. In his early twenties, Calo is still in his rebellious youth stage and finds a way to embarrass his mother at least once a month or so. Calo has gotten himself in some pretty hot water with gambling debts. Den Fesira (LN male merfolk veteran) is the Captain of the Guard in Damari, and his family has a long-standing intertwined history with the Silverpearls. Historically, the Captainship has been passed down through the Fesira bloodline to the most ably suited child of each new generation, just as Den is now grooming his teenage son Al-
Avalsi Major Cities: Damari, Koralla, Tasi Population: 100,000 (40% merfolk, 25% elves, 15%, grindylows, 5% voda, 5% half-elves, 10% other) Rulers: Celaena Silverpearl, Naal Liradon, Gix Longtooth Exports: Fish, Pearls, Jewelry, Ore, Artistic Goods and Services Major Languages: Primordial (Aquan), Elvish, Common The Avalsi League is a collection of city-states formed in the aftermath of the Godwar that is found in a large area south of the southern nations. Elves, merfolk, grindylow, and others joined together to survive. Today, the league consists of three large, cosmopolitan trade hubs: Koralla in the east, Tasi in the west, and Damari in the middle.
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con to one day be his replacement. The Fesiras have a storied history as honorable, very skilled fighters. Zamax Inkshroud (CE male grindylow scavenger) is arguably the most persuasive and dangerous voice among the aquatic hardliners in Damari, seeking to damage and eventually all but sever the long-standing relations with the drylanders. Until now, he has mostly been content to stir up the pot with his oratory, but is now branching out into outright violent sabotage. Benathi Tysoli (NG voda deeps druid) belongs to the Circle of the Deeps, and is the main point of contact with the Veraci and Arushi drylanders in the Circle. They reach out to her whenever someone has a legitimate need to traverse the depths beyond what can be accomplished with the current accommodations for tourists. Benathi is essentially a guide and protector to bring drylanders deeper beneath the waves if their reason is compelling enough.
Locations Sea-to-Sky Inn. A fancy inn where drylanders can dine, dance, and sleep above or below the waves. The inn is a popular place for diplomats and merchants to meet to establish relations between surface and undersea businesses. Magic and engineering keeps this five-floor structure dry from the surface to the seafloor. The Tubes. Damari sports an ancient series of lava tubes from a long-inactive volcanic system which they use along with strong currents and shifting pressure levels as a method of speedy transportation around the heart of the city and beyond. Experienced travelers know which way each tube flow goes and where it will come out. Inexperienced travelers may suddenly find themselves coming out the other end, a nautical mile in the wrong direction. The Damari Forum. This vast, bowl-like auditorium is used for large public gatherings where the officials of Damari share news and hold public debates on issues concerning Damari’s future. The Silverpearls have long been decent listeners and prize the input of their constituents. Sporting and musical events are also held here to entertain the public, due to the optimal acoustics of the pearly bowl. Palace of Pearls. The ancestral home of the Silverpearls, from which the family lives and rules. This tall, spiraling, multi-turreted palace with its blazing bioluminescent lights can be seen far and wide in the heart of Damari. The palace also houses a contingent of guards at all times and is the rally point of the city-state’s army if they ever find themselves under siege. Floating Market. The center of the city’s floating port acts as an important hub between worlds. Due to the importance of trade in this wealthy city, the port is safe and well guarded. Beneath the floating port is a market for undersea people. The Remora Quarter. This section of Damari sits around the base of the ancient volcano’s slopes, further from the light of the surface world. Crime is much more abundant down here, where the capital’s less moral and/or less fortunate come to live, surviving however they can. Visitors to Damari are made very aware not to venture past the ring of bright scarlet algae deliberately cultivated around the volcano to mark the boundaries of the Remora Quarter—or as its downtrodden denizens call it, “living under the red”.
Koralla Koralla was built on the edge of the shallows to the west of the Liberty chain, long before the islands were colonized. Koralla acts as a trade hub between the Avalsi League and Solisa to the east. In addition, trade with the colonies on the surface continues to grow each year. The Korallans have established several beachhead points where their traders are known to regularly surface to do business with drylanders. Unlike Damari, Koralla is a democratic city-state which holds regular elections for their officials, making sure their representatives are serving the best interests of Koralla’s people, lest they find themselves ousted. The city-state has a history of reacting...poorly (read: violently) to proof of their elected leaders trying to leverage their positions to line their own pockets.
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Allies & Adversaries
Allies & Adversaries
Chief Magistrate Naal Liradon (LN male elf noble) was elected by the other nobles to lead all political and legal matters for Koralla. Secretly, his heart has been captured by Celaena Silverpearl, though he dares not let it be known, lest he lose Koralla’s power and leverage in any negotiations between them and Damari. Uthario Luminsol (NG male merfolk veteran) fought in a series of wars against the merrow after his village was decimated by raiders. When the fighting ended, he had nowhere to call home. Uthario gained employment as a caravan guard protecting trade between Koralla and Solisa from raiders and other dangers. Breeze (CN male siren bandit captain) is a charming rogue whose well-executed raids plague trade throughout the eastern end of Avalsi. Breeze is just as happy to raid an undersea caravan as a drylanders’ ship, as long as there is booty. He always has a beautiful shanty to sing and will follow wherever the wind or currents take him. Dima Sharpsnout (N female grindylow scavenger) is a fast-talking, hard-haggling trader, who always gets the better of a deal. She has a way of making drylanders think they’re the ones walking away with a steal. Dima’s name is well-known in Avalsi and Solisa, as she owns a small armada of caravans. Her power through commerce grows every year, and she may soon become a power in Avalsi to rival any government.
Guildmaster Gix Longtooth (CG male grindylow scavenger) is a charismatic and shrewd dealmaker. For over a decade he has led the guild and the entire city, navigating the turbulent waters of keeping Tasi friendly with Quessaria, Klara’mer, and the surface. Lately, though, Gix has felt the shifting of the currents above. He senses a growing conflict centered around Xolen, and in response, has quietly been investing more and more focus in arms dealing, stocking up for the coming storm. Guildperson Hap Manyscars (CE male grindylow assassin) is one of Longtooth’s most trusted advisors and trader captains, although Hap’s lesser known but more important function for the guild is as its main fixer. Manyscars is cold-blooded and happy to remove any living obstacles to the guild’s progress. On occasion, Hap decides to act without orders and makes moves to strengthen the guild’s position without orders from Gix, and has more blood on his hands than anyone else realizes. Ariya Nouan (NG female voda artisan) is a brilliant voda inventor who makes regular surface excursions to Gemnackle, disguised as various drylander peoples as she keeps abreast of all the current advances in Xoleni technology. She acquires what she can and returns to her home to tinker with the technology to see if she can adapt any of it to aquatic life. Kieran Lillassi (N male elf spy) is half silvari and half quessari, and has been an agent for both nations for years. Kieran has an extensive network of informants and influencers seeded among the drylanders of Xolen as well as a few in the undersea trade guild of Tasi. He’s keeping a close eye on the rising threat of Xolen, both as an environmental hazard and potentially an instigator of military conflict above the waves.
Locations Eastpoint Station. The easternmost trading center at the edge of Koralla’s territory does a brisk business with Solisa, to the point where this “station” has seen a lot of development around it, becoming a significant population center. Dima Sharpsnout and her people pretty much run the show here, acting as Eastpoint’s own private little shadow government. The actual elected officials here know not to cross her, and she does them the respect of letting it look publicly like they actually run things. Coral Corral. Sitting on a high shelf in the shallows not far off of Liberty Island, this renowned establishment is a legend in Koralla. Always bustling with activity, the clever dishes are delicious, but the company is rough — a strange mix of high quality and low-brow that draws many interesting characters, including drylander ships who anchor above and have these exotic meals brought up to them, throwing parties in the shallow waters to mingle with their undersea friends. Korallax Hall. The capitol building of Koralla, a masterful piece of architecture sculpted by tools and by magic out of an ancient, petrified coral reef. Within the hall, a few rooms are enchanted with easily activated air pockets for when dignitaries visit from the surface to meet with the Korallans. Margus Current & Sember Current. Two major undersea currents that largely enhance trade and travel between Koralla and Solisa. The Margus generally pushes from east-to-west, running north of the group of islands the drylanders simply call “the Colonies”, while its counterpart, the Sember, pushes west-to-east and runs south of the Colonies. Both are heavily traveled by visitors, merchants, and raiders alike. Ventra Downs. This popular giant seahorse racetrack attracts many of the local rich elites as well as a hefty amount of seedy criminals, all looking to fatten their purses and have a grand time drinking, gambling, and socializing. While the official owner/operator of the Downs is some publicly respected merfolk named Harko Numilen, the real owner—and the one who takes home the biggest chunk of the house’s take every night—is Dima Sharpsnout.
Tasi Tasi is located at the edge of the vast western kelp forest, between merfolk and sea elf territory. The city-state is a thriving trade hub where goods of all kinds move between Quessaria, Klara’mer, and even with Xolen. The city is run by a trade guild, with the guildmaster acting as leader.
Locations Tasi Guildhall. This is the political hub of the city and the largest structure and is built like a fortress. The trade guild houses its own small army to keep the peace and protect against any insurgency. Many of the top-tier guildspeople also have apartments here in addition to their private residences around the city. Diplomats Row. This section of Tasi is where the merfolk and elven embassies sit alongside luxury inns and the largest and fanciest houses of the city’s elite. Above Diplomats Row, a tiny island pokes above the waves, and is used exclusively as a diplomatic outpost for meeting with drylander emissaries, complete with comfortable accommodations both above and below the waterline, where diplomats on both sides can retire for a time and resume extended talks without having to make extra trips. The Coriolis Inn. Considered to be the most luxurious, high-end establishment in Tasi, this is where high profile visitors of a non-diplomatic nature tend to stay. The Coriolis hosts renowned entertainers and members of elite echelons of undersea society. The inn also occasionally hosts rich, powerful visitors from above the waves, who are housed in special cove-suites with large air pockets and other drylander amenities. Blackrock Quarter. In Tasi, this is the rough part of town, sporting a high criminal presence, minor turf battles between gangs, black market trading, and off-the-books diplomatic wheeling and dealing. The area gets its name from the ubiquity of black basalt out of which many of its buildings are carved. The water here has an unpleasantly sulfuric smell/taste that clings to one’s skin.
Avalsi Adventures The Bodyguards The PCs are approached by a cloaked, hooded figure in a tavern (or some other establishment that makes sense for your party). The figure desperately needs an experienced escort to defend her and get her to an office on Diplomats’ Row, because she is being shadowed by some
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dangerous elements. The secretive client is Ariya Nouan, and she has had a major technological breakthrough that several parties want to bury — and her along with it. Unbeknownst even to Ariya, the leader of the assassins chasing her is Hap Manyscars. He has a dozen capable assassins under his employ and is closing the ring around Ariya even as she speaks to the PCs. She’s willing to pay handsomely, with more promised at the end of a successful journey to her contact’s offices on Diplomats’ Row.
Sergeant Khassuul (LG male dragonborn gladiator) is largely regarded as the most deadly warrior in Ralivaa, and spends most of his waking hours vigilantly running patrols around the town to ensure its continued safety. Kosimaa (N female dragonborn sea guardian druid) is the spiritual center of the Ralivatuul clan. She keeps them in harmony with their ecosystem and listens to the currents, always keeping an ear out for danger or news from beyond their territory.
The Greater Evil
Locations
A group of mainly grindylow and elven pirates (bandits) are attacking trade caravans between Koralla and Neresi. While a small amount of piracy has always pestered trade in these seas, in recent weeks the number of attacks and the amount of bloodshed has vastly increased. Something is sending the pirates out. A marid has set up shop somewhere hidden in the western kelp forests, and the Guildhall is looking to hire some people to discover and remove whoever/whatever is behind the surge in piracy.
Trading Port. Sea dwarves and other races come here to do business with the sea dragonborn. It has no fancier name, and makes up the majority of the southern portion of this settlement. This tends to be one of the busier areas of the town at any given hour of day or night. Warriors’ Cove. A large cave located beneath the central hub of Ralivaa serves as a sort of unofficial garrison/festhall for the guardians of the town. It is known in every corner of town that this place is forbidden to anyone else. It provides a place where the warriors can feel free to release pent-up aggression through battle songs and war dances. Arissaara Temple. The religious hub of Ralivaa is carved out of the interior of a massive coral bed, and has two secrets: the first is exclusive access to a tunnel that leads all the way through bedrock and into a small lake on the mainland of Draga, not far from the capital. The temple’s second secret is another hidden tunnel, very long and narrow, this one leading down to the Deeps. Sibilant whispers can be heard/ felt on the cold currents that seep up into this rarely used byway.
There Goes the Neighborhood Kieran Lillassi has discovered that Xolen is looking to expand their search for natural resources to the world beneath the waves. A team led by Guild Undermaster Henk Burleff (N male gnome artisan), head of the Underwater Explorations Committee, which is under the purview of the Aquatic Guild, has created a prototype science submersible capable of taking limited samples and readings, and its maiden voyage is scheduled for tomorrow. With limited options for local hired help beneath the waves, the Xolenians have hired a security team of sahuagins led by the bloodthirsty Duaga-Ara (LE male sahuagin baron). Kieran Lillassi needs to conscript a team immediately to sabotage the submersible and discourage any further underwater ventures from Xolen.
Draga Capital: Draak (located on the surface) Population: 42,000 (99% dragonborn, 1% other) Ruler: Emperor Krivar II Exports: Meat, grain, linen, and wool Major Languages: Draconic and Common
Racing Magma An old, dormant magma system is beginning to reawaken near Ralivaa, sending signs to those who know how to read them. If the PCs have no one who can recognize these signs, Kosimaa will, and will alert them to it. The PCs must work with the citizens of the town to find a way to block, redirect, or douse the magma before it races through its old network of lava tubes all around Ralivaa.
Abyssal Whispers
Ralivaa
Recently, an ancient aboleth has discovered the hidden tunnel that leads up to the bottom of Arissaara Temple, and wants to exploit it to gain passage to the heart of the dragonborn town. It will begin by sending smaller minions into the narrow tunnel to begin to chew at its sides and make it wide enough for the aboleth to use. The PCs could be asked by the temple’s dragonborn priests to descend into the darkened depths of the tunnel and fight off the aboleth’s minions. Finding a way to permanently seal off this threat could also be a priority. Unfortunately, one of the priests, Lhashuaa, (LG male dragonborn cleric) has been telepathically enslaved by the aboleth and will actively work to sabotage all of the PCs’ efforts.
Town: 3,000
Trade Bait
After the Godwar, only a small, scattered number of sea dragonborn survived. Their physical strength and hard work made them valued members of their adopted clans above and below the waves. When the dragonborn began the process of re-establishing their empire on the island of Draga, many sea dragonborn were among them. Most amphibious dragonborn live on the coastal areas on Draga or in the seas surrounding the island. The scattered few living beyond Draga territory are a rare sight in both the port cities of the surface and undersea settlements.
Before the establishment of dragonborn on Draga, they found that the aquatic territory surrounding the island was inhabited by grindylows. Though vastly outnumbered, the dragonborn scattered the grindylow, who retreated to the north. The undersea settlement of Ralivaa was born, the main settlement of the Ralivatuul clan. Today, Ralivaa is still only a small town, inhabited mainly by dragonborn, with only a scattering of other peoples.
Allies & Adversaries Chief Surinaa (LN female dragonborn veteran) is the administrative and military leader for all activity beneath the waves by the Draga empire. She has worked hard to forge an alliance and grow trade with the sea dwarves.
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Draga Adventures
chapter 1i | an undersea world to explore
A caravan of sea dwarves (commoners) is waylaid by a hunting party of sahuagins outside Ralivaa, and six sea dwarves are taken away, probably to be used for sport, food, or both. A sea dragonborn named Sargassaa (LG female dragonborn scout) witnessed the raid and will take the PCs to the location of the attack. Once at the location, the PCs and Sargassaa should be able to pick up the trail, attempt to save the sea dwarves, and hopefully further strengthen the bond between their two peoples. The sahuagin are expecting someone will come for the dwarves and their caravan, and lie in wait to ambush, to get even more loot from any would-be rescuers.
Klara’mer
Ker’alsi
Capital: Ker’alsi Population: 50,000 (85% merfolk, 5% Selkies, 10% other) Ruler: Queen Azura Silvereef Exports: Diamonds, Whalebone jewelry and weaponry Major Languages: Primordial (Aquan)
City: 35,000
Klara’Mer is located in the cold waters of the northwest. In Klara’Mer, merfolk are split equally between those who live in cities and those who live simple lives as farmers or hunter-gatherers on the vast seabeds that light can reach. Klara’mer is the homeland of the western sunreach merfolk. Frigid waters, the Godwar, wars against the elves and sahuagin, and an overabundance of predators has kept Klara’mer’s population much lower than the heavily populated Solisa in the east. This harsh history and environment have resulted in the western merfolk being more martial than their cousins to the east. Everyone who lives in Klara’mer receives some military training and is expected to defend their home if attacked. Klara’Mer merfolk are also renowned (mostly by the Nordaans) for their exquisitely crafted whalebone weaponry and jewelry, only ever taken from the carcasses of whales found on the seafloor. The Nordaans are happy to trade whatever goods the northern merfolk will accept for their whalebone weapons. In addition to merfolk, selkies call Klara’Mer home, but they tend to spend more time above the waves in the surface nation of Nordaa, which sits above Klara’Mer. The selkies live in small pods with common seals. Most selkies are happy to live their lives hunting the coastal waters of the north, rarely venturing deeper than where the sun’s rays can reach.
Allies & Adversaries Queen Azura Silverreef (NG female merfolk veteran) is the matriarch and leader of all merfolk tribes in Klara’mer. She comes from a long line of matriarchs who have held political power since before the Godwar. She’s a severe woman and a fierce warrior with the scars to prove it, and unlikely to compromise most days. Okan the Piercer (LN male merfolk leviathan chaser) is one of the deadliest, stealthiest hunters of the northern merfolk. He lives quietly on the outskirts of Klara’Mer with a small commune of farmers and hunter/gatherers, but has occasionally been called by his Queen for important service to protect Klara’Mer. Mahin Moonshadow (CN female merfolk spy) is Klara’Mer’s eyes and ears on the surface, as much as they have any. She is exceptionally familiar with all of the waterways running through mainland Nordaa that connect to the open seas, and has a network of merfolk scouts who patrol the shallows as far inland as they can reach, keeping close watch on the comings and goings of their above-the-waves-neighbors. Harta Shellshifter (CG male merfolk scavenger) is a friendly but wily merchant and a frequent visitor of the surface, popping up at a few known favorite spots around mainland Nordaa to trade with the drylanders. He often brings back news from the surface world in addition to drylander treasures. Kinishossa (NE female merfolk mage) is the oldest known member of merfolk society in Vodari, is generally considered a tolerable nuisance, and called a witch by most people. She exists on the fringes of Klara’Mer, having minimal contact with society unless she needs supplies or something less basic.
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Locations Palace of Perseverance. The tallest structure in Klara’Mer, its spires and domes reach for the sun. The Silverreef dynasty has made their home here since resettling Klara’Mer after the Godwar. Temple of ilu’Meri. The second tallest building in the city is dedicated to the goddess Aubori, called ilu’Meri by the merfolk. Day or night, the temple glows from a distance with magical light as well as bioluminescent sea growth along its surfaces,. The water is notably warmer for a hundred feet in every direction from the temple, claimed to be the warm embrace of ilu’Meri. Razorreef Caves. A three-mile-long coldwater coral reef sits on the seafloor off the coast of mainland Nordaa, riddled with tunnels and caves. This notoriously sharp-edge-filled reef is home to Mahin Moonshadow and her sneaks. It is rumored that they have a “map room” in one of these caves containing an extensive mapping of every waterway in every notable island of Nordaa except for Kolga, where they will not swim unless absolutely necessary.
Klara’mer Adventures The Little Drylander Fascinated by stories of the undersea kingdom of Klara’Mer, a drylander named Nils Riverstone (NG male human commoner) has made a deal with Kinishossa, the ancient merfolk, to enable him to swim and breath underwater like the merfolk can. But the deal has its price — he has lost his voice, and finds he cannot live out of water for any longer than any normal merfolk. He wants to find this sea witch and undo the deal so he can return home to his parents, but another wrinkle in the story is that he’s fallen in love with Azura Silverreef ’s daughter, Princess Luria (N merfolk female noble). Queen Azura discovers this and wants the intruder hunted down. The PCs can be entangled in the plot in different ways — they may have befriended the enchanted drylander and look to free him from the witch’s spell, they could be friends of the princess, who begs them to save the drylander’s life, or they could be the ones tasked by the queen with quietly making the problem go away…
Bad to the Bone A group of greedy Nordaan raiders (bandits) decide that haggling just isn’t for them. They overpower Harta Shellshifter’s caravan guards, injuring Harta in the process, and make off with a wagonload of weaponry. Two of Mahin Moonshadow’s sneaks (scouts) witness the robbery. One continues to track the brigands inland as long as they stick near accessible waterways, leaving trail signs as they go, while the other sneak darts off to grab the first help they can find to hit these thieves and reclaim their stolen whalebone arsenal.
Selkie-Smooth A group of smooth-talking, adolescent selkies (bandits), decided to relieve some boredom by playing a prank on a lone tiburon passing through town named Denti (LN male tiburon sea hunter). They lift a purse and a pack full of day-to-day supplies while they misdirect him. The tiburon was less than pleased, and is actively hunting for the pranksters, with the intention of taking their pelts to wear as clothing, and to serve as a visible reminder to all selkies to keep their pranks away from him. The adolescents need immediate help in evading their pursuer, and the tiburon needs someone to convince him to call off the hunt, one way or another.
Nah-Hak Capital: Nah-Hak Village Population: 2,500 (85% grindylow, 5% tiburon, 10% other) Ruler: Chieftain Gurnum Threespikes Exports: Whale and shark products, undersea fauna, inks Major Languages: Primordial (Aquan)
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In the cold northeastern waters of Vodari, between the seas of the Tormar (storm giants) and Marradi (sea dwarves), lies Nah-Hak. Once part of a vast merfolk empire, this region fell into chaos before the Godwar. Now it is home primarily to grindylows and roaming, exiled tiburons. The grindylows’ territory is named after their largest village, located off the southeastern coast of Khar. With constant hostility and more unchecked natural predators than there are in the southern regions of Vodari, the citizens of Nah-Hak are generally a skittish, suspicious lot, quick to draw a blade or let loose with an explosion of murky ink. Manners are scarce here, but respect is not. Respect for one’s own place in grindylow society, and respect for others’ strengths, is the glue that keeps Nah-Hak together, surviving in a hostile climate.
Allies & Adversaries Chieftain Gurnum Threespikes (N male grindylow veteran) is a veteran of more battles than anyone can count, but what everyone can count is the three partially missing tentacles capped by gold with dwarven craftsmanship. Gurnum has a long-standing friendship with one of the Council Thanes of Morndirn, and his grindylows enjoy a modest but consistent trade relationship with them. Kesper Blackjet (CN male grindylow scavenger) likes to tempt Fortana. When he gets bored, his imagination runs away with wild schemes to achieve riches and glory, with the ultimate goal of one day leaving Nah-Hak with a few close comrades and exploring the whole realm of Vodari. Soocha Bonesinger (LN female sea hunter) is a good friend of Kesper Blackjet, and often lets herself get conscripted into his misadventures, as she is the voice of reason that he occasionally listens to. An excellent tracker and a deadeye with a harpoon, Soocha runs a patrol — one of many — that patrols the northern fringes of Nah-Hak, wary of any incursions by the northern sahuagin or anything else.
Locations Forest of Bones. Towards the northern edge of Nar-Hak lies a massive whale graveyard, where centuries of whale skeletons have created a labyrinthine ecosystem where many species of sea life have made their homes. Young, daring grindylows like to disobey their parents and play hide-and-seek among the bone structures. Many grindylow, both old and young, swear that the Forest of Bones is an extremely haunted place. Forest of Worms. Bordering the southern edge of Nar-Hak and the northern edge of Maraadi territory sits a long stretch of giant, chitinous columns filled with equally giant, carnivorous tube worms. Unlike the Forest of Bones, even the most daring and defiant grindylow children know better than to play games anywhere near this area. The most grievous criminals in Nar-Hak are sometimes brought here to be given to the hungry denizens of the tubes. Sea of Stings. At the eastern edge of Nar-Hak, just before the Vonnahir Basin, the waters are filled with countless swarms of jellyfish and many giant jellyfish. The Sea of Stings serves as a natural barrier that keeps the grindylow from expanding their territory eastward, but also dissuades most of the terrifying deep ocean predators from coming further west, into Nar-Hak.
Nah-Hak Adventures Raiding the Raiders Through the promise of excitement, glory, and/or riches, the PCs team up with a brave (or insane) grindylow who plans a heist against a ship of frost giants. Nobody raids frost giant ships—which is exactly why they won’t be ready for it, insists the heist planner, Kesper Blackjet. Soocha Bonesinger, Kesper’s second in command, is also along for the ride, albeit reluctantly. The score: a secret plunder cache of the frost giant raiders in this region, located in a partially submerged grotto. There are always rumors of suspected hidden sites where the Jotun dump their ill-gotten booty. They tend to come back and siphon off the treasure
in multiple trips to avoid all of it being lost at sea in a storm or whale attack. Kesper has a map from a source that he insists witnessed the treasure-dumping first hand through a spyglass just two days ago.
Whalesong A group of grindylow children, barely older than grindywiggles, have gone missing all at once. As their families hurriedly confer with each other, the consensus is that they probably went off to play in the Forest of Bones again, despite several warnings. A couple of the parents are eager to rush off to locate the children, but they’re worried about trouble, and seek the PCs’ help. The answer to the mystery is this: the children encountered an elderly whale who came to the Forest of Bones to die peacefully on the seafloor beside its ancestors. Foolishly, the children crept inside its wide-open mouth, mistaking it for being already dead. The startled whale snapped its mouth shut, trapping the children inside just as it died. Spirits of long-departed whales sing a spooky dirge through the water of the Forest of Bones. At first, this should feel ominous and threatening, but it should eventually come to light that the ghostly songs are to help guide the PCs to the dying whale, so that they can not only rescue the children, but help the whale’s troubled spirit to be at peace so it can move on.
This May Sting a Little... A group of restless, ambitious grindylow and a disgruntled tiburon have had their fill of living unfulfilling lives in Nar-Hak, and are planning an expedition to explore the deep ocean past the eastern edge of what is known to their people—what they refer to as the Wild Seas. Despite all warnings, they are determined to go, but are not so foolish as to go without trying to recruit some added talent. The dangers are evident, especially traversing the Sea of Stings, but if successful, the wonders of discovery and the glory of such an endeavor may appeal to the PCs.
Quessaria Capital: Arerni Population: 200,000 (90% elves, 10% other) Ruler: King Vilas Liradon Exports: Flora-based medicinal and food products, coral jewelry, fine art, weapons Major Languages: Elvish The elves are found in communities across the Sunlit Seas, but they are most concentrated among the tall kelp forests of Quessaria, along the coasts of the forest realm islands in the west. The amphibious quessari elves live in clan-based communities, found in kelp forests and as nomadic hunting bands of the ocean shallows. Aquatic elves love nature, art, music, and magic. This area of Vodari is heavily populated by several species of dolphin, and the quessari have an ageless alliance with them against the sahuagin and sharks.
Areni Areni is the capital of Quessaria, located deep in the center of the vast western kelp forest, called the Green Waves. The central quessari tend to be the most socially sophisticated and organized, and have the most dealings with outsiders. Areni is the only real “big city” among the sea elves, although there are two other areas with large enough population clusters to be loosely referred to as cities.
Allies & Adversaries King Vilas Liradon (NG male elf noble) is the ancestral leader of the sea elves. Has been in power for nearly four centuries. He quietly laments that the crown prince Vinai is a disappointment, and wishes he could pass the crown down to his second son, Varath. Prince Varath Liradon (CG male elf gladiator) is a brave and powerful warrior who leads the ongoing war against the sahuagin, not the crown prince, but he is the overwhelming favorite of the people,
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which is a constant source of tension between the brothers that may one day threaten the stability of the kingdom. Prince Vinai Liradon (LE male elf tidal sorcerer) is the eldest son of King Vilas, the crown prince. Vinai is eager to take the throne and make his mark on Vodari, with secret ambitions to expand the Quessari empire and surpass his father’s legacy and popularity. Shieraki (N female elf mage) is an old, old woman, even for an elf, and is one of King Vilas’ most trusted, long-time advisors. She has powerful visions, which she shares with her liege when called for. She also sees into the hearts of the king’s sons, and fears for what is to come.
leader of the northern quessari scouts and assassins. He often alters his looks with magic and is almost impossible to find, except by a very few people, those he reports to. His network has ways of communicating with one another indirectly to share information while protecting the whole group in case one is captured. Alla Miskai (NG non-binary elf sea guardian druid) is the spiritual leader of the sea elves around Alduni, and is a powerful force of nature during conflicts with the sahuagin. They ride an incredibly fast and intuitive dolphin named Blade, for the way he cuts through water and enemy sharks alike.
Locations
The Duskwatch Ring. A series of guard posts encircling the dark water region caused by Arachni’s shadowy veil, these large stony columns are manned by scouts, mages, and harpooners day and night, always trying to keep tabs on the enemy within the darkness. Spinefield. A region surrounding the heart of Alduni, heavily populated by large schools of sea porcupines who are herded by a team of druids. In times of attack, these druids direct the porcupine fish to mass, delivering a legion of poisonous stings to invaders. Homestead Coves. A series of massive rock outcroppings that make up the heart of Alduni. These mini-mountains are riddled with decoratively sculpted cave systems and are home to thousands of quessari. Their homes and byways are lit by bioluminescent algae carefully cultivated along the walls.
Areni Castle. The heart of Quessaria, home to its royal family, and a central hub of diplomacy for the sea elves. Its many towers bristle with giant harpoon guns, manned by guards day and night to repel any incoming attacks. It also hides a secret escape tunnel leading to “the Dome”. The Dome. Built within and around a massive dragon turtle’s shell, the structure simply called “the Dome” is the headquarters of Areni’s military and home to its top generals. The General-Prince Varath splits time between here and the castle. Unbeknownst to most, the nigh-impenetrable shell can be converted into a mobile transport in an emergency, shielding the royal family if an escape is needed. Calladro. Located in the center of Areni, not far from the castle, Calladro is part restaurant, part theatre, part ongoing party. Patrons can come here at any time of day or night, pay the entrance fee, and join in the revels. Food and drink is not usually “ordered”, but constantly circulated by servers, and there is always live music and dancing. It’s a must-see for any first-time visitor to the sea elf capital. The Green Fingers. The largest kelp forest in Vodari, this is where the bulk of the central quessari make their homes and hunt for food. To outsiders, it’s extremely easy to get lost, and everything here looks the same. To those who live in the Green Fingers, the seascape has nuances that make the forest totally recognizable.
Alduni Alduni is the largest grouping of quessari in the northern region of their kingdom, located off the coast of Arachni. The water is colder here than around Areni. The Spider’s Darkness, imposed on Arachni from the Túraterhat an age ago, affects the water beneath it, making it vastly darker within the boundaries of the veil. Sharks have made this darkness a breeding ground, effectively a ‘stronghold’, and the quessari know to keep away from the dark waters. The elves of Alduni have experienced more fighting with the sahuagin and sharks over the centuries, and so they have become a more hardened, cautious breed than their southern brethren. They also raise the most deadly hunters and fighters among the quessari.
Allies & Adversaries Sirra Fasallel (CG female elf veteran) is the cunning and ferocious leader of the quessari northern forces. She’s accumulated over 200 kills during the war with the sahuagin, and is still in the prime of her life. Her life goal is to find the leader of the sahuagin — if there is one overall ruler — and slay them in single combat. Aelero (LE female malenti). Aelero is an abomination, a sahuagin malenti, born with the appearance of the sea elf, cursed to live apart from her people. Aelero simply wants death to all sea elves and works tirelessly to provide Queen Nineha with intel. Aelero is currently the handmaiden of Sirra and provides the elven leader with a trusted friend and advisor. Queen Nineha (CE female sahuagin priestess) is the wicked and vile queen of the sahuagin. Cruel even among her own kind, she is bent on a crusade to see the Quessari brought low. She fantasizes about the sea elves being made into a slave caste beneath her people. Gareth the Mask (CN male elf assassin) is the quiet, unassuming
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Locations
Quendi The southern region of quessari land is significantly warmer than the central and northern regions, blessed with a lower latitude and warm currents. The sea elves here are a much more easy-going and decadent people. Quendi is the closest thing here that could be called a city, although its structures don’t hold a candle to the splendor of Areni. These southern sea elves tend to hunt and socialize in more shallow water, often mingling with drylanders, sharing stories, and handcrafted trinkets with fishers, merchant sailors, and aubori elves for treasures of the surface world. And while there are many capable and deadly hunters among them, the southern quessari have experienced far less of the ongoing war with the sahuagin and sharks, and lack the military prowess that their northern brethren developed out of necessity.
Allies & Adversaries Melia the Caller (NG female elf druid) is a young elf girl and outcast who spends more time with the animals of the sea than her own people. For years, she has experienced disturbing visions that no elven priests or mages can explain. She gradually pulled away from most of society, finding a family among the dolphins, who all seem to respond to her on a level far beyond that of any other sea elf in living memory. Athalasa Rennithalun (CG female elf scavenger) is a carefree, clever elf who enjoys pranking and stealing from unsuspecting drylander sailors, whether they’re innocent fishers or greedy merchants. If she can get out of doing anything resembling work by getting others to do it for her, she does. Kinnath Kaell (LG male elf noble) is a cousin of the royal family in Areni, but doesn’t try to use that to his advantage. He is the closest the southern sea elves have to an organized leader, although their nomadic lifestyle makes any actual ‘organizing’ troublesome to say the least. Kinnath looks to keep his people safe and happyand isn’t interested in forcing them to become “more productive” as his central cousins insist they must.
Locations Silver Shallows. Along the coastal areas of southern Silvari, the sea elves come to mingle with their land-dwelling cousins. The high elves are entertained by the quessari’s songs and water dancing, and the sea elves love the silvari elves’ beautiful jewelry and books made waterproof through magical means.
Emerald Shallows. Along the coastal areas of eastern Aubori, the sea elves come to mingle with their wood elf cousins. The naduri share a primal kinship with the quessari, and their moots often go long into the night. The two also trade drylander goods for undersea goods, and share news from above and below the waves. The Edge. At the far southern edge of Quessaria, the seafloor suddenly drops away into darkness. Older quessari will tell stories about the kinds of things that live down in the deeps of the Endless Basin. Foolish adolescent sea elves will still sneak away to the cliff ’s edge and dare each other to see who will swim the deepest before coming back up. Sometimes, one will not come back.
Quessari Adventures These three adventure hooks are planned as a three-part saga, but storytellers can feel free to adapt and just run one by itself if that suits the group’s needs better.
Allies & Adversaries Circe (CN female siren seasinger) is the prima donna of all siren seasingers. Her enchanting beauty is only exceeded by her voice. Her vanity and need for fame is unmatched among sirens. She spends half her time traveling the world, above and below the seas, performing for delighted fans. Nemesi (CE female siren seasinger) couldn’t care less about fame under the waves. Her favorite sport is enchanting and drowning drylanders, and she has become exceptionally good at it. She seeks revenge for the death of her father in a fishing mishap. She has a small, fanatical following of sirens as bloodthirsty as she is. Nemesi is crafty and constantly moves their hunting grounds every week, both to avoid capture and to seek out more populated (and unsuspecting) areas.
Sirenia Adventures Deathsongs
The northern sea elves can sense something big is happening. The patterns of the smaller sea life around them, the palpable tension vibrating through the currents, the calm before the storm. Several elven scouts have recently disappeared around the edges of the Spider’s Darkness, so information is lacking. The undiscovered reality is that sahuagin and sharks are planning a massive assault — the largest in over a century — directly on Alduni. A strong and stealthy party needs to venture deep into the dark water and gather details for the sea elves and their allies before it’s too late.
After a particularly gruesome series of murders by a particularly malevolent seethe of sirens, a group of local fishers from a small island chain just south of Arushi have pooled together as much money as they can to hire some experts to patrol Nemesi’s current hunting area, lure her to them, and kill her. The PCs should take obvious precautions and do some tactical planning in advance, knowing that they’re about to face off with some deadly sirens. One fisherman, a grizzled old codger named Joam, will accompany the PCs out to the area where his friends have been disappearing, only to wash up in pieces on different shores the next day.
Visions of Blood
Captivating
Dark Water
Shieraki, the elder seer of the court of Areni, has alerted King Vilas of a coming tide of blood. Reports trickle in from the north about an impending invasion on Alduni, and the king’s second son, Varath, is mustering his army for battle. The crown prince Vinai sees an opportunity here, and convinces King Vilas to go north to oversee such a large event from a place where he can communicate and respond much more quickly. And if Vilas and Varath should both happen to fall in the fighting… Little does Vinai know, Shieraki has seen something else, and has sent secret messages to the PC party and to an outcast sea elf girl in southern Quessaria, because they will all have parts to play in the future of the sea elf kingdom.
The Calling Melia the Caller is enjoying a lazy day in the shallows when she is hit by vision of blood and betrayal, of strangers’ faces (the PCs), and the king’s castle in Areni, its spires dripping with royal blood. She and the PCs receive messages from Shieraki, the elder seer of King Vilas, begging them to race with all haste to Alduni. Her message says that the king’s life will be lost, but the PCs are the only ones who can save the general-prince Varath before his brother Vinai’s sahuagin assassins do their work, and Melia is the one who can turn the tide of the coming battle with the gift that she has barely begun to tap into. “Vinai must not ascend to the throne, or Quessaria as they know it will be lost.”
Sirenia Located right on the coast of Arushi, Sirenia is the closest thing the sirens have to a capital or trade hub. In this community you’ll find the largest group of sirens in Vodari, numbering just over a few hundred. The community exists above and below the waves, made up of a series of grottos and sea caves. While the sirens have a limited need for trade, on each full moon, the sirens allow outsiders to visit Sirenia to trade. Lucky visitors will get a chance to experience the unearthly seasongs, wavedancing, and artwork of the sirens.
Circe, the famous siren diva, performs a high-profile concert in a city where the PCs are in attendance (maybe in the cheap seats, or floating in a boat in the harbor, within earshot), but she is kidnapped immediately afterwards by Jorus Kawani (NE male half-elf noble), a wealthy aquatic half-elf trader from Veraci. Jorus wants the enchanting siren all to himself. He’s built a luxurious, custom-made tank on the grounds of his private estate in Valedo, on Veraci. Either by their own recognizance or through the offer of money or other rewards from any number of sources, the PCs must figure out who the culprit was, track him over water and land, and find a way into a very securely guarded estate that sits high atop a seaside bluff in Valedo. Thorough scouting of the location will reveal the presence of a dozen guards patrolling the grounds at all hours, with a guardhouse on the premises that holds another dozen who can be summoned very quickly if an alarm is raised. Also, Jorus employs a wizard named Sabra (LE female half-elf mage) to help with keeping Circe compliant and secure.
Solisa Capital: Soli Population: 250,000 (85% merfolk, 5% elves, 10% other) Ruler: Grand Chief Tritus Wavefin Exports: Coral products, kelp, algae, medicinal products Major Languages: Elvish The Solisa Union is a collection of southeastern merfolk tribes. These tribes are left to lead themselves, with each sending an elected leader to Soli to vote on issues that impact the commonwealth, such as trade and war, and to resolve disputes between tribes. Solisa merfolk are split equally between those who live in cities and those who live simple lives as farmers or hunter-gatherers on the vast seabeds where light can reach. Due to the existence of more shallows and more direct sunlight, their skin and scales tend to be more vibrant, tropical colors than their northern cousins. Unlike the folk of Klara’Mer, the merfolk of the Solisa Union are
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not required to participate in military training and service. The Solisa military is made up of paid, enlisted merfolk. Most of their soldiers fight for currency and glory rather than out of a collective sense of passion for defending their home. Solisa merfolk have an aptitude with crafting coral, as it exists in abundance in their region. They seek out dead coral beds and craft the material into intricate weapons, jewelry, accessories, and some medicinal poultices when mixed with other ingredients. The eastern merfolk trade as heavily with the surface world as Avalsi, and have developed a generally good relationship with the drylanders of the southern islands, the Colonies, and Marradi Archipelago.
Soli The capital of the eastern merfolk is home to roughly 100,000, or 40% of the entire population of Solisa. Any drylander lucky enough to visit Soli is overwhelmed by the vast, dizzying complexity of the fast-paced city, all of its streams of various sea life traveling in crisscrossing streams in a pattern that seems obvious to them. The capital operates efficiently with the sea currents and other geological features, and its organic rhythm is something developed early on by those born and raised here. Soli resides off of the coastal city of Thorne, on the colonial isle of Stormwind. As the drylanders have increased their presence on Stormwind and the island has developed more of an identity, its echoes can be found more and more around Soli. While the central hub of Soli is a busy metropolis with as much modern amenity as any undersea city, the fringes closest to the surface have developed a somewhat rough and lawless atmosphere due to Thorne’s influence.
Allies & Adversaries Representative Vaddi of the Blue Spirals (LN male merfolk noble) is the even-handed, immensely likable leader of the largest tribe of the eastern merfolk, the Blue Spirals. His charm tends to sway the direction of many of the central council’s votes in the capital, but Vaddi easily gets bored talking logistics, and can be influenced by cunning peers when it comes to “the boring parts”. It is also a closely-guarded secret that he is addicted to radula, or “feverdream”, a neurotoxin from the spines of a particular breed of urchin that lives in the region. Representative Sylla of the Thunderwake (CG female merfolk leviathan hunter) is a fearsome warrior of legendary repute, although she has not been active in battle since being elected to be the spokesperson for her tribe in the capital. She is becoming itchy with the lack of combat, but feels peer pressure from all sides to remain in the capital to oversee the general disposition of the unified military and to revmap Solisa’s battle contingencies for future conflicts. Representative Ollsura of the Pearl Tribe (N male merfolk noble) is the longest-running elected official in the central council of Soli. He is a master of efficiency, has a gift for patterns, and has been in charge of commerce for Solisa for many years. Under his guidance, trade has steadily increased for the eastern merfolk. Representative Tritus Wavefin (NG male merfolk noble) is the elected leader from the powerful and respected Wavefin tribe. He is currently in his first year of a five-year term. He comes from a warrior upbringing, but has good leadership instincts and listens to voices from humble farmers and wise old craftspeople in addition to his appointed advisors. Vivix Shale and the Coral Blades (LE female merfolk scavenger) is the smooth-talking, intelligent, and devious leader of the most prolific merfolk gang in Solisa. The Coral Blades stick to the outskirts of the capital, where traffic is less densely packed and law enforcers are spread thin. The Coral Blades prefer to rob their victims and leave them alive, but if they meet strong resistance, they’re not above cutting throats to send a message.
Locations Palace of the Sun. The tallest structure in all of Solisa, the palace in
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the center of Soli is mostly a single, gargantuan column of rock with five arms stretching out at every level, fashioned like starfish. These branching halls host not only the current administration, but visiting dignitaries, high-ranking military, cultural gatherings, and more. At its zenith, the palace spire is tipped with a mammoth diamond that is enchanted to radiate a brilliant white light like an undersea sun, hence the palace’s name. Sola Ridge. To the south and east of the capital, an underwater mountain range runs more or less parallel to a steep drop-off to the Twilight Waters. A picket line of lookouts, sea cavalry, and fast couriers is in place along the entire ridge, standing in constant vigilance against anything ‘interesting’ that occasionally surfaces from the darker waters below. The Milky Sea. At the southern edge of Solisa territory, just north of the steep drop-off into the Twilight depths, there exists a large section of the sea that maintains a milky, luminous blue-white glow that is only moderately visible in the daylight, but very visible at night. Merfolk enjoy swimming around in the glowing waters, sometimes playing hide-and-seek, sometimes just appreciating how the strange light makes them and the seascape look, but they know to be very cautious of straying too far south and suddenly finding themselves at the dark edge of merrow territory below.
Kalurki Kalurki lies beneath the waves just a few miles off of the eastern shores of Sandport, on the colonial island called Faraway. With Faraway being a trade hub for the eastern islands of Vodari, the merfolk similarly do much of their trading here with both undersea peoples and drylanders. Many of the fancier homes in Kalurki now sport stained glass from Sandport, and the famously sought-after dragon pears are a delicacy among the wealthier merchants and noble merfolk. Many rising families have moved from Soli to Kalurki over the past few decades, after the wealthy Veraci merchant families began establishing strong presences on their own islands in this area. One drawback to their proximity to the drylander great merchant houses is the influence on merfolk society in Kalurki, which is becoming more factionalized, with groups of merfolk identifying themselves closely to different merchant families above the waves.
Allies & Adversaries Magistrate Nerro Shimmerscale (LE male merfolk noble) is one of the most prominent elders in Kalurki, and has forged strong ties with the great Veraci merchant house of Hemlock. Nerro and Argus Hemlock (LE male half-elf assassin) have been enjoying secret midnight meetings at a designated little cove on Argus’ private yacht, hatching schemes to further both men’s family aims and power. Silverfish (N male merfolk scavenger) is a veteran smuggler who is past his prime but still has skills, and realized a few years ago that he could use those skills to aid caravans instead of robbing them. He and his wily band help parties navigate the dangerous wilderness between settlements, making a better living wage than they ever did as brigands. Terror (CN merfolk dreadmask) is a masked figure who began prowling the shadows of Kalurki several months ago and has now amassed a fog of rumor and fear. Terror seems bent on orchestrating grisly deaths put on public display, and his or her target of choice is highborn merfolk who are getting more and more entwined with the webs of intrigue of the surface world’s powerful merchant families. The merfolk of Kalurki are very divided on whether Terror is a merfolk in a costume using magic to build mystique, or something more supernatural and sinister.
Locations Glittergill Trading Hub. Originally just a single building, the name “Glittergill” now applies to the expanded area around the original
trading post, growing and thriving off of quickly developing relations with the Veraci merchant class. This area is also quickly developing high-end eating and drinking establishments catering to the upper class. The Aquarium. On the northeastern outskirts of Kalurki, the wealthy merfolk Rygiallus family has combined their resources and abilities with those of Veraci’s House Lagunn to create a sea life attraction in the shallows of one of the smaller outlying islands owned by House Lagunn. It is called “the Aquarium”, the first of its kind in Vodari. They charge exorbitant rates to take visitors on a guided tour among dozens of segregated pens, each containing some captured exotic sea life. The tour partially delves underwater, where the Rygiallus merfolk take over, providing means of breathing and speaking underwater for a time. The Winding Market. While there is a powerful mercantile presence in the city among the more wealthy and powerful, the lower-class mercantile district is a colorful and powerful presence in its own right. So named for being situated in a vast, sprawling labyrinth of coral reefs. The Winding Market offers many black market items and services at decent rates (as opposed to the same things available around Glittergill for much more unreasonable rates). The Winding Market does, however, have a dangerous criminal element woven through its pathways, and patrons should be very wary of visiting this place.
Niti-Om Located off the coast between Taggthirn and Korridah, Niti-Om has established long-standing ties to the hill dwarves, and enjoy a mostly smooth trading relationship as well as a social one. The hill dwarves around Niti-Om grow up with a comfortable familiarity with the merfolk of Niti-Om, and dwarf children can often be found playing in shallows with young merfolk, with their parents looking on from a rowboat, sharing stories and libations. They refer to one another as “our upstairs/downstairs neighbors”. The merfolk of Niti-Om display nuances that reflect some influence from their upstairs neighbors, like dwarven-style tattoos in addition to more traditional merfolk tattoos, and a penchant for their miners to use superior dwarf-crafted hammers and picks, enchanted to work more efficiently underwater. The warriors of Niti-Om also tend to wear more armor than their other Solisa brethren, coveting the quality of rare mithril above all else, which comes at a steep price, and is seen as the mark of a highly skilled warrior to be able to boast any such armor pieces.
Allies & Adversaries Commander Kaia Brightblade (LG female merfolk knight) is the youngest commander in the Niti-Om military, a rising star among the city and even beyond. Due to her bravery and skill in battle and her code of honor, which is as strong and shining as the several pieces of mithril armor and enchanted sword she’s been awarded by the city leaders for heroic services. Magistrate Duna Kerosa (NG female merfolk noble) is the head of the elected body of magistrates currently running things in Niti-Om. Duna mistrusts Magistrate Nerro Shimmerscale of Kalurki, and has sent spies to try and uncover whatever shady dealings he’s into with the big drylander Trade Guild families. Emissary Maenos Brightbloom (LN male merfolk noble) is Niti-Om’s chief diplomat to the hill dwarf kingdom above. He shares news between the “upstairs/downstairs neighbors” and ferries exciting gifts between the two peoples.
Axes. This mass ship graveyard has become a burgeoning colony for some of the merfolk of Niti-Om, especially among young adults looking to leave their childhood homes and find a new, independent place to start building their own families. Once they clean out all the drylander remains, of course. Mithril Veins. 100 feet beneath sea level, just beneath the surface sediment, a recent earthquake has revealed that the bedrock on the eastern and southern sides of Taggthirn boast a modest, network of mithril veins. This rare metal cannot be safely mined by the hill dwarves because any attempt to access it from the interior of the island would flood the mines with seawater and the merfolk lack the expertise. Who will control and profit from this obscenely prosperous find? The Pillars of Okeano. One of the peripheral islands near the coast of Taggthirn, a place called Harkenfell, bears a very unique support system beneath the waves. The island’s foundation was long ago carved into a gargantuan grid of ornate pillars which hold the entire weight of the island. It is one of the most holy sites among the eadstern merfolk, a destination of pilgrimages, a site where aquatic scholars come to study and try to decipher the markings to determine who sculpted this place and why.
Solisa Adventures “Cattle Drive” Giant sea horses are being rustled from the merfolk Aq’Koral Ranch located outside of Soli. Have the PCs pose as ranchers and drive the sea horses from one feeding area to another, waiting for an ambush by rustlers. The culprits could be merfolk rustlers or a rogue shiver of tiburons who decided to divert from their usual migration path south of merfolk territory to grab an easy meal.
Moving Day If the PCs are looking for a new home/base of operations in the eastern waters, they can go exploring in one of the sections of the Drylanders’ Graveyard. After hours of searching, they find the perfect place: an unclaimed galleon of the Varrdhal Trading Company, with a not-too-terrible amount of damage — most likely a recent sinking. But of course what move-in party would be complete without having to remove some drowned corpses and deal with some jump-scare surprise from monsters who already claimed the ship? Also, the VTC ship appears to have been sunk before it could be plundered by pirates. Only, it may or may not be well-known to the PCs that the VTC is very keen on putting security measures on their cargo hold vault doors and locked chests full of valuable trade goods…
Mer-Factions The recent secret dealings between the Shimmerscale family and House Hemlock is giving a rise in influence to Magistrate Nerro, as it is also giving a new edge to House Hemlock above the waves. Another noble family of Kalurki, the Lionfish, want to hire some third-party group to spy on the Shimmerscales and discover what’s been going on, with the possibility of exposing them to the other noble families and the authorities, if it is found that merfolk laws have been broken. Depending on how well or poorly this adventure goes, it could lead to the Shimmerscales being deposed, or it could lead to a huge surge in factionalism across the entire merfolk city, leading dangerously close to violent civil unrest.
Locations Drylanders’ Graveyard. Scattered across dozens of square miles of seafloor to the southeast of Niti-Om lies a concentration of sunken ships, mostly from the growing hostilities between the Varrdhal Trading Company and the pirate brotherhood known as the Red
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Varrdua Capital: Neressi Population: 85,000 (85% vodas, 5% elves, 5% merfolk, 5% other) Ruler: King Salas (absent), Queen Berrenthe (acting) Exports: Pearls, shapeshifting entertainers Major Languages: Primordial (Aquan) and Common The shapeshifting vodas dwell in small communities built among the coral reefs in the shallow coasts of the southern islands. Living so close to the surface world has kept them out of the age-old conflict between the elves and sahuagin and the various merfolk wars. These peaceful people have no desire for conquest, but fight to defend their lands from invaders, whether they are from above or below the waves. With the exception of the capital of Neressi, voda communities are small, usually no more than a village with a few dozen families. The voda nation is ruled by an interesting and unique dichotomy. They live under a stable monarchy that has existed for a thousand years, although as one direct bloodline dies out, the people have held elections to appoint a new king and queen. Each monarch dynasty knows it exists by and for the will of the people, and as such, they have enjoyed a very long history of non-abusive monarchs. Due to the entire species’ ability to shapeshift, the voda long ago learned two valuable lessons that are still in place today. The first is that they do not use their shapeshifting to deceive one another. Any shapeshifting that happens is usually done for entertainment purposes, when onlookers are all aware of the shifting. Any voda found using their shapeshifting for reasons of deceit and personal gain or harm to another is imprisoned. The second lesson that voda society maintains is the evolution of using tattoos as identifiers. These markings are equal to their proper names. Voda tattoos have a very distinctive style to them, and each one is unique. When walking around on the surface in drylander dis-
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guises, some vodas even leave their tattoos visible, although they may move the markings to different places on their bodies, or resize them to suit their current form or mood. They use these unique, personalized markings to safely recognize one another without needing to reveal themselves out loud to the drylanders around them. Lately, some enterprising producers in Meri have begun to hire voda actors. Capitalizing on their shapeshifting abilities, four skilled vodas can put on a play that seems like it employs a cast of two dozen. In a more subtle and sinister parallel, Vodari governments have seen an uptick in trying to hire vodas as spies for their coveted shapeshifting. Vodas, however, have no interest in becoming embroiled in drylander politics.
Neressi City: 30,000 Neressi is the capital city of Varrdua. The city is found hidden within a massive coral reef found along the northern coasts of the Pirate Isles. The city’s spired coral towers reach from the seabed to the surface. Neressi’s population is mainly vodas. In a city full of natural shapeshifters, the physical appearances of its citizens can be as fluid as the water around them, and very confusing for non-vodas.
Allies & Adversaries King Salas (LG male voda noble) is the current monarch of the voda people, but he has changed over the past two decades. Salas started becoming less interested in governing, aside from social events, preferring to delegate more and more of his duties to subordinates. Several years ago, he began taking trips to the surface incognito, using his shapeshifting to blend in with the drylanders. These trips gradually became more frequent and longer, with the king insisting on less and less security. His last vacation began two years ago—and he has not returned since.
Queen Berrenthe (LN female voda noble) has had enough of her husband’s childlike whimsy and irresponsible behavior. For two years, she has been the acting full-time ruler of Varrdua after finding a note from her husband on her pillow saying simply, “One day, I will return. This, I promise.” But if he does return, she is resolved not to give one iota of power back to him. In fact, she is currently making plans to become legally divorced from him so she can remarry, but intends to remain the primary ruler of the kingdom. Runa Zahi (CG female tidal sorcerer) is a gifted sorceress and a member of a tight-knit circle of magically gifted voda in Varrdua. They call themselves Nautilus, and their members include wizards, clerics, druids, sorcerers, and more. Several members of Nautilus have been feeling subtle but growing changes around them, signaling some major changes on the horizon. Runa was the first of them to speak up and begin an effort to figure out what these signs are pointing to.
Locations Royal Palace. Tall, gleaming towers of coral can be seen from almost anywhere in the capital. The palace is a tiny city unto itself within the heart of Varrdua. Although the city sees almost no visitors from the surface and is protected by the reef, the palace is well-fortified and has a standing military force ready to defend it vigorously. Nautilus Wreck. This secret meeting place of the Nautilus group is located in the wreckage of an old drylander ship hidden from casual searches in a small crevasse on the outskirts of Neressi. The group also keeps some materials hidden here in magically guarded and reinforced lockers. Varrdua Academy. The vodas pride themselves on educating their younger generations about the world both below and above the waves, so that if they get the urge to go exploring among the drylander world upon reaching adulthood, they are well-prepared. There are secondary locations of the Academy that specialize in things like magical, religious, academic, and military training. Bubbles. One of the more colorful social establishments in Varrdua, Bubbles is a favorite spot for drylanders and those who do business with them. The building contains air pockets strategically scattered around so that patrons can safely uncork and pour alcohol traded from the surface without seawater rushing into the bottles and glasses.
Varrdua Adventures The Wayward King One afternoon at Bubbles, the PCs are in attendance when two ragged travelers insist that they ran across the wayward King Salas in the pirate city of Sceptre. Their tale paints a picture of a drunken, distracted older man who refuted their subtle references to him being Salas, as if he didn’t remember, or he didn’t want to remember. After he gave them the slip in a crowded tavern, they rushed to return to Varrdua to share the tale with the queen, but she dismissed them as crackpots. Now they’re at Bubbles looking for a group who is willing to help them safely recover the wayward king for a sizable fee.
Spiraling Outward The Nautilus group, now unified in their determination to seek out and understand the strange foreboding they’ve all detected in the changing currents (both of magic and the literal currents of the sea around them) hold one last meeting to discuss details. They then agree to meet back in their secret sunken ship in two months’ time to discuss their findings. They scatter to different compass points to cover as much territory as possible, many of them forming teams with friends or useful allies for hire. Runa Zahi has heard of the PCs’ reputation and approaches them to aid her mission. She is not rich, but can bestow rewards of a more magical nature as payment.
kai is a voda guard who bravely defends the home of his people.
The direction of this adventure is meant to be a launching-off point to tie in multiple adventure hooks from this book, the original Seas of Vodari book, or a combination of the two. Several major regions around the realm all seem to be reaching a boiling point at roughly the same time, as if there is some greater, unknown force “heating up the whole teakettle”. The easiest Under the Seas of Vodari tie-in would be the escalating situation in Quessaria, but the reunion of Nautilus can/should bring news of similar upheavals all around Vodari, both above and beneath the waves, and maybe a theory or two as to a master source of these troubled times...
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Twilight Waters The Twilight Waters zone begins at a depth greater than 650 feet below the water’s surface and descends to 3,300 feet. While less full of life than the Sunlit Seas, these waters are still home to many creatures. Only faint light penetrates these depths. Plantlife is less common and usually colored red due to the dim light. You’ll even find the twinkling lights of bioluminescent creatures and other bizarre creatures in the lower half of this zone. Here, living conditions are more challenging, and dangers are plentiful. The temperature quickly lowers in this zone, moving from comfortable to near freezing. Nearly all creatures who live in the Twilight Waters are adapted to the cold and pressure. This middle region of the undersea world is also frequented by hunters from both above and below. When the Godwar broke the continent of Varanu, entire cities fell into the ocean and were forgotten by most. Some of those cities fell deeper into the sea than others, and what remains of the ancient architecture quickly became prized strongholds and centers of activity for the Twilight denizens.
Aurirn-ihr Capital: Vonnahr Deep Population: 25,000 (95% dwarves, 5% other) Ruler: Clan Chief Nalral Tidethunder Exports: Aurirn alloy, weapons, tools Major Languages: Dwarven and Common The island thanedom of the mountain dwarves was first carved out of the tallest mountains in ancient times. Over millennia, the dwarves expanded their holdings by settling the surrounding foothills, digging deeper into the mountains, and eventually mining the seafloor.
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A few thousand years ago, the Aurirn clan of dwarves adapted to life on the ocean floor, due to the magical properties of the metals they mined. All aspects of Morndirn life are rigidly controlled by a council of clan leaders, led by the High Thane. While the Aurirn clan has a seat on the Board of Clans, Aurirn-ihr is remote and often forgotten or ignored. Even so, most sea dwarves still work to maintain a strong connection with their thanedom. Yet, every century, fewer and fewer dwarves born undermountain make the difficult and dangerous journey to visit the Thanedom’s underwater holdings. The only reasons for ties between the surface and sea are to collect taxes, aurirn alloy weapons, and soldiers for the Night War. This one-sided relationship is starting to impact the loyalty of the aquatic dwarves and quiet talk of independence can be overheard.
Power Groups The Board of Clans. The ruling body of Morndirn is made up of one elected representative from each of the eight mountain dwarf clans (including the Aurirn), plus the High Thane. They control life on the island with strict discipline. Board members are replaced upon death, retirement, or a unanimous vote of no confidence by the rest of the Board. The Board has less direct control over the Aurirn because of lack of access beneath the waves, but the flipside to this is that the Aurirn are also kept less in the loop than the other dwarf clans for the same reason. Sons of the Cauldron. Above the waves, a small sect of dwarven mystics lives apart from the dwarven cities, existing on the volcanic region of the Marradi range in devotion to Volkan. They claim a spiritual connection to the volcanoes, and “speak” to the magma. Below the waves, the Sons also exist, focusing their religious activities on known underwater magma vents. They use magical means to communicate with their drylander counterparts, sharing updates on volcanic activity and other news. Rebels. The voice of sea dwarf dissent grows louder with each pass-
ing year, and the time has almost come for someone to step up and take a more formal leadership role. Once the surface world’s ties to the depths are severed and aurirn alloy ceases to be accessible, maybe then the thanes will realize the error of their ways. Loyalists. As the noise of rebellion grows, an opposite movement is galvanizing among the sea dwarves who still believe in remaining steadfast to their founding fathers above the waves. When it was just casual grumbling, no one thought much of it. Now that it’s becoming a serious threat, however, the loyalists have decided to alert the thanes above, so that plans can be made to quash any rebellion.
dwarven clan, simply used as a means of production, and then having their voices ignored at the table when they want to be involved with larger-scale affairs of Morndirn. Long-time friends Thane Tidethunder and rebellion leader Velker Bellstrike find themselves in a conflict of the heart, not wanting to oppose each other. The Thane doesn’t want any dwarves spilling dwarven blood, but Bellstrike and the growing majority of disenfranchised aurirn have hit their boiling point. PCs can be invited by either side to join their cause to either bolster or diffuse the uprising. Maybe they are contacted by both sides and must choose, or choose to try and play both sides.
Vonnahr Deep
Blood Like Ice Water
Population: 10,000 The home of the Aurirn dwarven clan is the most inhospitable territory of the Thanedom of Morndirn. While not quite as cold as waters further north, the twilight depths around Morndirn are a tumult of strong, swirling currents and counter-currents caused by high seismic activity. The sea life here is equally brutal and predatory, as the Marradi archipelago waters are tempting for larger northern sea creatures. To exacerbate matters, the constant rhythms of underwater mining travel far and wide through the depths, essentially ringing a non-stop dinner bell, so the sea dwarves must remain constantly vigilant. Superior dwarven architecture provides many of the sea dwarves with deftly crafted strongholds in the rock foundation of the isle of Morndirn itself, but there is only so far inward they can dig, for fear of accidentally tapping into the network of caverns and tunnels connecting Vodari to the great, dark terrors of the Night War—without any support from their heavily armed and highly trained drylander kin. For this reason, the sea dwarves prefer to build smaller strongholds into the seafloor, in regions not commonly shifting due to seismic turbulence.
Allies & Adversaries Thane Nalral Tidethunder (LN female sea dwarf noble) is the clan chief of the Aurirn and provides administrative and military leadership for all activity beneath the waves by the Thanedom of Morndirn. She is known as a fair leader who likes to hear both sides in a dispute. Velker Bellstrike (CG male sea dwarf veteran) is a long-time friend of Thane Tidethunder, having been close since childhood. He is also quickly becoming the leading voice and face of the opposition movement looking to rebel against the mistreatment of the aurirn by the rest of the dwarven clans—whether he wants the ‘honor’ or not. High Magus Asmodon Magnar (N male sea dwarf mage) may be a wizard, but is also a brilliant marine tactician, and orchestrates the defenses of Aurirn-ihr, both martial and magical. He also has much more detailed knowledge than most of his kind about the specific dangers lurking beyond the borders of sea dwarf territory.
Locations Mervihr Trench. The deepest known area of the sea is found at the bottom of the Vonnahr Basin. How deep it goes is unknown, and any explorers who have tried to find its bottom have never returned. Emberward Keep. Fortress/HQ used by the Mining Guild and Clan Aurirn leadership to run a mining colony in the hostile environment at the bottom of the Vonnahr Basin. The keep contains multiple dry areas in which to do paperwork, as the dwarves still keep paper records that need to be sent up to Marradihr. The Drydock. A “posh” (read: very expensive) bar where dwarves can drink surface ale while in an air-filled environment. Only the wealthier and more important people tend to drink here.
Aurirn-ihr Adventures Boiling Point The aurirn have had enough of being disrespected as a less-than-equal
Aurirn-ihr finds itself facing a growing and elusive danger, an ice sea serpent that lives in the magma vents beneath the seafloor, able to survive in the magma due to its supercooled blood. The creature has reached a point in its long feeding cycle where it’s coming up more and more to find food and wreak havoc along the way. Its freezing breath blasts can hit fortified dwarven walls or island bedrock like a siege engine, can freeze entire parties of dwarven miners in their tracks (its favorite food), or freeze a ship’s hull solid from nearly 100 feet below. Someone needs to track down and kill the beast before it destroys more settlements, ships, and aurirn lives.
The Not-So-Bottomless Trench For the dwarves, Mervihr Trench is bottomless, but their missing explorers activated a portal to the Abyss. Now, amphibious demons from the Abyss have climbed to the top of the trench’s rim and are attacking Emberward Keep. To defeat the demons, the PCs must reach and close the portal. High Magus Asmodon Magnar knows how, if there is no one in the PCs’ party who has the right skills and/or power level, but he would need a stout escort to get to the portal. This hook should be a challenge for even powerful characters, but to help less powerful characters have a chance at victory, here is an added element to further twist the plot: One of Aurirn-ihr’s most closely guarded secrets sits dormant in a deep chamber dug deep into the bedrock of Morndirn, behind magically and mechanically sealed vault doors. The keys to opening the vault safely lie with only two people: Thane Tidethunder and High Mage Magnar. Within the vault sits a relic of Ancients technology, a large, vaguely humanoid suit of vastly complex magical-mechanical design, far beyond anything produced by even the most cutting-edge Xoleni artificers. It comes equipped with a manuscript compiled over centuries of quiet experimentation by discreet sea dwarf engineers, mages, and historians. It’s an incomplete sort of user’s guide for the machine suit.. Additionally, the suit seems to have been designed for a being three or four times the size of a sea dwarf, but has had its cockpit modified so that it now accommodates multiple humanoids, working in concert to control the different appendages rather than one giant pilot controlling everything. It would take some practice for the PCs (possibly with Magnar if they need another co-pilot) to get used to coordinating themselves skillfully enough to use the mechanical suit in combat, but time is unfortunately not a commodity they have much of right now.
Huagimun The sahuagin settlement of Huagimun hides in the frigid depths to the north and east of Khar. The eastern sahuagin have most things in common with their western cousins, including a long-standing affinity with the region’s sharks, although the eastern clans take the relationship a bit further. Their worship of Scatho and Dokahi depicts the duo as giant, mutated sharks. Scatho is depicted blood red, marked with war paint, pierced through with bone jewelry, and possessing abnormally long teeth. Dokahi is depicted in midnight black, with
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oversized eyes and gills, and grotesquely elongated fins. Huagimun has no regular trading, as a general rule, but on sporadic occasions when they desire something out of their reach, they will trade with tiburons or grindylow, who might, in turn, try and trade with sea dwarves or merfolk to try and get the sea devils what they want, in exchange for a temporary period of more favorable treatment. The inhospitable northern waters of Huagimun are too barren, cold and tumultuous for most other aquatic humanoids to bother venturing into, and so the sahuagin are generally left to breed, train new soldiers, and plan their next raids. What keeps the eastern sea devils’ overall population under control is the variety of very large, hungry, deep-sea predators that prowl the twilight depths. The further out the sahuagin spread from the bedrock of Khar, the more likely it is for those sahuagin to suddenly disappear.
Allies & Adversaries Nineha (LE female sahuagin assassin) is a name the drylanders of Khar, Ghak and beyond have come to loathe and fear. She is the boldest of the sahuagin, a shadow that slithers from the water to strike, and leaves blood in her wake when she disappears again. First Battlechief Bau-ruagin (LE male sahuagin baron), an accomplished tracker and raider, is the leader of the eastern sahuagin clans. He is a mutant sahuagin with a second set of arms, further adding to his grotesque air of legend among his people. His armor is accessorized with bandoliers of threaded bones and teeth of his kills from both above and beneath the waves. His spear is made from aurirn steel, and he smugly refuses to divulge how he came to have one forged for him. High Priestess Auru-gia (LE female sahuagin priestess) is a clever, persuasive, and powerful disciple of Vesi who helps keep the various sahuagin clans in loose cooperation and the in-fighting to low levels, directing the sea devils’ violent urges outward, towards their rival neighbors. Third Chief Riga-garin (N male sahuagin fighter) is a mid-level raiding party leader who is a rarity among his kind: he has doubts about the direction of his society, and wonders privately if there’s another way. He wants an end to the constant warring and raiding, but he feels powerless to change anything. Second Scout Pua-pagia (CN female sahuagin) serves as a surface scout who seeks out potential targets for raiding parties. She wishes to mate with Riga-garin, whose raiding party she works with as their primary spotter, but she senses something is troubling him. If Riga ever confides his inner doubts to her, she would be willing to leave with him and make a home together somewhere secluded and very far away. The other big complication is that the notorious sahuagin assassin Nineha has been promised Riga-garin as a mate...
Locations Caves. The homes of Huagimun vary widely according to location. The older and more established clans have their homes in clusters of caves with interlinking tunnels all along the bedrock of Khar. This affords them superior definisibility should the need arise, plus better proximity to the surface for raids. Ruins. Beyond the safety of the cave systems, there are many ancient ruins scattered across the seafloor. These made attractive homes for the mid-level clans, who have thoroughly pillaged the ruins for anything they can fashion into weapons, armor, tools, and flashy accessories.
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The Outer Reaches. Past the ruins, the lesser established clans make due with whatever the seafloor topography affords them: coral beds, rock piles, small, scattered kelp forests. Here, vigilance is always critical to survival. Giant monstrosities from the deeper reaches of the ocean regularly come here looking for their next meal.
Huagimun Adventures Southbound Slaughter A gathering of the clans reveals a growing urge to find a new place to expand—somewhere warmer, with fewer giant predators to contend with. Plans are laid for a massive war-migration to the waters beneath Draga. This is the last straw for Riga-garin, who confides his feelings to Pua-pagia. The two agree to break from sahuagin society along with a few other like-minded hunters, speeding towards Draga to bring advance warning of the impending invasion. The PCs could bump into the rushing sahuagin, choosing to help for any number of reasons, including being caught in the middle with the horde only a few hours behind. The feared sahuagin Nineha has been charged with leading the first wave of sahuagin, as she is more familiar with the terrain and the nuances of the local communities. If the PCs and their allies can break up this first wave, the rest of the raiders will likely retreat.
The Devils & the Deep Blue Sea Three sea dwarves and two voda are on a scientific expedition to study a unique coral reef that sits between Ghak and Khar, and they’ve hired the PCs to watch over and protect them as they work (depending on the PCs’ backgrounds/skills, they may even be part of the information gathering). They’re ambushed by a larger sahuagin raiding party that circled around the west side of Khar. Depending on how the PCs fare in battle, between two and five of the scientists will be abducted, to be brought back to Huagimun. Either by their own moral compasses, or as hired help, the PCs are obligated to catch up and bring them back safely.
Lumosa Capital: Lomma’ilos Population: 10,000 (95% merfolk, 5% other) Ruler: Grand Chief Ria Luminsol Exports: Bioluminescent lanterns, jewelry, clothing Major Languages: Primordial (Aquan) The lumosi are a collection of eastern twilight merfolk who live along the edge of the continental shelf to the southeast of their cousins in Solisa, and are allies of the Solisa Union. Their society is largely based around their military caste, who the citizens depend on to protect them from the dark nightmares of the Deeps. Rank and honor are important factors among the Twilight Merfolk. Even among the regular citizenry with no rank, honor is seen as a vital societal element.
Lomma’ilos Lomma’ilos is the capital of Lumosa, the eastern twilight merfolk who live along the edge of the continental shelf to the southeast of their cousins in Solisa, overlooking the Deeps. When the mountain dwarves of Morndirn say “the Darkness” with a capital D, everyone around them knows they’re referring to the Night War being waged in the labyrinthine tunnels beneath the mountain of the capital. When the lumosi say “the Darkness”, everyone knows they mean what unspeakable horrors lay beyond the edge of the cliff that drops into the Deeps. On the brighter side—literally— Lomma’ilos itself is an amazing seascape of scintillating light and color against the usual murky depths of the Twilight Waters. The seas here thrive with bioluminescent flora and fauna, perhaps more than any other region in the Twilight Waters. Over the centuries, the lumosi have learned how to
cultivate it and breed stronger, brighter, longer-lasting strains of these glowing life forms, which evolved into their main commodity for trade with the Sunlit Seas and even some drylander outlets.
Allies & Adversaries Grand Chief Ria Luminsol (LN female merfolk leviathan chaser) is the political and military leader of Lumosa. She forged her leadership by slaying the largest monsters, and runs a tight ship among the warrior caste of her people, but needs help diplomatically dealing with the regular citizenry, who she sees as soft and weak. Chief Cainus Thallo (LE male merfolk leviathan chaser) is one of the Grand Chief ’s most trusted veteran soldiers, having served by her side for decades. But while a consummate soldier, Thallo’s real feelings about the citizenry, who he privately calls “mud beggars”, are that they’re second-class: only existing to provide the military with whatever is needed. He believes that anyone unproductive should be removed from lumosi society like excising an infection from a body before it spreads. His influence on the Grand Chief could become dangerous if left unchecked. High Priestess Unara Kassia (LG female priest) is the head of the lumosi clergy, a powerful orator with a benevolent and generous spirit. She feeds the less fortunate, heals the sick, performs marriages and presides over funerals, even for little known members of society. Her popularity is becoming a threat in the eyes of some of Lumosa’s military, even though she currently harbors no ambitions of power plays.
Locations Altum Fortress. Living at twilight depths is dangerous even at the best of times, and so the seat of power in the capital is a fortress, not a palace. Guarded by around-the-clock watchmen and layered defenses both martial and magical, Altum Fortress stands as a beacon of strength and light against the darkness of the Deeps. Temple of Light. True to its name, the capital’s most dominant place of worship blazes with even more concentrated bioluminescent light than Altum Fortress, and often acts as a homing beacon for visitors to the capital (both welcome and unwelcome). The merfolk choir’s hymns can sometimes be heard reverberating through the water almost a mile away. The Bluefire Line. A military picket line runs along the edge of the cliff overlooking the Deeps, brightly illuminated by large, blue, bioluminescent lanterns. The merfolk chosen to be Bluefire Watch have their weapons similarly adorned to thrust in the faces of any light-sensitive denizens of the Deeps. Aurora Farms. The biggest organized cultivator of bioluminescent flora and fauna operates under the name Aurora Farms. Their properties both within and beyond the capital are covered in organized sections of glowing algae crops, as well as highly guarded, encapsulated herds of bioluminescent species of fish, arthropods, cephalopods, etc.
Lumosa Adventures Hearts & Minds Cainus Thallo has become entirely too suspicious and envious of the overwhelming popularity of the High Priestess Kassia, and launches a campaign to have the clergy’s tail clipped so that the military is allowed to govern with no competition for the hearts and minds of the lumosi. Grand Chief Ria Luminsol finds herself caught between them in a battle for her own soul as well as the fate of the kingdom. The PCs’ involvement should help be the deciding factor.
Crossing the Picket Line A sudden surge of nightmares wells up the cliffs of Lomma’ilos and crashes into the Bluefire Line. One section of the Watch at the center of the invasion finds themselves overwhelmed. Reinforcements arrive, but the city needs help chasing down whatever got past the line and moving towards the heart of the capital, because the Watch needs to
stay put and keep the rest of the threat at bay. The PCs are drawn into helping track down and kill the handful of nightmare creatures that have gotten through the picket and may or may not have reached the capital by now.
Power Failure Someone or something is causing all of the bioluminescent flora and fauna across Lomma’ilos to get dimmer and dimmer, and soon, the famed City of Lights will go completely dark but for the weak remnants of sunlight that penetrate this deep into the water. The PCs join the efforts to investigate, locate, and try and neutralize whatever is causing this widespread blackout. Possible causes could include: • A merfolk cult fanatic is looking to weaken Lomma’ilos enough for a full-scale invasion of merrow or monsters from the Deeps. If their dark ritual is stopped, the lights will return and the invasion averted. • A biological phenomenon bubbling up from a new crack in the seafloor. The contaminant that’s seeping out of the crack is interfering with the chemical reaction that causes bioluminescence. • All of the merfolk druids across Lomma’ilos are becoming possessed one by one by some insidious demonic force that has crept past the Bluefire Line and wormed its way into the capital, slowly making its way towards its final destination—the Temple of Light. Once the lights are extinguished, it will be a signal for the light-sensitive demons of the Endless Basin to surge en masse to feast on the capital. This option could be combined with “Crossing the Picket Line” for a longer, multi-episode adventure.
Kharkhesh Long ago, a group of merfolk united under a king bent on conquest at any cost. The evil and corrupted merrow are all that is left from that empire. These cruel predators hunt anything they encounter above or below the waves, taking trophies from their kills to mark their undersea territory. The border of the dangerous merrow realm known as Kharkhesh is separated from the edge of Lumosa territory by a long line of tall pikes topped with merfolk heads. The steep slopes of seafloor leading up to the Sunlit Seas are similarly adorned with pikes featuring a variety of species’ heads, anyone or anything that happened to venture too close to Kharkhesh accidentally or as some kind of daring (and foolish) action. Obviously, merrow do not trade with anyone. They have no alliances. Fortunately for the rest of Vodari, they don’t exist in large enough numbers and they lack sufficient central organization to mount any kind of full-scale war on anyone else. They seem content to live mostly in isolation, with only occasional small, deadly raids beyond their borders. Kharkhesh does not have anything concentrated enough to approach being called a city, or even a town. The merrow population is evenly dispersed throughout their territory, as each merrow family establishes their own hunting ground and defends it fiercely.
Allies & Adversaries Shekhaar (CE female merrow assassin) is among the stealthiest and deadliest of the merrow. When a hunting party leaves the borders Kharkhesh to abduct or murder lumosi, it is likely that the party is led by this shadowy, voracious tracker/killer. Oreksch (CE male merrow sea hunter) is the loudest, most fearsome war chief of Kharkhesh, and often passes time by challenging other merrow to non-lethal (but still brutal) single combat. He is also known for swimming up to the where the Twilight Waters meet the Sunlit Seas, looking for larger animal prey, always looking to bring back a more impressive trophy to show off. Charchuun (CE female merrow cult fantatic) is intelligent, ruthless, and serves an Abyssal entity from the Endless Basin. The entity has provided her with magic in exchange for her devotion
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and the promise that, when she is ready, she will use her intelligence, persuasiveness, and growing power to lead her people into focused hostilities against the Twilight Merfolk.
Locations Hungry Mouth. An ancient, gargantuan creature lies buried just under the seafloor in a region of Kharkhesh near the edge of Lumosa. The only visible part of the creature is a massive, circular maw with concentric rings of long, spike-shaped teeth. Merrow lore dictates that if the Hungry Mouth is not regularly fed sentient creatures, it will eventually shake itself loose of the deep layers of sediment and eat everyone and everything in sight. This creature is one reason for the merrow’s constant abductions of lumosi. The Deathtree. At the center of Kharkhesh, a great, macabre installation springs up from the seafloor, and grows larger every year. From a distance, it resembles a giant tree. The reality is that merrow come from all over the region to add the bones and fresh body parts of their conquests to the growing branches that sprout from the main “trunk”, which is the spinal column of a long dead leviathan. The sight is almost never encountered by non-merrow, and the unlucky few who discover it and survive have nightmares about it for the rest of their lives. The Breathing Abyss. In the western part of Kharkhesh, where the seafloor slopes just to the bottom fringes of the Twilight Waters, where the final dregs of sunlight dissipate, there is a long crack in the earth, roughly four or five feet wide and a hundred feet long. The water above the crack goes through regular intervals of being sucked down into the blackness of the crack, and then expelled just as forcefully. It’s as if something is breathing through the crack, and anyone or anything foolish enough to swim over the crack when it’s “breathing in” finds themselves sucked into the crevasse. On the next “exhale”, either nothing comes back at all, or it comes back in a thousand tiny pieces. The merrow believe it is a direct entrance to the Abyss, and only the worthy may pass without being turned into chum.
Kharkhesh Adventures Heads Up There are very few visitors to Kharkhesh, but for PCs who might attempt it for some reason, they would notice that the water smells and tastes more sour and acrid, with strong and sudden cross-currents that can knock the unwary off balance and carry them a hundred yards or more before they can fight their way free. Past the layers of piked heads around the borders of Kharkhesh, PCs will find scattered individual settlements spaced far apart, each marked with its own collection of bones and other trophies of death. Outsiders will find no warm welcomes here. The PCs will be chased, encircled on all sides by other alerted merrow, and will have to fight their way free if they want to keep their heads.
It’s All Downhill from Here A sunken galleon from Jameson Island is home to the Hellias, a wellliked merfolk family from Kalurki. The shipwreck sits near the edge of the drop-off, but not right on the edge, so it was considered safe for habitation. That was until a small seismic tremor caused a section of the cliff to collapse, and the ship along with it. One of the Hellias happened to be outside the ship when the collapse happened, and she races back to Kalurki to seek immediate help. According to her, the ship teetered over the edge and slid down the decline in good shape, like a giant sled. She also says her family has some strong fighters, and her mother is a decent spellcaster, so they may be able to defend themselves inside the ship for a time—but the merrow will surely overwhelm them if no help arrives.
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The Maze West of Areni, nestled in the twilight shadows beneath sunlit Quessaria, there lies a massive expanse of cavern systems spread out over several dozen square miles of the seafloor. This watery labyrinth hosts many species of aquatic life, some benign, some voracious. The dominant sentient humanoids of the Maze are the cecaelias. Each family has its own section of the region, with some ‘friendly’ space between each of them. Any visitor to the Maze will have an intensely confusing and frustrating time trying to get back out if they weren’t careful about leaving a reliable trail to follow. There are no existing maps of this place. Only those born and raised in it have any idea how to navigate the Maze. There are many entrances/exits in the Maze to the wide-open sea, but those lost within will certainly emerge someplace very different from where they went in (if they come out at all). Depending on which family of cecaelias a visitor encounters, their experiences can vary wildly. Some are friendly in their own alien way, and very curious about news from other parts of Vodari both beneath and above the waves. Others are fiercely defensive of their territory and will attack outsiders on sight without a word. Some may feel cheeky and try to lead intruders on a dizzying chase through the Maze, deliberately drawing them further in, altering or erasing any trail signs, then abandoning them with eerie, echoing giggles. When a real danger to all cecaelias is spotted in the Maze, the families share a code language they call “rock talk”, using rocks to bang out staccato signals against cavern walls in specific rhythms to say different things. Each family receiving the message is expected to relay the same message immediately, passing it on throughout the entire Maze.
Allies & Adversaries Glowing Waves (N female cecaelia deep dreamer) is an old woman who is well-traveled and knows much of Vodari and its secrets. Too old to adventure now, she has transitioned to the role of teacher and mentor, instructing younger cecaelia in the ways of the world. Swirling Currents (CG female cecilia bandit captain) is a young woman on the verge of the age where a cecaelia’s wanderlust takes a hold of her. Always a clever, sneaky, precocious child—but with a good heart—her reckless blood boils over now, and the elders realize that she will be leaving the Maze soon to sow her wild pearls. Cracking Stones (CN male cecaelia veteran) is an oddity among his kind. The wanderlust never took hold of him—or if it tried to, he resisted it—and he has never left the Maze for more than a day. A self-appointed guardian of the aquatic labyrinth, he has fought his share of battles over the years. Knowing he can’t be everywhere, he has forged a loose organization of patrols spread throughout the Maze.
The Maze Adventures Turnabout is Fair Play The PCs are chasing someone/something for some reason (details should be molded to fit the party’s history). Their quarry takes an unexpected detour out of Quessaria, diving into the Twilight Waters to try and lose the PCs in the darkening water. When that fails, they panic and dart into one of the entrances to the Maze, hoping to lose the pursuers in the labyrinth. The PCs should be determined to catch this person/group, and have no choice but to go in after them before the trail grows any colder. A group of adolescent cecaelias (bandits) discover the intrusion and decide to play a game with both the hunters and the hunted, turning them about, erasing any trail markers they may try to leave. The PCs might even have to work together with their prey to find their way out of the seemingly never-ending Maze before they’re lost forever… As an additional twist, GMs can have Swirling Currents offer to lead the PCs out of the Maze if they agree to swear a binding oath to
take her with them out into the world for a time. GMs should figure out an agreed-upon period of time that works with their campaign: a month, six months, a year
I’m Just Busting Your Stones The PCs get word of hidden caches of treasure and ancient weapons and armor hidden within the Maze, collected by the devious and secretive cecaelias over centuries, further adding to the hoard by collecting the equipment of those who have tried to find these treasures in the past. GMs should feel free to tempt the PCs with tales of a specific magic item or three, overheard from a loose acquaintance at a social gathering or tavern. The treasure-hunting PCs follow the rumor’s dubious advice on where to enter, which way to go, and how far. After a few minutes in the Maze, they realize the advice is rubbish. At this point, they hear a rapid series of echoing clacks reverberating through the stone around them. Cecaelian patrols have discovered their passage, and are coordinating. The PCs must fight their way through waves of warriors, a magic-user or two, and Cracking Stones himself. Before they can fully escape, they’ll also encounter other denizens of the Maze, deadlier than the cecaelia such as deepmantles, sea hags, brain corals, ghosts, strangling seaweed, and water weirds. For an added twist, have something large and hungry like a giant shark or a young sea dragon interrupt the PCs’ climactic fight with Cracking Stones, trapping him under a partial cave-in, calling for help. If they assist him, not only can he show them the quickest way out, but he may actually reward them with a prize or two—strikingly similar to what they originally came to find.
Nagusan The sahuagin settlement of Nagusan can be found in the frigid northwestern waters of Vodari. Called sea devils by surface dwellers of the area, their primary method of survival is by raiding their neighbors. These sea devils send hunting parties to the coastlines of the surface to find prey to pull down into the depths. Their expeditions outside of their home territory are far more frequent and further-ranging than those of the merrow. These sahuagin are also more organized and far more numerous than the merrow, making them the largest force under the seas of Vodari that are considered generally malevolent by the majority of the humanoid aquatic peoples. To make them even more frightening, sahuagin have a long-standing affinity with sharks, and are known to ride them into battle, and occasionally send a sharks-only raiding force. Nagusan has no regular trading, as a general rule. They tend to just take what they want from neighboring sea elf or merfolk settlements. The inhospitable northwestern waters of Nagusan are too cold and tumultuous for most other aquatic humanoids to bother venturing into, and so the sahuagin are typically left alone to populate and scheme about their next raids.
Allies & Adversaries First Battlechief Grugin, Lord of Sharks (CE male sahuagin baron) demonstrated an unusual amount of kinship with the local sharks from a young age, and well into adulthood and having battled his way to the top of his peoples’ food chain, he is something of a legend with his unparalleled mastery of the largest and fiercest sharks in the deep northwestern waters. His appearance in battle often sends opponents screaming and swimming in the opposite direction. The Hag (NE female sahuagin priestess) is the oldest and arguably creepiest of the western sahuagin, a crooked, wizened crone who uses her wild magical gifts to inspire and direct the sea devils in their neverending crusades of violence against neighboring peoples. She typically stays far away from battle herself, but gifts her best warriors and assassins with magical endowments. Her true name has been lost to time (or so she claims), and she seems to have no problem with being called simply “the Hag.”
First Scout Araguna-Sahia (CN female sahuagin sea hunter) is one of the most renowned scouts in the western sahuagin army. She is intimately familiar with sneaky byways and hiding places all throughout the western aquatic kingdoms of Vodari, and often leads the first vanguard into each new big offensive. Second Chief Higan-Sahia (CN male sahuagin sea hunter) is the younger brother of First Scout Araguna-Sahia and a supremely adept shark-rider, always found on the front lines, leading a shark cavalry charge into the heart of enemy forces. He and his six closest shark-rider warriors are collectively called “the tip of the spear”. He wears bracelets woven of sea elf hair taken from scalps in battle.
Locations The Wilted Forest. Just beyond the northern tip of Quessaria’s kelp forests lies another, smaller stretch of kelp forest whose leaves are dark red, more stunted, and less healthy as the water becomes darker and colder. This unappealing undersea forest is home to a particularly nasty and stealthy clan of sahuagin. Iron Ice Cliffs. The eastern edge of Nagusan terminates at a vast section of seascape that is all but completely walled off by glacier walls. There are some fissures and cavern systems where navigation through the Iron Ice is possible, but the sahuagin know that few of their scouts come back out. There is no reason for them to go further northeast, so they typically don’t. The Hive. While Nagusan doesn’t have any official capital city, the place of greatest concentration of high-ranking sea devils and the biggest sharks is around a massive mound of long-dead volcanic rock. The rock hill is completely honeycombed with ancient lava tubes and large caverns created by old magma bubbles, making for a very defensible stronghold.
Nagusan Adventures Bring Them to the Hag The PCs have been caught in a large sahuagin raid and are dragged back to the Hive to be given to the Hag, who has requested fresh, strong bodies for some experiments she has in mind. The prisoners can be just the PCs, or can include a small or even large number of other captives from surrounding races appropriate to wherever GMs decide the raid happened. The PCs must escape their bonds, overpower their captors, and make a mad dash through the cold, dark, shark-and-sahuagin-infested, confusing labyrinth of the Hive.
Backs to the Wall If for any reason the PCs find themselves way far north, between Nagusan and the ice-choked waters of the giants, they are discovered by a large hunting party of sahuagin, arriving from the west. The hunters will chase and force the party eastward. When the PCs find themselves trapped between the closing hunting party and the Iron Ice Cliffs. There are a few small openings leading into the glaciers, if the PCs are willing to dare the unknown rather than fight a much larger force. If the PCs decide to stand their ground and fight, GMs can feel free to add a nice surprise in the form of an ice sea serpent or another sea monster, alerted by the sounds of conflict and scent of blood in the water.
Northwest Merrow The small pocket of northwestern merrow are savage and devious, but ultimately small in number, and not a major power in the region. They tangle with the twilight merfolk from time to time, but only in small teams using guerilla tactics, striking small parties and quickly disappearing back into their dark, murky home territory. They have no real allies, and seem mostly content to defend their home waters, but woe be unto those who knowingly or unknowingly cross those borders.
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Tormar Capital: Sturmcrag Population: 500 (95% giants, 5% other) Ruler: King Arkynvult Exports: None Major Languages: Giant The storm giants live far from civilization, seeking seclusion to find signs and omens of the future. These giants are as likely to be found living in the deepest oceanic trench as the highest peaks of the mountains. Many choose to wander the edge of Vesi’s Rage, where they find as many answers as questions. Their king reigns with a loose hand, as the storm giants have only a general sense of organized government, although they retain a strong sense of honor in their personal conduct. The waters of Tormar, perhaps because of the presence of so many storm giants in one place, are rife with the unique phenomena of underwater lightning strikes.
Locations Sturmcrag. The storm giants’ city-keep is carved directly out of an undersea mountain, inside and out, occupying the entire mountain. They have harnessed underwater lightning into their lanterns throughout Sturmcrag, making it a very visible bright point in the Twilight Waters. King Arkynvult’s throne room and personal chambers are located at the peak of the mountain. Rageside. At this depth, the tightening vortex cone of Vesi’s Rage creates a very visible wall of churning water, derbis, and lightning called the Ragewall. While chaotic and intimidating, the region around the vortex called Rageside is generally safer than being pulled inside Vesi’s Rage. Many storm giants wander Rageside to try and glean wisdom from the chaos in the maelstrom. Vesi’s Rage. Those who wander too close to the edge may very well find themselves pulled into the heart of Vesi’s Rage, beyond the Ragewall. Even the storm giants don’t have a good idea of what goes on inside the heart of the maelstrom.
Allies & Adversaries King Arkynvult (LN male storm giant) is a powerful storm giant who is equal parts fearsome warrior and perceptive philosopher. He came to power through contests of martial prowess as well as scholarly debate among the elders of Tormar, and was ultimately selected by the vast majority of his peers to lead until such time as he became too old and weary, or another more worthy challenger rose to defeat him. Vivreya (N female storm giant) is King Arkynvult’s trusted spiritual advisor, a skilled seer and magic wielder. She has seen visions of things, very big things, coming in the near future, and feels that the face of Vodari itself is about to change. Rayna (CN female storm giant) is Arkynvult’s eldest child, and is presumed to be the heir apparent unless some unforeseen challenger emerges in the next few decades. She is bold and brave, an intelligent orator, and a fierce huntress. Rayna is especially renowned for taming a young ice sea serpent and riding it on hunts to track down other giant quarries.
Tormar Adventures A Dark & Stormy Night The PCs are brought to see King Arkynvult—either deliberately, because they think the storm giants may have something they want/ need, or they are just discovered by a storm giant patrol while passing through Tormar and brought in for questioning. Assuming the PCs roleplay well enough not to completely offend their hosts and start a very ill-advised brawl, they are invited to stay for a while within the massive halls of Sturmcrag, as a ferocious undersea squall is approaching fast. The storm rages outside as the mountain palace sits dark and still
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while the giants and PCs sleep. They’re suddenly awakened by alarm gongs being sounded. They’re flanked by storm giant guards outside their rooms and taken to the throne room. Someone just tried to assassinate Arkynvult in his sleep. They failed—but barely, and the king was injured. The natural assumption is that the newcomers are to blame. This is exactly what Vakrys (NE male storm giant), a bitter rival of Arkynvult, wants everyone to think. He had meant to kill Arkynvult and frame the PCs, and now hopes that they will still be held accountable. The PCs have to convince the storm giant higher-ups to allow them a chance to clear their names and investigate the crime, solve the mystery and bring the real would-be assassin to light to earn their freedom.
Racing a Cataclysm As it is unlikely the PCs will have much reason to visit Tormar more than once, this hook can easily be played after “A Dark & Stormy Night”, assuming the PCs were successful. Vivreya, the storm giant seer, takes a very sudden interest in the PCs, claiming that they are the strangers she has been waiting for to undertake a quest that will affect all of Vodari. For weeks, she has had fragmented dreams about fire, lava, earthquakes, and tidal waves— and of death on a scale Vodari has not seen in an aeon. She knows now, from her latest vision, that signs point to their fire giant cousins of the south trying to initiate a cataclysm across Vodari by causing the supervolcano on the island of Vulcani to erupt. Rayna, the daughter of King Arkynvult, steps forward to volunteer to escort the PCs on her sea serpent to Vulcani, and help them in this all-important quest. The journey should be long but fast-paced, and full of thrills as the PCs and Rayna will skirt the edges of Vesi’s Rage and rocket across the Gray Wastes, but time is of the essence and there’s no moment to spare going farther afield to take safer routes. Above the waves on Vulcani, the fire giants are secretly working with a cult called the Chosen of Volkan to trigger the supervolcano’s eruption. Allies might be found at the mining town called Inferno, on the southeast coast of the island. See pages 60-61 in The Seas of Vodari for more details on Vulcani, including the adventure hook “I Lava Good Apocalypse Story”.
Umbri’mer Capital: Umbrio’lam Population: 10,000 (95% merfolk, 5% other) Ruler: King Zuno Undini Exports: none Major Languages: Primordial (Aquan) Umbri’Mer is located in the cold waters of the northwest. Here you will find hardened twilight merfolk tribes that collectively serve their nation. These merfolk act as guardians, hunting the depths of the Altum Basin and beyond. In a constant battle with merrow to the north, monsters beneath, and sahuagin to the west, they have become a unified and ferocious martial force where everyone pulls their weight or is excommunicated from the nation. They are allies of the sunreach merfolk kingdom of Klara’Mer in spirit, although there is little communication or significant aid transferred between the two nations due to distance and the many dangers that populate the world between them. Umbri’Mer is a military culture through-and-through, where every child is trained in martial subjects and skills from a young age. Those who don’t gain a spot as a guardian are pushed to explore other avenues like magic, strategic theory, psychological warfare, medical or alchemical explorations, or anything else that could help their nation survive and thrive. Military ranks and achievements in Umbri’Mer are displayed by a very clear language of facial and shoulder scarring and tattoos. Any
false bearing of unauthorized markings is punishable by death in a public forum. All military severity aside, or perhaps because of the constant threats to their home territory, the twilight merfolk know how to party. Those not on active duty are known to live life to the fullest when they can, and often hold celebrations to relieve tension and inspire hope in an otherwise cold, bleak environment.
Umbrio’lam Umbrio’lam is the capital of Umbri’mer, built among bioluminescent plants on a series of shelves along the southeast wall of the Altum Basin. This settlement acts as a gateway, holding back the denizens of the Endless Basin from entering the lands of the merfolk. There are some visible patrols and other defenses, but the real danger is the great number of forces hidden within the shadows and nooks of the seascape, ready to pounce at the first real sign of danger. Over countless generations, the twilight merfolk have struck up a symbiotic partnership with the region’s killer whale population. The orcas have discovered how to use the speeding swirl of the outskirts of Vesi’s Rage to slingshot themselves downwards to Umbri’mer, where the merfolk make sure there are several vast coves scattered all over the region that are kept well-stocked with air supplies, either naturally or via magic. With this network of breathable areas, orcas can spend long periods of time among the merfolk. and a large number of battle-hardened orcas are always stationed around the capital as part of the merfolk sea cavalry.
Allies & Adversaries King Zuno Undini (LN male merfolk veteran) is the political and military leader of the merfolk, a proven veteran of countless battles, and an inspiring speaker who genuinely cares for the well-being of his people. But after a lifetime of fighting, the effects of his many injuries are mounting, and it may soon be time to hand the kingdom to a worthy successor. Captain Laro Ajia (CG male merfolk knight) is a popular young captain who serves on the front lines of the war against the western sahuagin with his orca partner, Shalla. He is intimately familiar with sahuagin tactics, their mindset, their favored locations in the region’s landscape to try and use for scouting and ambushes. Rommea Menta (N female merfolk noble) was born into a prestigious family but with a twisted, shriveled arm and a bent tail, clearly never destined for combat. However, her teachers recognized a sharpness to her mind from a very young age, and encouraged her. She has since grown up to become one of the best strategic military minds the merfolk have seen in 100 years, a shrewd, cold-minded, tactical genius.
Locations Orca Caverns. The orcas are given a network of giant caverns well stocked with air pockets where they are given privacy away from the merfolk, where they can breed, play, bring back captured prey and feast—whatever they want. Umbrio’kal. The military school of the twilight merfolk begins training their children at a young age Ruins of Verdaan. On the edge of a shelf overlooking the Midnight Depths below, there sits a sprawling stretch of ancient stone ruins. They are from the once-great capital of the empire of Verdaan, a militaristic human empire of the northwestern region, which fell deep into the sea during the Godwar.
Umbri’mer Adventures City of the Dead The ruins of Verdaan on the edge of Umbri’mer are still rich with unplundered finds—but there’s a reason for that. A legion of undead roam the sunken city, the disquiet spirits of age-old Verdaanians who
still fiercely protect their home even after so many centuries in their watery mass grave. Several types of undead can be found here; ghosts and ghouls, wraiths, wights and will o’ wisps, skeletons, and even a death knight. Bold, curious, and/or greedy PCs who are willing to explore the crumbling labyrinth of the sunken city and brave the armies of the undead could very well be rewarded with rare, powerful magic items and a vast trove of other riches...if they survive to enjoy it.
In Deep Trouble A new prototype gnomish exploration sub from Xolen has lost power and is stuck deep beneath the surface. They are desperately sending out noises in the hope that someone will hear, such as the PCs. A lack of breathable air or being crushed will kill the gnomes trapped inside the prototype sub soon, but a greater threat. As the PCs arrive, the noise has attracted a huge leviathan, which has decided it wants to open up the tin can and play with what’s inside.
Fighting on Three Fronts The army-nation of Umbri’Mer finds itself under siege from both the western sahuagin and northern merrow at the same time when a third threat emerges from the Midnight Depths in response to all of the noise and blood in the water. Messengers are sent at a breakneck pace in all directions to try and urgently find and assemble anyone who will come to the aid of the twilight merfolk. This blockbuster hook is perfect for mid-tier PCs looking to flex their power to tilt the balance in an epic battle.
Midnight Depths The Midnight Depths begins at 3,300 feet below sea level and descend to the lowest plateaus of the seafloor and the deepest trenches beyond. The majority of the ocean’s waters are found in these depths. Even the shallowest of the Midnight Depths are lightless, under intense pressure, and near-freezing. Surprisingly, a large number of alien creatures can be found here, adapted to these challenging conditions, with the only visible light coming from sources produced by its bizarre denizens. As you descend deeper, the pressure from the water above becomes immense and life becomes rarer. In these deeps, you’ll find gargantuan creatures who escaped the elemental plane of water and ancient aboleths hiding in their timeless ruins. You’ll also find the children of Dokahi, Vesi, and Volkan dwelling in darkest depths and fiery trenches. Only brave individuals such as tritons, deeps druids, and leviathan chasers venture into these lightless depths. While these heroes can hunt monsters and defend the seas above from these deep threats, even they are only short-term visitors in the Midnight Depths.
Benthic Deep The Goddess Dokahi lives in the Benthic Deep, leagues below the Seas Beyond. The Benthic Deep is shrouded in complete darkness, and the monsters that live there are enormous, blind, and colorless. Mortals and many monsters cannot bear the chill, total darkness, and bone-crushing pressure of the Benthic Deep, so Dokahi and her entourage travel to the mortal sea near the island of Rhukug in the northwest, and to Bathyal, the dark realm of the Vodarian afterlife. She detests land and light, as none of her preferred forms can survive without the moisture and buoyancy of water and the sun’s light sears her slimy skin.
Endless Basin The Endless Basin is found to the west of the merfolk and sea elven lands. It is deep, dark, and cold. It is home to sahuagin, merrow, and worse. The largest predators hunt this zone, massive leviathans born long ago. These ancient hunters are endlessly hungry.
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Palace Under the Sea Varu and Dakri joined Okeano’s dance. They were young, new, and open to strange delights. As they danced, their arms and legs drew out a large pattern with many complexities. The pattern rose from the ocean floor as the dancers created walls, arches, windows, towers, halls, balconies, and when the dancers, at last, had completed their creation, Sindri and Aubori were amazed to see an enormous structure raised by ritual: Okeano’s Palace Under the Sea. Inside the Palace, Sindri found a workshop where she would forge marvelous artifacts. Aubori found a greenhouse and coaxed her plants up columns and down hallways. Due to its secret and nearly inaccessible location in the Midnight Depths, the Palace Under the Sea has remained virtually untouched through the ages of Vodari’s mortals, and so still exists today in pristine condition—and still occasionally hosts some of Voadri’s gods within its halls. Okeano, like the sea, is impatient with stagnation. His agile mind rushes toward the next innovation. Inventors usually pray to Sindri, but Okeano enjoys their experiments and sometimes gives great ideas a nudge toward materialization. He uses the Palace Under the Sea not only to entertain, but also as neutral ground where the Creators and Destroyers can negotiate without violence.
Midnight Depths Adventures Deepest, Darkest Fears A monstrous leviathan has awoken after a century of slumber, and has begun rising towards the surface, destroying entire villages in the Twilight Waters along the way. No one is safe in any aquatic community and the devastating will only worsen as it enters the more populated Sunlit Seas. GMs should choose a significant undersea city and let players discover that this leviathan has very recently laid waste to it. Representatives from all of the aquatic races, even long-time enemies, can come together in a conference of an almost unheard-of scale to address the urgent issue. This is an adventure of epic magnitude for high-level PCs, and GMs are encouraged to have fun bringing in an unlikely all-star cast of NPCs to combine forces with the PCs to track, hunt, and kill this deadly leviathan. The leviathan’s sheer mass, ferocity, intelligence, unpredictability, and stealth should push everyone to the limits of their abilities.
Gaze Not into the Abyss On the seafloor, at the very edge of the Endless Basin, a strange-looking vessel sits precariously, threatening to spill over the cliff and into the crushing darkness. It is a crashed ship from the Astral Plane, bearing the bodies of its alien crew. GMs can decide whether or not to have a survivor or two on board, or if the adventure is just a matter of PCs racing and searching through the teetering vessel full. Either way, the PCs will encounter unrecognizable technology and goodies to loot before the vessel tips over the edge, possibly taking all of them with it—unless they can find a way to stop its decent. Regardless of whether or not they save the ship, this should be a world-changing discovery. Also, the PCs may find their bodies and/ or minds permanently changed by their exposure to the alien craft, because if you gaze long enough into the abyss, it may gaze back into you...
Invitation to the Palace Under the Sea Our advice: This adventure hook would be best used later on in a group’s adventures in Vodari, when they’ve had a chance to become much higher level and developed many contacts across the realm. Read on and you’ll see why. Overhunting and/or polluting the waters earns Okeano’s swift and terrible wrath. He is quick to anger and slow to forgive, but those who protect the ocean and its creatures earn the sea god’s favor. In
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this vein, after a challenging adventure that ends in the successful protection of some noteworthy aspect of the seas of Vodari, the PCs find themselves invited to a feast at the Palace Under the Sea by a messenger of the god Okeano. The PCs dine with Panthalassa, a triton avatar of Okeano, who asks them to address the growing threat of Xolen. The industrial-minded and greed-driven Guilds are not only devouring natural resources on land, but their factories and machines spew toxic garbage into the water, greatly upsetting the balance of those who dwell under the sea, and the domino effect is reaching further and further across the realm. Okeano/Panthalassa recognizes something in these PCs that makes him feel that they would be good choices to be his champions for this moment in time. The god has had many champions throughout the ages—many successful, but some tragic failures. If the PCs accept this mantle, Panthalassa requests that they organize whatever forces they can muster from as many corners of the realm as they can—below and above the waves. Once Okeano’s Army has been formed and blessed by Panthalassa, it will be time to strike Xolen as one, and end their despoiling before it’s too late for Vodari. In addition to the NPCs in this book, there are also personalities and power groups established in The Seas of Vodari that the PCs can seek out and engage with—the Thorns, the orcana (wereorcas who live on the isle of Orca), the Soul Marines and Breena Loudthunder of Luna, to name a few big ones. Hopefully, the PCs will have forged many alliances and friendships over multiple adventure arcs, giving them the chance to go back and revisit those places and people to assemble a cast of their favorites to join Okeano’s Army for an exciting, epic confrontation that could change the future course of Vodari.
The Wild & Unknown Seas The underwater world of Vodari is home to countless places far from civilization. Few leave the safety of settlements and established trade routes to swim into these wild and unknown places, and even fewer return.
Boiling Seas Far to the south of Varrdua, even further south than the islands the drylanders call “the Colonies”, lies a region the aquatic races call the Boiling Seas. A chain of active volcanoes is constantly creating new land on the surface, along with severely rough seas from seismic activity. In places, the water is so heated that it bubbles on the surface, and scalds the skin off the bones of any creature unfortunate or reckless enough to venture into them. Beneath the surface, the seascape is even more chaotic than the surface. Explosive geysers and rivers of glowing magma light up the depths, but the fresh sulfuric content makes the water almost unbreathable. In short: this is not a place any reasonable person above or below the waves would travel without a very, very compelling reason and a lot of magical protection and/or specialty equipment. Another fun fact about the Boiling Seas, yet-unknown to the people of Vodari, is that it also contains a portal to the Elemental Plane of Fire.
Gray Wastes This vast undersea desert stretches across a massive portion of the southeast. Created by volcanic ash from the isle of Vulcani, little marine life is found here, and there are no permanent settlements. Caravans of traders traveling between the Avalsi League and the Kingdom of Solis sometimes cut across the Wastes to save precious time but must hire guides who can help navigate the more toxic and deadly parts of the desert, and know where to find half-decent temporary cover in emergencies.
The Gray Wastes are the territory of Tartugi, a giant dragon turtle who demands tribute for caravans to pass. The only other significant life forms (using that term loosely) that permanently patrol the undersea desert are giant zombie sharks, a major fear among those daring to traverse the barren wasteland. Travelers with the foresight—or a guide that advises them—to prepare properly for a journey through the Wastes will know to bring their own clean drinking water in bottles, as well as a specially customized mask to help filter the foul, acrid water from their mouths, nose, and eyes. Those with insufficient preparation or shoddy equipment may find that the Wastes leave them with long-lasting health issues.
Allies & Adversaries Tartugi (N female dragon turtle) considers the Gray Wastes her domain and only asks visitors for a small tribute. She is ancient and tired, so those few who meet her should be truly honored. Mostly blind from age and the toxic water, she navigates by smell and touch, and is especially attuned to the smell of gold. Akula (LN male tiburon sea hunter) is an experienced guide who can be hired to help any who seek safe passage across the Gray Wastes. His fees are steep, but he and his three grindylow assistants (scout) are worth it.
Let’s Get Wasted The PCs are part of a caravan that urgently needs to cross the Gray Wastes because of some time constraint, either their own, for someone they care about, or for someone who has hired them. The caravan leader has hired the services of Akula, but that’s not a 100% guarantee of safe passage. The party first encounters Tartugi and must roleplay their way past her (which could be relatively easy if they’re respectful and willing to part with some minor shiny things). But in the middle of the journey, a giant zombie sharks has caught their scent, and begins to close in on the caravan, first picking off those on the fringes, and then coming in for bold attacks on the heart of the caravan. The zombie’s hunger is insatiable and it will attack until destroyed.
Sanctuary Aside from normal, tame sea life, the tranquil, fertile seascape around Sanctuary is occupied mostly by water genasi. They spend time beneath the waves meditating on the vastness of the sea and the mysteries of the universe, but will also vigorously defend their island if attacked. Largely, though, this quiet corner of Vodari’s aquatic societies is very disconnected and self-sufficient. One item of note: in a grotto beneath Sanctuary is a secret portal to the Elemental Plane of Water that the genasi also fiercely protect—in both directions with the help of a trusted group of tritons.
eruption disgorges tons of ocean floor debris, creating a murky cloud, miles in diameter, that must be carefully navigated by swimmers looking to reach the Teeth. Those who find their way to the center (and most seem to be unable to) discover a wealth of sunken ships stuck within the twisting columns along various depths. These ships’ designs span centuries, not just recent vessels, and many of these broken hulls still contain the corpses of the crew who remained on board—and some holds still contain their precious cargo. Merfolk elders insist that the Teeth are sentient, and the power behind them chooses who is able to find their way in and receive gifts—or become payment in kind, for some who visit the Teeth end up disappearing within the gigantic stone peaks, or are killed by shipwrecks dislodging and tumbling free as the Teeth shift. Unlike the experiences of surface sailors who pass through the Teeth successfully, beneath the waves, there is no portal to the Seas Beyond. The reason for this is as mysterious as the origins of the Teeth themselves.
Vesi’s Rage On the surface, Vesi’s Rage is a thousand-mile-diameter hurricane that impossibly seems to stay in place, never dissipating. The maelstrom continues beneath the waves, the overall form of the Rage presenting more like a tornado, its cone growing smaller and more concentrated the farther down it goes. The commonly held belief regarding the origin of the Rage is this: At the end of the Godwar, Taeva had defeated her sister Vesi, but refused to deliver a killing blow. Vesi, enraged at the humiliation, uttered a curse that deliberately shattered the continent of Varanu, spoiling Taeva’s victory by destroying the world she and the other gods had created. The shattered remnants of land remaining after the cataclysm are what grew into modern-day Vodari. Vesi’s final curse is what fuels the ever-raging storm in the center of the realm, leading the devout to be convinced that the dark goddess remains alive and sulking at the bottom of the darkest depths of the deepest sea at the center of the Rage.
The Undiscovered Seas The undersea locations presented in this book can be just the beginning of countless adventures. The Vodari undersea world map (coming soon) was designed with lots of open spaces for you to place your own settlements and provide your players with even more places to visit or even discover. As your adventurers swim to the edge of the map, what will they find in these undiscovered seas?
The Teeth This fabled place cannot reliably be found on any map. Those who accidentally encounter the Teeth and live to tell the tale try to mark it on a map, but anyone retracing the course to that location encounters nothing of note. For sailors, an encounter with the Teeth usually ends up in the ship and all hands lost at sea. Beneath the waves, the Teeth look very different and are not necessarily as deadly to water-breathers... Although its true source or purpose (if any) is just as much a mystery beneath the waves as above, aquatic peoples can at least see where this mythical phenomenon is rooted each time it manifests. The gargantuan spires of gray rock erupt from the seafloor, always in the relatively shallow depths of the Sunlit Seas, reaching up just high enough to breach the surface of the water each time. The eruption of the Teeth has never been witnessed first-hand, only encountered after nearby water-breathers have traced the terrible earth-rending sounds and skull-numbing underwater vibrations to their source. Each
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Chapter III: The Undersea People Nearly seven centuries ago the world below the waves was shattered by the Godwar. This cataclysm united the scattered survivors from the various undersea peoples, with former enemies working together to survive and rebuild. Today you’ll find a diverse tapestry of people and cultural traditions in most undersea settlements. The overall population Under the Seas of Vodari is composed of merfolk (25%), elves (25%), grindylows (5%), sahuagin (5%), tiburons (5%), and vodas (5%). Other people (including ancients, cecaelia, dragonborn, dwarves, genasi, half-elves, karokans, locathah, merrow, selkies, sirens, and tritons) make up the remaining 30%. These numbers vary greatly, with small, isolated communities tending to be dominated by a single people, while the sprawling cosmopolitan cities are full of diversity. Seventeen new racial options are available for player characters in undersea campaigns: Ancients are descended from near-divine beings who constructed a highly advanced civilization using magic. War and eons of living in vastly different oceanic zones split the ancients into two people, the Dakri and Varu. Cecaelias are amphibious people with a humanoid upper body, an octopus-like lower body, and the ability to change their body color. The charismatic cecaelia spend most of their short lives seeking out new places, people, and things to experience. Sea Dwarves, or Aurirn, are amphibious dwarves who live at the bottom of the ocean. These dwarves adapted to living underwater after years of mining a magical metal found only in the boiling cracks on the seafloor. Sea Elves, or Quessari, are amphibious elves who live in underwater communities found in kelp forests, ocean shallows, cosmopolitan cities of Avalsi. Most quessari elves are Sunswimmers who live closer to the surface, while the rare few who have adapted to the deepest seas are called are Deepdivers. Sea Draga, or Sea Dragonborn, are amphibious dragonborn who look similar to sea dragons, though they lack wings. Draga with this draconic ancestry tend to split their time living above and below the waves. Grindylows are amphibious people with a sharklike head, humanoid upper body, and the lower body of an octopus. They are known for being fearless survivalists who attack larger enemies, escaping in a cloud of ink if the battle turns. Karokans are amphibious crustacean humanoids most known as peaceful nomads who keep to themselves. Adapting to vastly different environments divided them into Shallows and Deeps karokans.
Aquatic People & Amphibious Campaigns
Ability Score Increases With whatever origin you choose for your character, you gain a racial trait called Ability Score Increase. All of the new racial options provided in this chapter provide details for the Ability Score Increase trait. As an optional alternative, you can ignore your Ability Score Increase trait and assign ability score increases that fit your character. To do so, simply take any specific ability score increase you gain in your race or subrace and apply it to an ability score of your choice. If you gain more than one increase, you can’t apply those increases to the same ability score, and you can’t increase a score above 20. For example, if your Ability Score Increase trait increases your Dexterity by 2 and your Wisdom by 1, you could instead increase your Strength by 2 and your Charisma by 1 or your Strength, Intelligence, and Constitution all by 1.
Merfolk are aquatic people with a humanoid upper body and a fishlike lower body. Eons of living in different oceanic zones split the merfolk into the Sunreach and Twilight merfolk. Selkies are amphibious human-looking shapeshifters who can magically transform into the form of a seal. They are mainly found in cold, northern waters living in small pods with other selkies and common seals. Sirens are beautiful, amphibious people with a fey ancestry. As they near adulthood, a siren develops a magical gift. Those who enchant their songs become Seasingers. Those who gain the ability to change their legs into a tail become Wavedancers. Tiburons are aquatic people with a humanoid torso and the head and lower body of a shark. Most tiburons live as nomadic hunters or as anything else that gives them a reason to move with the currents. Vodas are amphibious people who live in communities hidden in the coral reefs of the southern seas. Their natural ability to shapeshift allows vodas to secretly visit nearby coastal settlements. The following chapter provides details for each of these options. Notes are also provided for playing half-elves, genasi, locathah, and tritons.
Most of the player options provided in this section can be played in amphibious campaigns with adventures that take characters above or below the waves. For a campaign where PCs will spend any significant time on land, playing a twilight merfolk or tiburon is not advised. Whenever a twilight merfolk or tiburon is on land, they have slow movement speeds and are always considered prone. In addition, a tiburon can’t breathe air. If a player wishes to play a character better suited to an aquatic environment, we have provided spells and magic items to allow for them to travel above the waves.
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loved the Sunlit Seas, and the Dakri who cloaked themselves in the Midnight Depths. After thriving in peace for eons, a devastating war left countless dead and their cities in ruins. While a small number tried to rebuild, most of the survivors departed Vodari. Today, the dakri and varu are found in small and scattered numbers, with only remnants of the power their ancestors once held.
Children of the Gods Dakri and varu are amphibious humanoids. They are collectively called “ancients” by the few outsiders who know of their existence. Ancients are both familiar and alien in appearance. Most are tall and muscular, but their head crests are their most noticeable physical trait. Rising from the bridge of their nose to the back of their head, these crests are used for sensation and breathing. Their eye color is usually silver or golden, but for dakri, their large pupils tend to hide their iris. Ancients have webbed hands and feet and are solid swimmers, with dakri slightly faster. Ancients reach both physical and mental maturity at around the age of 50, with lifespans that can stretch beyond 1000 years. While dakri and varu share many commonalities, they also have some noticeable differences. Their skin colors include green, blue, and purple, with varu coloration being more pastel and dakri tending towards muted, grayish tones. Also, dakri have retractable claws and stabilizing fins on their elbows and shins. In contrast, varu tend to rely on magic rather than physical defenses and have a more streamlined look. Dakri crests tend to be covered with protective protrusions in the shape of horns and spikes, while only male varu have horns.
A People Divided ambria searches above and below the seas for lost secrets of her ancestors
Ancients “When Sindri and Aubori created life in Vodari’s waters, they brought into being intelligent creatures, called Vakuri, to swim and dance. The Vakuri were blessed by the gods and created cities full of
Lost & Forgotten
beauty and wonder using a mix of magic and technology. Over cen-
In the countless centuries since the exodus of their people, the remaining ancients have watched the world move on without them. Most ancients have accepted that their extinction is inevitable and their time on Vodari is close to its end. Dwindling numbers and the desire to avoid notice have resulted in ancients living in isolated pockets or even alone. In the Twilight Waters, you are as likely to find a small community of dakri and varu living together as you would be to find them living apart. Most dakri continue to embrace the darkest, coldest waters. Their natural stealthiness makes them excellent at avoiding predators or becoming predators themselves. Varu can travel anywhere above or below the waves but are usually found along isolated stretches of coastline or as deep in the seas as the sun’s light and warmth can reach. Today, the hundreds of remaining ancients are split between those
turies these people split into the Varu who loved the sunlit shallows, and the Dakri who cloaked themselves in the darkness of the deep. Their civilization was destroyed when each chose a side in the first war between Taeva and Vesi. Today, most believe the Ancients are gone, leaving only their sunken ruins and relics.” - Orlon Candlewyck, Scholar Primus of Istori Long ago, the gods created the first people, the Vakuri. These near-divine beings constructed a highly advanced civilization combining magic and technology. Over centuries they split into the Varu who
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When the world was new and full of magic, the goddesses Aubori and Sindri created the first people and called them the Vakuri. This group of ancient people received divine gifts which they used to build beautiful magic-powered cities, stretching from the deeps to above the waves. As they created a vast civilization, they slowly split into the Dakri, who sank into the Midnight Depths, and the Varu, who rose to the Sunlit Seas. After thriving in peace for millennia, the goddesses Taeva and Vesi turned most varu and dakri against each other and their cities into warzones. The remaining ancients formed a coalition in opposition to the war and searched for ways to end the continuous conflict. The Forever War raged for over a millennium, leaving countless dead on each side, and their cities in ruins. In its aftermath, most ancients rejected the gods and left Vodari through a portal created by the coalition. The majority of the remaining varu were devoted to their injured goddess and gave Taeva their divine gifts to strengthen her and help her recover. The majority of the dakri who lingered in Vodari rejected the gods. They cast off their gifts as an insult to Vesi, becoming mortals. Though small groups of ancients tried to rebuild, without their divine gifts their once-great civilization fell into ruin.
chapter 1ii | the undersea people
trying to make a life for themselves and those dedicated to their ancestral missions. Many varu wish to restore the past greatness of their civilization, while most dakri believe the past should stay buried. Most dakri believe the gods betrayed their ancestors, and a few even work to punish or end the gods. Many varu still have strong faith in the goddess Taeva, seeking to honor her by regaining the lost knowledge of their ancestors. The magical secrets, ruins, and artifacts of the Ancients are also the prized targets of treasure hunters and wizards. This fact has made most ancients reluctant to engage with outsiders, as they have sometimes become the target themselves. Most ancients will wear a hood or use magic to disguise their appearance when around outsiders and are generally guarded and reserved. Those who actually befriend an ancient find most to be somber, but quite willing to have some fun and find adventure with youngsters (as they call non-ancients in jest).
Inevitable Adventurers For the long-lived ancients, adventuring at some point in their lives is common and usually inevitable. With a lifespan that stretches over a millennium, those ancients who survive natural disasters, predators, and countless other dangers make excellent adventurers. Most dakri and varu are descended from those who remained after the exodus and some still devote themselves to the missions of their ancestors. For dakri dedicated to ending the gods’ reign, adventuring is the only way to further this goal. For a varu seeking to restore their lost civilization, adventuring provides an excellent way to search for knowledge. For all, adventuring provides excitement, a challenge, and a distraction from their existential challenges.
Ancient Names Both dakri and varu traditionally name their children with a first name and two last names: the father’s first name followed by the mother’s first name. Most of their names are rooted in celestial, but non-celestial names emerged over the millennia as new languages have emerged in Vodari. Male Names: Ambrio, Azrael, Cadriel, Corthio, Dumoth, Haraph, Kadmiel, Kalaziel, Nayoth, Nuriel, Ophamal, Raziel, Seraph, Saniel, Tabris, Tamezo, Umatho, Valetho, Zakrio, Zazaron Female Names: Ambria, Ashal, Coretha, Duma, Ephemera, Harela, Kalmiya, Karelia, Larela, Minda, Naya, Nurela, Ophani, Ramiya, Sarela, Tathela, Tatrela, Umabel, Zarall, Zazria
Ancient Traits Your ancient character has the following racial traits. Creature Type. You are a Humanoid. Ability Score Increase. Your Intelligence and Wisdom scores each increase by 1. Size. Your size is Medium. Speed. Your base walking speed is 30 feet. You have a swimming speed of 30 feet. Amphibious. You can breathe air and water. Darkvision. Accustomed to life deep underwater you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Perceptive. You have proficiency in the Perception skill. Languages. You can speak, read, and write Common and Celestial. Subrace. Long ago, the ancients were split into two subraces by geography and war, the Dakri and Varu. Choose one of these subraces.
Dakri
As a dakri, you seek darkness and cold. You feel most at home deep beneath the waves, where the sun’s light can barely reach. The deadly monsters found in this environment have taught you the benefits of stealthy ambushes.
raziel is a dakri who hunts the dangerous waters beyond the reach of the sun’s light
Ability Score Increase. Your Dexterity score increases by 1. Superior Darkvision. Accustomed to sunless seas of the Midnight Depths, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dweller of the Midnight Depths. You have resistance to cold damage, and ignore any of the drawbacks caused by a deep, underwater environment. Natural Predator. Eons ago, the goddess Dokahi turned your people into natural predators. • Your base swimming speed increases to 35 feet. • Whenever you make a Dexterity (Stealth) check to hide, you can roll a d4 and add the number rolled to the ability check. • Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
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1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. You can use a weapon as a spellcasting focus for these spells.
Cecaelias “When I reached the age of twenty, I ran away from the palace to become an adventurer. Our small group spent many years battling monsters and finding treasure above and below the waves. One of our companions was a cecaelia named Shining Moon. His humor and powerful sorcery made him an excellent team member. Our group became quite close and I thought I knew each of them better than my own family. One day, ‘Shiny’, as we called him, told us he was feeling great homesickness and had to leave. I then realized that I had no idea where he was from or anything about his family.” - Zali Sol, Sun Princess of Solisa Cecaelias are amphibious people who are known for their colorful appearance and the octopus-like tentacles that make up the lower half of their body. Cecaelias spend most of their short lives seeking out new places and people to experience. These friendly wanders visit the seas and shores of the world before returning to their hidden nests.
Colorful Camouflage
twilight sky is a cecaelia sorcerer wandering the world
Varu
As a varu, you embrace the sun’s light and warmth. You prefer shallow seas and isolated stretches of coastline. You most likely prefer using your wits and innate magic to honor Taeva and may even seek to restore the past greatness of your lost civilization, or at least keep it from disappearing. Ability Score Increase. Your Charisma score increases by 1. Celestial Ancestry. You have resistance to radiant damage. Sacred Memories. You have the ability to draw on the memories of your ancestors. Whenever you make an Intelligence (History) check, you can roll a d4 and add the number rolled to the ability check. Taeva’s Chosen. Eons ago, the goddess Taeva blessed your people to become her magical warriors and a small remnant of this devine gift remains in your blood. You know one cantrip of your choice from the sorcerer spell list. When you reach 3rd level, you can cast the guiding bolt spell as a
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Cecaelias have a humanoid torso and a lower octopus-like body. Most are 6 to 7 feet long and weigh between 200 to 300 pounds. Cecaelias can control the color and texture of their skin. This ability evolved as a defensive mechanism but is also enjoyed as a way to personalize their appearance. Cecaelia can be found in any color found under the sea, with red, orange, and purple the most popular. Most prefer smooth skin accented by pebbled areas. Their hair usually matches their skin tone, but can be any color. Cecaelias have large, black eyes that see well in any light. Their large and flat ears provide excellent hearing above or below the waves. Their torsos tend to be thin and muscular, with small fins at their elbows and webbed hands. From the waist down cecaelias are similar to an octopus, with eight tentacles that have suckers found on the underside. These tentacles allow them to propel themselves through the water or to move on land. Cecaelias reach adulthood at age 18 and can live up to 60 years. They make the most of their shorter lifespans by fitting as many experiences into their life as possible.
Deep Origins Long before the elves and merfolk arrived in the seas, the cecaelias were found anywhere from the Twilight Seas to the surface. The true origin of the cecaelias is unknown, with theories that connect them with the krakens, aboleths, or even the goddess Dokahi. Cecaelias believe that a mother octopus sent forth her curious children to explore the world and enjoy all of its delights. Whatever their true origin, some believe cecaelias are evil visitors from the darkest depths, but few hold this prejudice once they actually meet one.
Hidden Homes Cecaelias are born into small family-based groups that reside in isolated hidden settlements, called nests, far from other settlements. Their homes are usually found in caves deep below the surface and usually average only a few dozen members. The major exception to
this rule is the Maze, a large settlement of cecaelias nests found to the west of Quessaria in the Twilight Waters. When a cecaelia reaches maturity, they usually feel a deep need to set out on their own for a few decades to experience the world and all it has to offer. Their travel is not endless. Most cecaelias feel the draw of home every few years and they will return to their nest, for a time, to act as guardians and reproduce. When most cecaelias enter their twilight years they feel deep homesickness, and finally end their wandering to become an elder of their nest. Elders bear responsibility for running the community. More importantly, elders spend their remaining days passing their skills, stories, and knowledge to the next generation, who will strike out into the world.
Friendly Wanderers While traveling, most cecaelias seek out natural wonders and interesting people. Most importantly, cecaelias desire powerful experiences and might try nearly anything once. Cecaelias are known for being friendly and charismatic, quickly making friends wherever they go. They are self-reliant and often travel alone, but enjoy spending time with interesting and dynamic companions, such as traveling entertainers and adventuring parties. Cecaelias generally prefer to share stories of their experiences since they left home and deflect questions about where they are from. This private and independent nature has created a reputation of cecaelias being secretive. For most cecaelias, if they can find a group they can trust, they eventually become less elusive, but unlikely to ever talk about their nest, unless they are from the Maze. Eventually, after wandering for decades, cecaelias return home to become an elder and settle down.
Cecaelia Names Family and clan names do not exist in cecaelian culture. When born, a cecaelia is given a single name by an elder, drawn from natural wonders they saw during decades of wandering distant places. When a cecaelia strikes out on their own, they add to their name based on their own experiences, combining the two. This second name can be another natural wonder, a color, a feeling, or anything else. Given Names: Breeze, Bubble, Canyon, Coral, Current, Eclipse, Fire, Forest, Gem, Jewel, Leaf, Lightning, Moon, Pearl, Rain, Rock, River, Rose, Sand, Sky, Shell, Storm, Sunrise, Sunset, Thunder, Twilight, Wave, Wind
tarhun’ra’tuul is a draga paladin who honors his clan by following his oath
Cecaelia Traits You have the following racial traits. Creature Type. You are a Humanoid. Ability Score Increase. Your Charisma score increases by 2 and your Constitution score increases by 1. Size. Your size is Medium. Speed. Your walking speed is 25 feet. You have a swimming speed of 35 feet. Amphibious. You can breathe both air and water. Darkvision. Accustomed to life deep underwater, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Camouflage. As an action, you may alter your skin color and texture and your hair color, allowing you to blend into your surroundings. This ability grants you advantage on Dexterity (Stealth) checks to hide if you touch any surface with your hands or tentacles that is at least one size larger than you such as coral, kelp, rock, sand, or wood. Friendly & Secretive. You have proficiency in your choice of the Deception or Persuasion skill. Tentacles. Your tentacles are natural melee weapons that you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike. Additionally, if you use your action to make an attack with your tentacles, you can immediately make a grapple check as a bonus action. Languages. You can speak, read, and write Common, Deep Speech, and one extra language of your choice.
Dragonborn (Draga) “Our empire has always focused on land and ignored the sea. Even in a world of water, our empire lacks a strong navy to challenge our rivals and completely ignores the undersea nations. The Ralivatuul clan demands we double the size of our fleet and break tradition by sending spies into every undersea nation.” - Surin’a’Tuul, Chief of the Ralivatuul Clan
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The dragonborn emerged as hunters who lived by a traditional code of honor, focused on serving their clan and improving themselves. The majority of the dragonborn rose in the plains and foothills of the now-lost continent of Varanu, but they also emerged on the coast. While dragonborn clans battled each other to control the plains, the Ralivatuul clan of amphibious dragonborn began a conquest of the eastern sea. After centuries of war on the plains, the great chief Krivarr united all of the clans into an empire. Under Krivarr, the dragonborn named themselves the Draga, or chosen ones, and started a campaign of conquest. As part of the Draga empire, the Ralivatuul clan was generally forgotten while Krivarr focused on conquering countless tribes of humans and orcs in the north. The Draga Empire rose quickly and collapsed just as fast. As the empire unraveled on the continent, the Ralivatuul clan found it was unable to administer and defend the massive territory they had conquered. The Draga empire had once stretched across much of the continent of Varanu and all of the eastern sea. By the time of the Godwar, the empire was nothing more than a memory found in war dances and ruins. After the cataclysm, only a small, scattered number of dragonborn survived, but their physical strength and hard work made them valued members of their adopted clans above and below the waves. Today, the only dragonborn nation is found in the north of the Marradi Archipelago, on the island of Draga, which they named after themselves and their former empire.
Sea Dragonborn
You can use your action to exhale destructive energy in a 15-foot cone of steam. Each creature in the cone must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your steam breath weapon, you can’t use it again until you finish a short or long rest.
• Replace your Damage Resistance trait with the Oceanborn and Steam Breath traits • Add ‘Sea’ to the list of dragons in the Draconic Ancestry table and use its damage type for your Breath Weapon trait Oceanborn. You have a swimming speed of 30 feet, and you can breathe air and water. Steam Breath. When using your Breath Weapon you blast out a cone of steam. Creatures and objects that are fully immersed in water don’t have resistance to fire damage caused by your steam breath.
Each draga draws power from their draconic heritage. The Ralivatuul clan traces their heritage to the sea dragons, providing them with the ability to live above or below the waves. Most amphibious dragonborn live on the island of Draga or in the seas surrounding it. The scattered few living beyond Draga territory are a rare sight in both the port cities of the surface and undersea settlements. Tall and powerful, draga are respected for their command of both martial and arcane traditions. Draga focus on benefitting their clan, whether that is an extended family of draga or a group they adopt. A dedication to their clan makes it easy for sea draga to get along with sea dwarves.
Draconic Ancestry
Sea Dragonborn Adventurers
against any threat to Morndirn. Whether undermountain or under-
Dragonborn are expected to devote themselves to their clan above even the gods. Most sea dragonborn are members of the Ralivatuul clan and have returned home to Draga. The remainder are those who dedicate themselves to their adopted clans found in non-dragonborn communities along the coast or undersea. For sea draga, bringing dishonor to their clan can result in expulsion or self-imposed exile. In Vodari, sea dragonborn adventurers often seek knowledge and artifacts from their past or work to serve their clan. Others take on the adventuring life to seek purpose after being exiled. In rare cases, rebellious individuals will take on the life of an adventurer as a way to gain freedom from rigid clan responsibilities.
Sea Dragonborn Traits Like their surface-dwelling cousins, sea dragonborn were born of dragons. Their sea dragon heritage manifests itself with traits unique to these dragonborn. You can play a sea dragonborn character by making the following modifications to dragonborn racial stats:
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Using Your Steam Breath Weapon
chapter 1ii | the undersea people
Dragon
Damage Type
Breath Weapon
Sea
Fire
15 ft. cone (Con. save)
Dwarves “The Aurirn Clan has always served the High Thane in the Night War without question. We have stood beside our kin to defend sea, any threat to the Thanedom is a threat to morndir and aurirn. As you know, there are threats rising in the deepest seas. We are part of Morndirn’s defense that keeps nightmare monsters from consuming the world. We are part of the line that keeps the darkness at bay, but that line is stretched thin. Will you fulfill your promise to send aid from undermountain to help us fight our own Deep War?” - Nalral Tidethunder, Thane of the Clan Aurirn Dwarves believe they were forged by the hammer of Sindri, the mother of creation. Whatever work a dwarf takes up, they spend a lifetime to perfect. They are known as skilled soldiers, miners, smiths, and artisans. Long ago, the dwarves established their thanedom in the Morndirn mountain range. In the following millennia, they expanded their holdings by settling the surrounding foothills, digging deeper into the mountains, and mining the seafloor. The Night War began deep beneath the mountains, against the enemy below. Taking heavy losses, the High Thane instituted conscription. While few in number and far from home, the Aurirn clan fought for their thanedom as marines in the deep undersea lakes. The hill clans refused to send their sons and daughters to die deep under a far-off mountain. Civil war erupted, and those under and outside the mountains split into the morndir dwarves and thirn dwarves. Over a thousand years later, the dwarves are a fragmented people,
but the sea dwarves maintain a strong connection with the Mordirn thanedom of the surface.
Sea Dwarves (Aurirn)
Members of the Aurirn clan are called sea dwarves by surface dwellers, but they are rarely seen above the waves. Most of them are found in isolated mining communities along undersea trenches or the undersea lakes deep under the mountains. Adapted to life on the ocean floor, aurirn dwarves have thickly webbed digits, gills, and scale-like skin. They are powerful swimmers, but tend to spend as much time standing on the seafloor as floating. Sea dwarves are a relatively new arrival in Vodari. A few thousand years ago, a group of dwarves led an expedition to mine a crack in the seabed off the east coast of Varanu. The molten rock that slowly poured out of the seafloor was full of rich metals, some with magical properties. While working at those depths was difficult, the wealth that was available made the effort worth it. Initially, these dwarves could mine for only as long as their magic and machines let them breathe and protected them from the intense heat. Over the years, some of the dwarven miners began to physically change. These dwarves could withstand the heat and pressure, grew gills on their necks, and saw their skin change to be covered in green-blue scales. They called themselves aurirn, and they felt more at home in the deeps, with little or no need to return to the surface. As the number of aurirn grew, they eliminated the need for magic and machines to mine the seafloor. The depths had little effect on them, and they mined trenches deeper and further from the dwarven homeland. Even with all of these physical changes, sea dwarves prefer to stand on solid seafloor whenever possible, a peculiar habit in the eyes of other undersea people. Today, most aurirn dwarves remain a loyal piece of the Morndirn thanedom, but are no longer physically the same as their cousins. Their work and habitat are dangerous. Even more costly is their commitment to the Night War and the never-ending battles to control the undersea lakes for their thanedom. While they only number in the thousands, they’re officially as important and valued as any other Morndirn citizens, with a seat on the Board of Clans. Aurirn dwarf armor and weapons are prized by adventurers above and below the waves, due to their durability and resistance to heat and rust.
fallond is an aurirn miner from vonnahr deep
Sea Dwarf Adventurers Under the seas, an aurirn dwarf adventurer could be an emissary sent to visit other undersea communities, completely uninterested in mining, or just curious about exploring beyond the edge of their small mining town.
Sea Dwarf Names Aurirn dwarves in Vodari have lived under the sea for ages and new clan names have come into use alongside more traditional dwarven names. The following additional clan names can be used for an aurirn dwarf character. Clan Names: Basaltbeard, Brineblood, Coldanvil, Emberdeep, Oceanblood, Seahammer, Sharkfoe, Swiftstone, Tideforge, Trenchdelver
Sea Dwarf Subrace Traits Aurirn have the following traits in common, in addition to the traits they share with other dwarves. Ability Score Increase. Your Dexterity score increases by 1. Fireborn. Adapted to living along the boiling cracks of the seafloor, you have resistance to fire damage. From the Depths. You have a swimming speed of 30 feet, and you can breathe air and water. You ignore any of the drawbacks caused by a deep, underwater environment.
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The elves are children of the natural world and share a love for all that is beautiful, from the ocean floor to the mountains above. They believe they arrived on this world from beyond, long ago, and their ancestors were given a choice to live above or below the waves. The Godwar and its aftermath took the lives of many elves and the scattered survivors were split between those who worked to rebuild their homelands and those who formed communities with outsiders to survive. In the centuries since, the majority of elves have continued to reject isolation in favor of trade, exploration, and war. Today, the elves are a fractured people, kept apart by geography, ideals, and ancient hatreds. Yet, there are also many among them looking to strengthen their ties, believing they share more commonalities than differences.
Sea Elves (Quessari)
Quessari elves are commonly called sea elves by surface dwellers, though they are a rare sight on the surface beyond the shores of the Forest Realm. While they are distant cousins of the elves, this split predates history and is remembered only in myth. Sea elves are allies of whales and dolphins, and mortal enemies of sahuagin. Like surface elves, they love nature, art, music, and magic. Unlike most of their surface-dwelling cousins, quessari reject isolationism and interact with other aquatic people and surface dwellers. Most are found living in underwater communities found in kelp forests, ocean shallows, and the cosmopolitan cities of Avalsi. In far less numbers, they are found living as members of nomadic tribes in the Wild Seas or small communities in the Twilight Waters and beyond. Quessari elves have skin that ranges from green to blue in color, often marked with patches or stripes. Their hair is usually worn long, in colors that include blue, black, or green. They also have gills that are visible in their necks and over their ribs. Quessari who primarily live underwater prefer scant, loose, flowing clothes formed from seaweave and other materials found underwater. Those who spend significant time on land usually wear surface dweller clothing for sun protection. Sea elves can survive out of water for weeks, but they feel like they are “drying out” without regular access to the sea.
Sea Elf Adventurers Under the seas, many quessari elves spend a few decades exploring and experiencing the world beyond their home. Others leave home to challenge themselves and hone their skills against the dangerous threats found in the wilderness. Quessari also undertake important missions for their clan’s elders. While rare, a quessari elf could be forced into being an adventurer after banishment for going against their clan. Quessari adventurers are much more likely to be found below the waves. The few who venture above the waves to the surface world usually do so to complete an important quest or satisfy their curiosity.
Sea Elf Names dara is a quessari elf from the kelp forest city of areni
Elves “The vile sahuagin pose a threat to our very existence. The southern clans barely survived the last assault by those devils. Our ancient enemy has been quiet for far too long. They have not gone into hiding out of fear of our might. I believe they are taking the time to build up for their next assault. I will take a group of our finest trackers and ride into the deeps and hunt the worst things its black waters hide.” - Prince Varath Liradon, Quessari General
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Sea elves share naming traditions with other elves. They receive a child name until they choose an adult name after their hundredth birthday, which reflects their bond with the sea. In addition, sea elves have family names that are unique to their culture. When traveling and living among non-elves, some sea elves will translate their family names into common. Family Names (Common Translations): Alulilta (Seadancer), Amaralu (Seaflower), Galimfodel (Brightwave), Halimara (Seaweedgrove), Liavaydal (Seawhisper), Liradon (Wavesong), Sirithalun (Bluewater), Talamillon (Silvercoral), Talamaril (Silverpearl), Velessar (Seastar)
Sunswimmer Elf Subrace Traits Most quessari elves live in the warm and bright Sunlit Seas along shoals and in kelp forests. These elves have the following traits in common, in addition to the traits they share with other elves.
Ability Score Increase. Your Wisdom score increases by 1. Child of the Sunlit Seas. You have a swimming speed of 30 feet, and you can breathe air and water. Friend of the Sunlit Seas. Whenever you make a Nature check for a coastal or underwater environment, you can roll a d4 and add the number rolled to the ability check. Also, you can communicate simple ideas using gestures and sounds with Small or smaller beasts that have a swimming speed. Additional Language. You can speak, read, and write Primordial (Aquan).
Sea Elf Subrace Traits Please consult official Fifth Edition source books for sea elf traits, or use the Sunswimmer elf traits and Deepdiver elf traits provided here.
Deepdiver Elf Subrace Traits The few quessari elves who spend significant time living in the deepest seas have adapted to its cold and crushing pressure. These elves have the following traits in common, in addition to the traits they share with other elves. Ability Score Increase. Your Constitution score increases by 1. Child of the Midnight Depths. You have a swimming speed of 30 feet, and you can breathe air and water. In addition, you are accustomed to the deepest seas and have resistance to cold damage. You also ignore any of the drawbacks caused by a deep, underwater environment. Additional Language. You can speak, read, and write Primordial (Aquan).
Grindylows “Finding a home in the seas has been tough for grindylows. When we tried to settle down, we were called vermin and pushed out or even hunted down. Forced to scavenge the open seas as nomads, we learned to survive. The Godwar actually made things better for those of us who survived in what is now Avalsi. For the first time, we were treated as equals. In the aftermath, grindylows built as much of Damari, Koralla, and Tasi as anyone.” - Wixlo Razorteeth, Grindylow Storykeeper Grindylows have a humanoid torso and lower body made up of octopus-like tentacles. They are fearless and swim against larger creatures, quickly escaping if the fight turns for the worse. Grindylows are as likely to be found drifting the Wild Seas as hunters as being citizens in one of the cosmopolitan settlements of Avalsi. Above the waves, sailor stories generally paint grindylows as sneaky bandits who clean out the stores of a ship, often leaving unwanted items in trade. Below the waves, grindylows are welcomed as resourceful survivalists or shunned as petty criminals, depending on where you are when you ask. Wherever you find a grindylow, they’re making the most of what life gives them.
Fearless & Quick Grindylows are amphibious people with a humanoid upper body, and the lower body of an octopus. Grindylows are around five feet long and are similar in build to goblins, but their tentacles are longer than a goblin’s legs. Their head has a slightly sharklike appearance.
marro is a grindylow from the wild seas
Their eyes have dark irises and scleras that are slightly yellow or red. Their rubbery skin comes in a range of colors, from coral to sea green. From the waist down grindylows are similar to an octopus, with eight tentacles that have suckers found on the underside. These tentacles allow them to propel themselves through the water or to move on land. Grindylows reach adulthood at age 12 and live up to 70 years. They naturally feel less fear than most sentient creatures and have been known to take down huge and dangerous prey as a group. Their near fearlessness doesn’t make them reckless, and they’re excellent at escaping if a fight turns deadly. Though they are only average swimmers, they can quickly propel themselves away using their tentacles when in trouble and release an ink cloud to mask their escape. If they can, most prefer to avoid a fight but stand up for their companions against bullies and those suffering under tyranny. While grindylows are small, they are tough; only fools underestimate them.
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Resourceful Survivors Most scholars believe grindylows and goblins have a shared ancestry, which is supported by the goblin language being used by both of these people. According to grindylow storykeepers, the following story explains the origin of the grindylows.
Long ago, Tik lived on the coast of a vast continent. He had enough to eat, but the nuku nuku fish was a rare delicacy he desired above all else. Tik was fishing at his favorite spot and was still unable to catch a nuku nuku he found waiting for him there each visit. As always, the fish tempted Tik, taking the bait and no hook and jumping above the water to splash him. The goddess Vesi happened to pass by Tik and asked him why he looked so frustrated. After hearing of his challenges with the fish, Vesi offered to help by transforming Tik’s legs into tentacles. Tik gladly accepted the help and quickly caught the pesky and delicious fish. When he returned with his catch, he asked Vesi to transform his tentacles into legs again. Vesi smiled and told Tik that his legs were gone. Tik started laughing which confused Vesi. He told the goddess he liked the tentacles better than legs. Jumped back into the water, he landed with a splash that soaked her. Vesi smiled despite herself as Tik quickly swam away. Grindylows celebrate this story as fact and believe they had the last laugh on the goddess. Long before the Godwar, grindylows were pushed out and chased into the Wild Seas by the elves, merfolk, and others. Forced to live away from rich seabeds full of life, they learned to survive in the open sea with limited resources. Grindylows are known for enduring harsh conditions, and their ability to eat nearly anything is legendary. When the seas were devastated by the Godwar, starving merfolk, elves, and vodas found resourceful grindylows scavenging food where there appeared to be none and finding shelter amid the destruction. Together, this diverse group of people survived and established the thriving cities found in current-day Avalsi. Today, grindylows are found throughout the seas. About half of all grindylows live in nomadic tribes. They hunt massive territories in the dangerous open seas and can be found anywhere from the shallows to the deeps, and from the frozen north to the boiling seas. They’ll also surface for short jaunts, hunting tidal pools or even a quick raid on the deck of a ship or port. The remainder of grindylows inhabit the cities of Avalsi and Nah-Hak (an isolated grindylow settlement in the northeast).
Fun-Loving Rule-Breakers Millenia of living on the outside made grindylows resilient. They tend to avoid complaining about inconveniences, staying positive, and finding humor in even the toughest situations. Grindylows require little to survive and few of them amass wealth for its own sake. Most prefer vocations they see as important or exciting. This draws them to become artists, explorers, hunters, messengers, politicians, soldiers, scouts, and spies. The fun-loving grindylows are also big on socializing during their free time, with large numbers of them found carousing in cities or playing games in the Wild Seas. Grindylows are also known for doing what is right or necessary, even if that means bending or breaking a few rules. For nomadic grindylow society, owning many possessions is difficult as they travel light
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by necessity. Fortunately, sharing comes naturally for these communal grindylows. A tribe spreads out everything they need among themselves, with possession in the hands of whoever used an item last. When a nomad visits a settlement, they tend to find the rules and social conventions difficult to understand and easy to ignore. These grindylows can find countless ways to get into mischief, but their actions rarely carry any malice. When they are hungry they take food, when they are tired they sleep, and when something is locked they find another way in. These crimes can be confusing, as grindylows often leave an item they consider a fair trade. While nomadic grindylows often struggle with city life at first, they usually learn to fit in quickly.
Fearless Adventurers Grindylows are fearless and always up for the excitement that the life of an adventurer offers. Nomadic grindylows already live dangerous lives roaming the open seas, and adventuring offers a change of pace from tribal responsibilities. For city-dwelling grindylows, adventuring provides an escape from mundane everyday life and a chance to see the world.
Grindylow Names Grindylows are born as larva-like grindywiggles. In the Wild Seas, the average grindywiggle’s life expectancy was low and they were not given a name until they developed into a sturdier grindylow. This tradition continues today for both nomads and city dwellers, with grindylows receiving their first name when they turn two years old. In addition, every grindylow bears a family name, typically a nickname given to a valiant ancestor. Male Names: Aalz, Bilnyx, Blek, Dralax, Evro, Gix, Jak, Ket, Mak, Rud, Shol, Tik, Timo, Ulvosz, Von, Vur, Wixlek, Zamex, Zogg, Zybb Female Names: Ammi, Blel, Drolla, Elkha, Fixil, Gakgi, Haso, Juc, Lizkel, Marro, Roo, Slin, Thiga, Tena, Trusa, Voga, Vren, Wixlo, Zall, Zammo Family Names: Bravespear, Darkcloak, Fastsneak, Hidequick, Inkshroud, Longtooth, Loudlaugher, Manyscars, Pointysnout, Quickeater, Razorteeth, Sharpblade, Swiftswim, Tricktentacle
Grindylow Traits You have the following racial traits. Creature Type. You are a Humanoid. Ability Score Increase. Your Dexterity score increases by 2 and your Constitution score increases by 1. Size. Your size is Small. Speed. Your walking speed is 25 feet. You have a swimming speed of 30 feet. Amphibious. You can breathe both air and water. Darkvision. Accustomed to life deep underwater, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fearless. You have advantage on saving throws against being frightened. Ink Cloud. As a bonus action, while you are underwater, you release a 5-foot-radius cloud of ink that extends all around you. The area is heavily obscured for 1 minute, or until the end of your next turn if a strong current (at least 3 miles per hour) is present. After you use your Ink Cloud, you can’t use it again until you finish a long rest. Quick Escape. Whenever you take the Disengage action on your turn, you also gain the benefits of the Dash action. Resourceful. You gain proficiency in the Survival skill. Languages. You can speak, read, and write Common and Goblin.
Karokans “Most undersea folks have heard of karokans but few have actually seen one up close. Outlaws like us who live out in the Wild Seas will glimpse a pod of karokans from time to time. We’ve even done a bit of trade with them when they allow it. Our line of work often requires us to raid caravans sent between cities by rich folk, guarded by tough and experienced warriors. Obviously, our band of outlaws is brave and fearless. That being said, we would never be foolish enough to try and take something from a karokan. Most think karokans are gentle and just look intimidating. This is far from the truth. If pressed, a karokan will ferociously defend their pod and are very good at removing the limbs of those who cause them trouble.” - Breeze, Infamous Pirate & Outlaw The karokans are amphibious people with bodies covered by a thick shell and double the arms and legs of most humanoids. They can be found anywhere from the shores of the surface to the Midnight Depths, which has physically divided them into shallows and deeps karokans. The karokans revere and protect the sea, which provides all they need to survive. While the karokans are known for being peaceful, they will quickly turn ferocious when threatened.
Natural Defences Karokans are amphibious crustacean humanoids. They are almost entirely covered by their carapace, a thick, hard shell that provides them with protection and an exoskeleton. Their shells come in a wide range of colors from bright reds, oranges, yellows, and blues to more mottled browns, grays, and blacks. This coloring can be solid or a mix of multiple colors. Karokans are big and imposing, with some standing over 7 feet tall. Karokans also have two sets of arms. Their large, outer arms end in heavy claws that are relatively clumsy and primarily used for defense. Their smaller, inner arms end in nimble finger-like claws. With multiple legs, karokans are natural crawlers, preferring to travel along the seafloor when they can. When swimming is required, karokans can propel themselves effectively using their many limbs. Karokans become an adult when they molt their final child shell and can live up to a century. Their ability to adapt to nearly any environment has seen karokans settle throughout the seas. Those living in the shallows tend to be better swimmers and those from the deeps have adapted to handle its cold, darkness, and pressure.
A Peaceful Past The karokans believe that long ago they were created by Okeano to wander and protect the seas, revering his realm and taking only what they need to survive. Scholars know few details about the ancient past of the karokans. No evidence has been found of these nomads ever establishing a large permanent settlement. The karokans have also avoided the conflicts of other undersea people and generally only fight to defend themselves. This has created a past devoid of the conquest and architectural achievement that defines the histories of many. What details the karokans know about their past is usually passed from generation to generation through their deep-voiced songs rather than written records. Also, their songs lean heavily towards myth and focus on providing a lesson rather than historical facts. Few outsiders get a chance to hear karokan songs and even fewer know the karokan language. All of this has led to their history not being widely known or even discounted as uneventful among outsiders.
ekolu is a shallows karokan who wanders the sunlit seas with her pod
The history of the karokans is far from boring. Their songs celebrate exciting, larger-than-life individuals and incredible events. Their heroes typically find a feeding bed to save a starving pod, defeat a horde of monsters, outwit a trickster, or are sent on an adventure by the gods.
Nomadic Wanderers Okeano’s bounty provides all the karokans need and leaves little desire for trade with outsiders. As a way of life, the nomadic karokans slowly wander the wilds far from the territory of other undersea people. Living remotely does not mean that karokan pods are isolated from each other. Druids elders maintain contact between distant pods using animal messengers. In addition, a pod will travel most seasons to meet with other pods to exchange information, trade, and create fa-
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Karokans and Extra Limbs Your large, outer arms end in a claw that can only be used as a natural weapon or to hold an item. Your large claws can not be used to interact with an object, cast a spell, or make an attack with a weapon. Your smaller, inner arms end in finger-like claws which should be considered hands that operate the same as those of any other humanoid. You can not equip any more weapons or make more attacks than rules allow. In addition, you can benefit from only one shield at a time.
peoples. However, like their patron Okeano, karokans can be pacific one moment and furious the next. Those raiders foolish enough to attack a pod of karokans will find out how tough and powerful they are, with protective shells and massive claws, they are literally built to defend themselves.
Karokan Adventurers Inspired by the heroes of their songs, exceptional karokans often answer the call to adventure. Most karokans prefer to live out their lives among their pod, far from the settlements of other undersea people. The few karokans who become adventurers often do so to experience the world, including its cities, lost ruins, and even the surface. Others become adventurers to protect nature, hunt dangerous monsters, or even to complete a quest provided by the gods.
Karokan Names Traditionally, karokan names get longer as they age. When born, they are given a first name by their parents. Each time they molt their shell as a child, they will also be given a middle name, each for a revered ancestor. By the time they molt their final child shell, a karokan will usually have three or four middle names. Most karokans are addressed by only their first name. Full names are quite formal and used mainly to respectfully address pod elders or by parents scolding a youngster.
rakiri is a deeps karokan and left his pod to experience all of the wonders of the seas
milial bonds. Karokans from all depths are considered one people and see no need to divide themselves based on their physical adaptations. Karokan pods from the shallows and deeps are often separated by little more than a vertical mile. This close proximity often leads to the formation of strong bonds between the shallows and deeps, especially when they aid each other in defense. While karokans are nomadic, a pod will burrow out temporary dwellings in the seafloor to lay and hatch eggs. Karokans are born as larva-like babies but quickly grow into a form similar to their parents. While parents will attempt to protect their many young, the predators, hazards, and diseases of the Wild Seas take many before they molt their first shell. Only the strongest karokans survive childhood. Living in small populations, wandering far from the territory of others, has kept the karokans safe from the armies of other undersea
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Male Names: Akano, Alamaki, Bakari, Erakano, Ekilo, Halaki, Koni, Kulako, Lakalo, Lamaki, Mati, Nahini, Nomi, Pakoro, Rakiri, Soro, Taneti, Vako, Yikado, Zaki Female Names: Akona, Areta, Bakadoru, Ekaroka, Ekolu, Holoka, Kana, Kalana, Lakola, Lemoku, Mata, Natanu, Noma, Pokoru, Rakora, Saru, Tanota, Vala, Yadu, Zoka
Karokan Traits Your karokan character has the following racial traits. Creature Type. You are a Humanoid. Ability Score Increase. Your Wisdom score increases by 2. Size. Your size is Medium. Speed. Your base walking speed is 25 feet. You also have a swimming speed of 30 feet. Amphibious. You can breathe both air and water. Claws. The claws on your outer arms are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Natural Armor. A thick carapace covers your body. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Languages. You can speak, read, and write Common and Karokan. Subrace. Over eons, karokans have evolved into two subraces: shallows karokans and deeps karokans. Choose one of these subraces.
Shallows Karokan
As a shallows karokan, you are naturally adapted to living in the Sunlit Seas. Your ancestors bestowed you with both knowledge and physical gifts to survive wandering these waters. Ability Score Increase. Your Dexterity score increases by 1. Dweller of the Shallows. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, or Survival. Strong Swimmer. Your base swimming speed increases to 35 feet.
Deeps Karokan
As a deeps karokan, the cold and dark sea bottom is your home. The nomadic ways of your ancestors have granted you physical gifts to survive this harsh environment. Ability Score Increase. Your Constitution score increases by 1. Darkvision. Accustomed to life deep underwater, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dweller of the Deeps. Accustomed to the deepest seas, you have resistance to cold damage and you ignore any of the drawbacks caused by a deep, underwater environment.
Merfolk “We must be vigilant to never return to the dark days of civil war that tore our people apart. It is time for both sides to forgive each other. If we need a reminder of what we can become at our worst, look at the twisted and savage merrow. We reach out a hand in friendship, from Klara’Mer to Solisa. We hope one is offered in return.” - Azura Silverreef, Queen of Klara’Mer Merfolk are aquatic people found throughout the seas, from north to south and from the ocean’s surface to the deeps. Eons of living in different oceanic zones has split the merfolk into the sunreach and twilight merfolk. Sunreach merfolk are found on the vast seabeds still within reach of the sun’s light. Twilight merfolk hunt the dim Twilight Waters and into the Midnight Depths below.
zini is a sunreach merfolk sea singer bard from soli
Shallows & Deeps Merfolk have a humanoid upper body and, from the hips down, a fish-like tail. On the top of their heads are softer, hairlike fins. Small fins extend from their elbows, and their fingers are webbed. Merfolk tails are long and powerful, with smaller fins and a large fin at the end. This system of fins gives them balance, stabilization, and steering while swimming at great speeds. Merfolk scales and fins are found in nearly any color you’d find under the sea, from light pink to deep indigo. Sunreach merfolk scales and fins are generally bright and bold, often mixing a variety of tones and colors as varied as the creatures they share their home with. Twilight merfolk scales and fins tend towards darker, solid colors, with bioluminescent highlights that can be activated. Merfolk reach physical maturity around the age of 20 and can live nearly two centuries. Merfolk range from 6 feet to over 7 feet long and have slender builds.
While all merfolk can breathe air or water, the sunreach and twilight merfolk are from different worlds. Sunreach merfolk live close to the surface, interact with creatures above and below the waves, and can transform their tail into legs to visit land. The twilight merfolk are adapted to the depths and can handle the cold, pressure, darkness, and other dangers found there. Both are tied to the sea and can’t survive more than a day away from saltwater.
A Fractured Empire The merfolk believe they were born from the sea itself and love the natural beauty of the undersea world’s plants and beasts. Worship of Aubori, the goddess of nature. is popular among merfolk, though they call her Ilu’Meri. Myths tell of Ilu’Meri taking the form of a beautiful
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tribal leaders in the west pledged fealty to a new king in Klara’Mer. In the east, a group of tribes united to form the Solisa Union, where each tribe took a turn leading a shared council. Solisa would have no king, and Klara’Mer refused to join the union. This conflict, the King War, raged across the seas for nearly a century. Allies were asked to choose sides, but most remained neutral, begging their neighbors for a peaceful resolution. In both the east and west, the twilight merfolk refused to join the fray and retreated into the depths, worried more about merrow and other threats from below. Before a victor could be determined, a cataclysm interrupted the war, causing even greater merfolk bloodshed. The Godwar and its aftermath took the lives of even more merfolk than their war. The scattered survivors were split between those who worked to rebuild their homelands and those who formed communities with outsiders to survive. In the centuries since, the merfolk remain a fractured people, but talk of burying the past and moving into a future together has finally begun.
Tribes of the Sun & Twilight Merfolk can be found through the seas, and their people are as varied in culture as the people of the surface. Their society is made up of decentralized tribes, most of which are loosely administered by a faroff capital. Tribes are left to control most aspects of daily life, yet rally under a single banner when merrow or other shared threats present themselves. Surface dwellers rarely meet merfolk and would be surprised to know how numerous they are beneath the seas. Most merfolk live close to nature, in areas where protection and food are plentiful. Their settlements, from village to city, are built into and upon the seafloor, coral reefs, and basin walls, taking the look of the local environment. Settlements closer to the surface are full of bright colors, while deeper locations glow from the light of bioluminescence. The differences between the sunreach and twilight merfolk are numerous, but they share much in common as well. Sunreach merfolk harvest coral, farm seabeds, and shepherd schools of fish. Twilight merfolk survive by hunting larger creatures found in the deeps. Both train aquatic animals to serve as mounts and guardians. Merfolk who live within the reach of the sun’s rays enjoy upbeat songs and dancing, while those who dwell in the darkness lean towards epic poetry and more somber tunes. Sunreach merfolk tend to accent their colorful scales and fins with jewelry made from shells, gold, and gems if available. Twilight merfolk favor the simple and practical, choosing bioluminescent accents over jewelry. Merfolk are generally unable to forge metal for weapons, armor, and tools, so they craft what they need from natural materials and salvage from ruins and shipwrecks.
Merfolk Adventurers lano is a twilight merfolk who hunts the deeps
merfolk and leaving a trail throughout the seas teaming with life in her wake. Merfolk epics tell of their vast empire that nearly circled the entire continent. After centuries of stability, a group of merfolk that sought an end to this dynasty was offered great power by the goddess Dokahi. She channeled pure chaos from the Abyss into the merfolk, corrupting them to create the merrow. Dokahi was pleased with her growing tribe and sent them out to conquer the merfolk for her. The seas filled with merfolk blood, and the once-great empire was no more. In time, the merfolk defeated Dokahi’s merrow, who retreated to the darkest depths. Over the following centuries, the merfolk rebuilt their homes and began to thrive again, but the imperial capital was lost and control of merfolk was up for grabs. In exchange for protection, a group of
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Most sunreach merfolk become adventurers to protect nature, explore ruins, visit far-off places, or to just get away from busy city life. They can be found anywhere from the coastal waters of the surface to the deep seas far below. Twilight merfolk tend to keep away from the shallows, preferring the deeper seas. Their reasons for adventuring are more dire, such as hunting down dangerous monsters, preventing invasions from the shadowlands, and other important quests.
Merfolk Names The roots of most merfolk names reflect the nature of the sea or a physical characteristic of merfolk. Merfolk in Vodari are given a birth name given by their parents. They also have a tribal name, which they use as a last name when dealing with other tribes or non-merfolk. Male Names: Arillo, Claro, Ellyro, Irto, Kaluro, Keros, Koru, Lano, Maru, Nallos, Niru, Rio, Samu, Trito, Valos, Zuno, Zuni Female Names: Ariella, Clara, Elhara, Irta, Kalli, Kora, Kyma, Lani, Mari, Nalla, Neri, Ria, Syrissa, Thalassa, Valla, Zalli, Zina Tribal Names: Azurino, Brightscale, Coraltail, Deepfin, Essari, Fesira,
Kaluro, Kerosa, Lyriana, Moontide, Okeani, Silverreef, Luminsol, Shellshifter, Swifttail, Tidebreaker, Undini, Wavefin
Merfolk Traits You have the following racial traits. Creature Type. You are a Humanoid. Ability Score Increase. Your Dexterity score increases by 2. Size. Your size is Medium. Speed. Your walking speed is 20 feet. You have a swimming speed of 40 feet. Whenever you are on land you are always considered prone. Amphibiousness. You can breathe air and water. Seawater Dependency. If you fail to immerse yourself in seawater for at least 10 minutes each day, you suffer one level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in seawater for at least 10 minutes. Swift Swimmer. When you use the Dash action on your turn, you can swim an additional 10 feet. Languages. You can speak, read, and write Common and Primordial (Aquan). Subrace. Eons of living apart in different zones of the ocean resulted in the emergence of two subraces of merfolk: sunreach merfolk and twilight merfolk. Choose one of these subraces.
Sunreach Merfolk
As a sunreach merfolk, you live in the Sunlit Seas closest to land. While everything you need to live can be found close to your home under the waves, curiosity and trade often brings you above the waves. Ability Score Increase. Your Charisma score increases by 1. Child of the Tides. Whenever you make an Intelligence (Nature) or Wisdom (Survival) check involving plants and animals in coastal or undersea environments, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Landwalker. As an action, you can magically transform your tail into humanoid legs. Your legs have no impact on your worn equipment, and any worn magical items work identically to when you have a tail. While you have legs, your walking speed is 30 feet and you can stand up from the prone position. Your swimming speed decreases to 20 feet. You can change your legs back into a tail as an action. Speak with Small Beasts. You can communicate simple ideas with Small or smaller beasts using gestures and sounds. Sunreach merfolk befriend animals above and below the waves, finding fish, birds, and other animals to be excellent companions, scouts, and guides.
Twilight Merfolk
As a twilight merfolk, you live deep beneath the waves, where the sun’s light barely reaches. Your ancestors survived the dangers of the depths far from the light, which has bestowed you with darkvision and speed. Ability Score Increase. Your Wisdom score increases by 1. Darkvision. Accustomed to life deep underwater, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Bioluminescence. As an action, you can shed dim light in a 10-foot radius. The light can be colored as you like and you can dismiss it as an action. In addition, you learn the dancing lights cantrip. Wisdom is your spellcasting ability for this spell. Child of the Deeps. Accustomed to the deepest seas, you have resistance to cold damage and you ignore any of the drawbacks caused by a deep, underwater environment.
havi is a selkie hunter from the northern seas
Selkies “Years ago, I was out on lookout duty along a quiet stretch of Njord’s east coast. A few minutes after I settled into a hidden spot, I saw a seal approaching the shore. The seal appeared to shed its skin as it turned into a human woman and walked onto the rocky beach. The woman began a dance full of swaying and leaping under the moonlight. Unconsciously, I shifted my position to get a better look, but the noise must have startled her. She quickly gathered up her seal skin, dove into the waves, and was gone. To this day, I can’t look at a seal without wondering if it’s her, a selkie.” - Grainne Jewele, Njord Lookout
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Selkies are amphibious seal-people with fey ancestry who are tied to the sea. They are usually found in cold, northern waters, but are comfortable anywhere from deep beneath the waves to dry land. Selkies are natural shapeshifters who can take the form of a humanoid or seal. A selkie’s humanoid form is nearly physically identical to a human, but their fey heritage can give them away. They live in small family pods made up of other selkies and common seals. Most selkies are happy to live their lives hunting the coastal waters of the north with their pod. A rare few are born with an insatiable curiosity to visit far-off islands and seas full of adventure.
Selkie Transformations When your selkie character changes between its seal and humanoid form using your Seal Skin trait, how the transformation works is up to you. Here are a couple of ideas: • When you change into humanoid form, your seal skin turns into a cloak that you always wear. To
Child of the Northern Seas
change into your seal form, you wrap the cloak
A selkie’s humanoid form is nearly indistinguishable from a human except under close scrutiny. Selkies tend to fall into the same height and build range as typical humans. Despite their fey ancestry, selkies age at nearly the same rate as humans, reaching adulthood at 20 and living just over a century. A selkie’s fingers and toes have webbing slightly longer than that of a human. When exposed to water, this webbing extends significantly. In addition, a selkie’s eyes are often larger and darker than most humans, adding to their kind, almost child-like, expression. A selkie’s hair color usually matches with their seal form and their skin coloration encompasses the normal human range. For example, a selkie whose seal form has silver fur with dark spots would likely have silver hair and many freckles or beauty marks. While in their humanoid form, selkies tend to wear some form of kilt, with the color and pattern usually being associated with their pod.
tightly around you. The cloak holds powerful fey magic and can’t be sold, given away, or destroyed. If lost or stolen, it returns to you at sunrise. • When you change shape from seal to human form, you shed your seal skin, which you must keep safe and secure. As long as you have your seal skin in your possession, you can use your Seal Skin trait and can maintain your seal form indefinitely. Without your seal skin, you can’t use your Seal Skin trait until the skin is retrieved, you are the target of a greater restoration, heal, regenerate, or wish spell, or you regenerate the skin after a year and a day.
Shapeshifting Fey The origins of the selkie people lay in the Feylands. Like other fey, they arrived in Vodari thousands of generations ago. While a selkie’s humanoid appearance is nearly identical to a human, their fey heritage gives them an otherworldly grace and charm. These fey gifts can reveal a selkie’s true nature, but usually, just help them make friends. Their fey heritage also provides other gifts, such as the ability to breathe both air and water, and to magically change into the form of a seal. When they shapeshift, selkies appear to grow or shed a seal skin, with most wearing the seal skin as a cloak. For most selkies, modesty is an alien concept, preferring to be naked while among themselves, wearing clothing only when among outsiders. A selkie’s seal form (size, shape, and coloration) is similar in many ways to common seals. To pick out a selkie in seal form among the common seals in a pod is near impossible for non-selkies.
The Call of the Sea Selkies live in pods of two to ten family members, who travel with and live alongside pods of common seals. Selkies are born as seal pups, gaining the ability to shapeshift around the age of three. Most selkies spend near equal time in their seal and humanoid forms, swimming between two species and two worlds, slightly out of place in both. They live the majority of their lives in the coastal waters of cold northern seas, though some pods migrate to more temperate climates, or even choose life on land for a time. While wary of strangers, they are friendly, kind-hearted, and willing to help out anyone in need. Selkies are known to fall in love easily and quickly, but their first love will always be the sea. In Nordaa, they tell tragic love stories of unfortunate souls who fall in love with a selkie, only to have the relationship end when the sea calls. Seals have their own stories, told by selkies, about losing their selkie mate when curiosity pulls the selkie away to the deep seas or far-off lands. Selkies never intend to leave, but the call of the sea can be overpowering. Even so, some selkies stay, living in their humanoid or seal form until old age takes them.
Selkie Adventurers Though most selkies are happy living their lives hunting the coasts of the northern seas with their pods, some are born with an insatiable curiosity. They dream of visiting undersea ruins, port cities, and far-
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off seas. Since most selkies live away from civilization, they will often observe a settlement from afar before visiting. No matter how strong their wanderlust is, eventually, the call of the sea pulls them home. A selkie kept from the sea for too long grows weak or could even die of a broken spirit.
Selkie Names Selkies prefer a single name that is short, simple, and often related to the cold, northern seas they call home. Their names are sometimes created by combining the names of their parents. While on land, selkies prefer to pass as human and usually adopt a human name they like the sound of. Male Names: Arto, Baru, Cuain, Daro, Eigho, Fionn, Gero, Havo, Hegg, Kala, Kuu, Luthi, Mallo, Nuno, Roin, Selo, Sundo, Tamo, Tuul, Verm, Ulo Female Names: Aurini, Bara, Bati, Cairi, Darielle, Eighi, Fionni, Gera, Havi, Isi, Kali, Mara, Nula, Oona, Rakki, Saili, Seona, Tama, Tuula, Valti, Una
Selkie Traits You have the following racial traits. Creature Type. You are a Humanoid. Ability Score Increase. Your Dexterity, Wisdom, and Charisma scores each increase by 1. Size. Your size is Medium. Speed. Your walking speed is 30 feet. You have a swimming speed of 30 feet. Darkvision. Accustomed to swimming in the deep sea, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Child of the Northern Seas. You’re as comfortable in cold northern waters as you are on land. You can breathe air and water. In addition, you have resistance to cold damage. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Seal Skin. As an action, you can magically assume the shape of a seal. You can revert back to your natural appearance as an action, and you automatically do so if you are unconscious. While you are transformed into your seal form, you retain your statistics, traits, and features. In addition, the following rules apply: • Your base walking speed is 20 feet and your base swimming speed is 50 feet. • Your Armor Class equals 12 + your Dexterity modifier. • You can take the Dash action as a bonus action while underwater. • You have advantage on Wisdom (Perception) checks while underwater. • Your teeth are a natural weapon that you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. • You are limited in the actions you can perform by the nature of your seal form, and you can’t speak, cast spells, or take any other action that requires hands or speech. • Your gear melds into your seal form. You can’t activate, use, wield, or otherwise benefit from any of your equipment. Speak with Seals. Selkies spend their lives living with seals who are their friends and family. You can speak to and understand seals and other species of marine mammals as though under the effects of a speak with animals spell. Languages. You can speak, read, and write Common and Sylvan.
Sirens “Old sea legends told of monsters called sirens who would lure sailors to their death with their beauty and songs. I’ve met a few of their folk over the years and I don’t think there is any truth to those tales. The curious ones who come into town show up barely clothed and without a coin to their name. They’re friendly and try to trade shells and other worthless bits. The funny thing is that they’re so charming and beautiful that they can always find a barmaid or shopkeeper who’ll accept a trinket or a song for trade.” - Cristobal Bruma, Mayor of Westara Sirens are beautiful amphibious people, descended from a group of fey who were banished to the mortal realm. Sirens live where massive waves crash into rocky coastlines, far from civilization. The sea is their home and provides them with all they need to survive. The hidden settlements of the sirens are found on rare occasions when outsiders follow the beautiful singing or catch them swimming. Sirens seek out beauty in all forms, delighting in the sheen on a beautiful shell or the grand architecture found in the distant cities.
Legendary Beauty The alluring beauty and songs of the sirens are legendary, but many of the old sailor stories paint them as deadly monsters. Their fey heritage has blessed them with otherworldly beauty and sirens are always physically stunning with gold or amber eyes and long hair that ranges from light blue to deep indigo. They are similar in size to elves with slender but muscular builds and heights ranging from 5 to 6 feet. Their skin ranges from turquoise to indigo, with an iridescent sheen while in sunlight. Being amphibious, sirens have fins on their calves and forearms, webbed hands and feet, and gills in their neck that close tightly while on land. Sirens are considered young until they reach the age of 30. On average, they live close to three centuries.
clio is a siren seasinger from the rocky coast of arushi
Fey Outcasts Long ago, the sirens lived in the Feylands where the beauty of their songs was legendary. Muse, an archfey, was jealous of the sirens and decided she would trick them. She challenged Aria, the vain siren queen, to a singing challenge. The loser and all her people would be banished. Aria, knowing she had no equal as a singer, greedily accepted. The contest was to see which of them could lure a mortal with their singing. Muse put beeswax in the ears of the mortal and threatened to turn his family into birds. Unaware of Muse’s treachery, the defeat tormented Aria. She jumped from the highest cliff and crashed into the rocks below. The sirens were exiled to Vodari in humiliation and without a leader.
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Curious Visitors Sirens live far from civilization and have all they need to live on their own. Most sirens are happy to spend their days amongst their kind. Over their long lives, some sirens get curious and visit the far-off port cities or undersea settlements. Most people who meet a siren find them friendly, charming, and captivating. Siren awareness of their natural beauty and allure, provides them with confidence when dealing with others, with some even acting vain. Siren society has few rules, but they are informally led by a matriarchal council of elders. When they enter civilization, the rules and laws folk obey both fascinates and outrages these visitors. Sirens are raised communally, so the concept of a family is new to them. While the people of the cities are interesting, the large statues and towering architecture put sirens in awe.
Siren Adventurers The few sirens who take up the life of an adventurer are usually looking to fulfill their desire to see the outside world. Others adventure to find creative inspiration for their songs and art. Sirens come from close-knit communities and seek out interesting companions, making them a great fit for adventuring parties.
Siren Names Siren names can draw on their traditions or a common word for something found in nature. Family ties are unimportant to the communal sirens and they do not have last names. A name is given to them by the entire community when they are born. Once they come of age, they select their own name to go by. For sirens, there is not much distinction between male and female names. Names: Achelo, Aelar, Aeraki, Aria, Bela, Breeze, Cadenza, Canto, Calypso, Cela, Ceto, Chari, Choro, Clio, Coral, Echo, Grace, Harmony, Laguna, Melody, Mezzo, Molpe, Pearl, Rain, Reef, Ruby, Sapphire, Sargasso, Silver, Stone, Storm, Sundance, Teles, Thalassa, Venia, Wind, Zara, Zeno
Siren Traits
sapphire is a siren wavedancer exploring the cities of avalsi
Idle & Idyllic Lives For most sirens, their days are idle and peaceful. The sea provides them with fish to eat, material for clothes, and whatever else they need, with little work. Most days sirens can be found sunning themselves on the rocks, frolicking beneath the waves, or relaxing in the undersea caves and caverns they call home. Sirens are fascinated with natural beauty and art in any form. They often sing to each other or in beautiful harmonies. When it storms, their songs shift into wailing ballads. They also enjoy creating jewelry, making carvings of wood and bone, and creating elaborate paintings on the rocks. Sirens wear little amongst themselves, seeing no reason to hide their form. They enjoy wearing jewelry made from shells and other trinkets found in the shipwrecks close to their homes.
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You have the following racial traits. Creature Type. You are a Humanoid. Ability Score Increase. Your Wisdom score increases by 1. Size. Your size is Medium. Speed. Your walking speed is 30 feet. You have a swimming speed of 30 feet. Amphibious. You can breathe air and water. Fey Ancestry. You have advantage on saves against being charmed, and magic can’t put you to sleep. Languages. You can speak, read, and write Common and Sylvan. Subrace. Two subraces of sirens are found in Vodari: seasinger sirens and wavedancer sirens. These distinctions are based on which magical gift a siren receives as they near adulthood. Seasingers and wavedancers usually live in the same communities, or at least in close proximity to each other. Choose one of these subraces.
Seasinger Siren
As a seasinger siren, your love of singing has bestowed magical gifts upon you. During adolescence, your beauty and presence became even more alluring and you gained the ability to enchant your songs. Ability Score Increase. Your Charisma score increases by 2. Alluring. You have proficiency in the Persuasion skill. Singer. Whenever you make a Charisma (Performance) check to sing, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Siren Song. You can use your action to sing a song laced with a subtle enchantment to a creature that you can see within 60 feet. If it can hear you (though it need not understand you), it must make a
Wisdom saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. On a failed save, it becomes charmed by you for one hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends, the creature knows it was charmed by you. You can target an additional creature with your song at 3rd and 5th level. The creatures must be within 30 feet of each other when you target them. After you use your Siren Song, you can’t use it again until you finish a short or long rest.
Wavedancer Siren
As a wavedancer siren, your love of frolicking beneath the waves provided you with gifts as you grew from a child to an adult. You gained the ability to magically transform your legs into a tail. Ability Score Increase. Your Dexterity score increases by 2. Darkvision. Accustomed to life deep underwater and of fey heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Sea Dancer. You gain proficiency in the Acrobatics skill and advantage on Dexterity (Acrobatics) checks made while underwater. In addition, whenever you make a Charisma (Performance) check to dance, you are considered proficient in the Performance skill. Tail. As a bonus action, while the lower half of your body is submerged in water, you can magically transform your legs into a tail covered in bluish-green scales. Your tail has no impact on your worn equipment and any worn magical items work identically to when you have legs. While you have a tail, your walking speed is 20 feet, your swimming speed increases to 40 feet, and whenever you are on land you are always considered prone. You can change your tail back into legs as a bonus action.
Tiburons “Tiburons consider the entire ocean their domain. When a shiver passes through your seas, little can be done to change its path. By the hundreds they swim over, under, and through reef, forest, and field, taking what they want and leaving little behind. In their wake, they leave a lifeless wasteland. Avoidance is the best practice when dealing with tiburons, as standing against them only creates sorrow for yourself. Thankfully they only pass through our kingdom once a decade.” - Prince Varath Liradon, Quessari General Beneath the waves live the nomadic tiburons, though land dwellers know them better as the sharkfolk. Tiburons are natural hunters who are often feared and misunderstood, due to their appearance and bloody past. Despite this, tiburons are generally peaceful if left alone. Most tiburons are found far from the busy undersea settlements, living as members of nomadic tribes called shivers. These tiburons endlessly wander the undersea wilderness, always on the move. Rare tiburons can be found swimming alone, but their restless nature doesn’t keep them in one place for long.
Fierce & Restless Hunters Tiburons are sharklike aquatic humanoids with fierce hunting instincts. Their appearance often leads others to fear them, especially the elves. They tend to be tall, with heights around 7 feet and muscu-
akulo is a skilled tracker and hunter who provides for his shiver
lar builds around 300 pounds. Their heads have a mouth filled with jagged teeth, dark-colored eyes, and a larger fin on the back of their neck. Tiburons have sharklike tails that are long and powerful, allowing them to move on prey quickly. Tiburons vary in their appearance from one tribe to another. Their scales can vary by coloration or pattern (such as spots and stripes). Physical differences such as the shape of their snout or tail fin also occur. Tiburons reach adulthood at around age 18 and live up to 90 years. Tiburons all share a restless nature, driven by their ancient shark ancestry. While tiburons are within a large shiver, they can take turns sleeping, continuing to swim even while unaware of their surroundings.
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Ancient Warriors
Tiburon Names
In a time before time, the twin goddesses Vesi and Taeva battled for control of the seas in one of their many wars. Vesi’s army suffered great losses and she looked for a means to change her fortunes. The goddess Dokahi provided a way, combining shark and soldier to bolster Vesi’s ranks. Under Scatho’s command, these hybrids achieved many victories, combining tactics and ferocity. When Volkan’s devastation ended the fighting, these soldiers ended up dividing into two people. The most wicked among them descended in the darkness, twisting into vile sahuagin. Those who fought with valor embraced the light, making the twilight seas and above their home, and became tiburons. Over millennia, the tiburons turned away from raiding, destruction, infighting, and the destroyer gods who created them. They became hunters of the open seas, adopted a code of honor, and took up the worship of Kalder who embodied their most prized ideals. Today, the only evidence of a shared ancestry between sahuagin and tiburons is their use of the Sahuagin language. Tiburons view sahuagin as dishonorable abominations, and things usually turn bloody when their paths cross.
Tiburons have a long tradition of passing first names of those who have recently ended their swim to newborn pups. Tiburons do not have family names and their second name denotes which shiver they belong to. Shivers are named for a physical trait shared or valued by the group.
The Endless Hunt Tiburons call no place home, living as nomadic hunters or anything else that gives them a reason to move with the currents. In general, tiburons are content to leave the running of the undersea world to others, as they endlessly hunt the seas. Most tiburons live in tribes called shivers, which number in the hundreds. Shivers also contain remoras, fish that groom and remove parasites from tiburons in exchange for protection. Together they follow prey where it leads, ignoring territorial boundaries and going to war with any who swim against them. Shivers don’t randomly swim the seas. Tiburons have long memories, and their pathways are passed from generation to generation through dance. These paths avoid cities, seek out abundant seas that can handle their passing, and only revisit territory years after the environment has recovered. Tiburons are like a force of nature. Initially, an area that has seen the passing of a shiver appears decimated. In actuality, tiburons only take what they need and the environment quickly restores itself, usually with more life than before. Most tiburons live according to a code of honor that helped them turn away from the uncontrolled destruction and violence of their past. Key principles of the code include the following: • We only go to war against those who raise a spear against us. Those who die protecting their shiver, die with honor. • The seas belong to no person or nation. Everyone has a right to hunt the seas. • We endlessly hunt and move forward. Staying in place makes you weak and soft. • The shiver carries only what it needs. Together we carry everything that one of us needs. • We protect our young until they can hunt on their own. We care for our elders to preserve their wisdom. • The honorless are exiled and must swim alone.
Tiburon Adventurers Tiburons who live as wandering hunters rarely go off on adventures voluntarily. Those who take up the adventuring life are well suited for it, but are usually exiles seeking to reclaim their honor. Other tiburon adventurers could be sent on a mission by the leader of their shiver. For those rare tiburons born in a settlement, adventuring can provide a way to satisfy their restless nature.
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Male Names: Akulo, Coda, Denti, Hai, Kalo, Mako, Nahu, Rechu, Suoko, Tauro, Zralo Female Names: Akula, Capa, Denta, Hanta, Kauikaa, Mazzu, Nina, Racca, Siakaa, Taru, Zrala Shiver Names: Bladetooth, Deepswimmer, Fasttail, Greatfin, Hammerhead, Longtooth, Quickjaw, Razorbite, Roughscale, Stripetail, Sharptooth, Strongbite, Swiftfin
Tiburon Traits You have the following racial traits. Creature Type. You are a Humanoid. Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1. Size. Your size is Medium. Speed. Your walking speed is 20 feet. You have a swimming speed of 40 feet. Whenever you are on land you are always considered prone. Water Breathing. You can breathe only underwater. Darkvision. Accustomed to life deep underwater, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Bite. Your sharp teeth are a natural weapon that you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Frenzy. You can allow your instincts to take over. When you hit a creature that is below its hit point maximum with a melee weapon attack, you deal extra damage that equals your level. Once you use this feature, you can’t use it again until you finish a short or long rest. Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Languages. You can speak, read, and write Common and Sahuagin.
Vodas “Early one morning on the beach, I saw a human woman who looked like she was dressed for swimming. Then to my surprise I saw her change into a person with blue, rubbery skin. When she saw me, she turned my way and gave me a wink. Whatever she was, she dove into the waves and was gone. Nobody will believe me, but I know what I saw.” - Arcos Monesti, Veraci Fisher Vodas are amphibious people who primarily live in underwater communities in coral reefs along the coasts of the southern islands and colonies. Close proximity to many surface settlements and a generally curious nature has brought many voda into contact with the surface world. They often use their innate shapeshifting to hide among surface dwellers and protect knowledge of their existence. As you create your voda adventurer, consider how your character prefers to appear to non-voda. Do they choose a single false identity, switch to whatever appearance they fancy, or spend most of their time in their natural voda form?
Amphibious Shapeshifters Vodas are an amphibious humanoid species, as comfortable underwater as on land. Due to the fluidity of their bodies, they have a natural ability to shapeshift. Their natural appearance includes dark-colored eyes, head-tresses, and rubbery skin that varies in coloration from light blue to deep indigo. They also have webbed hands and feet. Vodas reach adulthood at around the age of 20 and can live up to 200 years. Vodas generally take their natural form while amongst themselves and undersea people, but they can set any aspect of their physical appearance to match their personal identity, some even changing their appearance daily. With physical appearance alone being an unreliable way to identify each other, most vodas employ tattoos or other markings on their skin, which clearly identify vodas to each other. While above the waves, most vodas prefer to hide their true appearance and take the form of one of the many land-dwelling peoples.
The Hidden People Any ancient knowledge of the vodas is found only in their own poems and oral traditions, as they have preferred to hide their existence. According to their most sacred epic, vodas were born in a world of water and flowed out into other worlds. Most scholars agree, citing evidence pointing to vodas being migrants to Vodari from the Elemental Plane of Water. Over millennia, vodas quietly built a self-sufficient and hidden society in massive reefs, often only miles away from busy port cities or undersea communities. Vodas have no desire for conquest and war, but they bravely defend their lands when threatened. Living so close to the surface world kept vodas out of the age-old conflicts facing other undersea peoples, such as the elves and merfolk. Vodas lived in peace and secrecy, but not without achievement. Great artists, heroic warriors, and courageous explorers fill their ancient epics. Some exceptional vodas even hold important places of honor in the histories of other people (as their disguised persona). The Godwar created great destruction above and below the waves. In the aftermath, massive coral reefs grew on the ruins of the old world, in the coastal shallows surrounding the southern islands. Over the centuries, scattered settlements of voda survivors thrived. Some vodas continued to hide themselves in their spired cities hidden in the reefs, while others joined with merfolk, elves, grindylows, and others to rebuild. Today, vodas are known to their undersea allies, but they keep their existence secret from most land dwellers.
Good-Natured Tricksters Vodas care deeply for others, hating to see anyone suffer. This natural empathy comes in part from their limited ability to sense emotions through their head-tresses. While vodas are good-natured, they love to play harmless tricks or take the form of new people they meet. They fight tooth and fin when those they care about are in danger. They are also natural explorers who treasure the freedom to live life as they wish. Most vodas only ask the world to provide carefree days to find new ruins to explore, currents to ride, and cities to enjoy.
Voda Adventurers Most vodas are drawn to exploring above and below the waves of Vodari. Busy seaports and sprawling undersea settlements call to vodas as much as uncharted islands and the open seas. The most audacious and daring vodas often become adventurers, to see and experience all that the vast world has to offer.
Voda Names Every voda has a given name and a family name that combines the first names of their parents. Vodas care deeply about the coral reefs where they live. The root of most voda names draws from local features, plants, and animals found in their underwater home. Male Names: Algaro, Amaris, Aquilo, Caol, Claro, Kai, Luco, Lunis,
neresi is a voda wizard from a hidden undersea village
Mereo, Nerio, Okeo, Ondo, Salas, Sedor, Shoali, Tsunis, Typhi, Umoro, Undiro, Veramo Female Names: Algara, Amaria, Aquila, Clari, Corali, Cyraeni, Kura, Lucea, Luna, Marea, Neresi, Nyissa, Okini, Ondina, Selina, Soli, Tsuna, Umori, Undana, Veridia
Voda Traits You have the following racial traits. Creature Type. You are a Humanoid. Ability Score Increase. Your Charisma score increases by 2 and your Dexterity increases by 1. Size. Your size is Medium. Speed. Your walking speed is 30 feet. You have a swimming speed of 30 feet.
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You can revert back to your natural appearance as an action, and you do so automatically if you are unconscious. Languages. You can speak, read, and write Common and Primordial (Aquan).
Additional Options The people described so far are those commonly found Under the Seas of Vodari. However, there are many other people found beneath the waves. From the Sunlit Seas to the Midnight Depths, Vodari’s undersea world can provide a place to call home for any character. It’s always up to the GM to decide if a less common origin is available for player characters. The following details provide a starting point to introduce additional racial options into your campaign.
Half-Elves
Half-elves with sea elf ancestry can be found in small numbers in the various communities under the seas. Comfortable living on the surface or underwater, many of these half-elves act as diplomats and traders who split their time between the two worlds. These half-elves are found in the largest number in the trade city of Damari, which sits above and below the waves. In Vodari, most half-elves with aquatic ancestry have a racial trait in place of Skill Versatility. You can swap your half-elf character’s Skill Versatility trait for the Aquatic Heritage trait below. Aquatic Heritage. You have a swimming speed of 30 feet, and you can breathe air and water.
Genasi
Genasi were once humans touched by planar elements. Most genasi found in Vodari are originally from the island of Sanctuary, an area of powerful elemental magic. It is unknown if these genasi are descendants of humans changed by elements, or travelers from the elemental planes. While rare, both air and water genasi adventurers can be found in the undersea world.
Locathah
calo silverpearl is a half-elf noble from damari
Locathah are amphibious piscine people who live in underwater communities along the coast, where they hunt above and below the water. Locathah are few in number and their tight-knit tribal communities are wary of outsiders. Locathah adventurers are a rare sight under the seas, but not unheard of.
Tritons
Tritons arrived from the Elemental Plane of Water long ago. Those who remained, created settlements in the deep twilit waters. Now they protect the seas of Vodari from the evils that dwell in its darkest depths. While most tritons spend their lives as undersea protectors, some choose to visit other undersea communities and explore the seas. Tritons are well respected by most twilight merfolk and sea elves.
Amphibious. You can breathe air and water. Empathic. You have proficiency in the Insight skill. In addition, while you’re in your true form and not shapeshifting, you have advantage on Wisdom (Insight) checks. Shapeshifting. As an action, you change your appearance, including your coloration, voice, or sex. You can also modify your height and weight as long as your size remains Medium. Your clothing and equipment remain unchanged. With this trait, you can also change into a type of creature that you have seen before that is Medium-sized and humanoid-shaped. While shapeshifting in this way, you retain your statistics and don’t gain any of the creature’s traits. In addition, you have advantage on any Charisma (Deception) check you make to avoid having your shapeshifted appearance be detected.
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chapter 1ii | the undersea people
Cursed Souls Cursed Soul is a character option provided in The Seas of Vodari. Cursed Souls exist between life and death, between the person they were and the ghostlike being they have become. The Cursed Soul Racial Traits table expands their Enduring Traits feature to include all of Vodari’s undersea people.
Height & Weight To determine the height and weight for a character, roll for their height and weight on the Random Height and Weight table. To find the character’s height, roll the dice as indicated in the Height Modifier column and then add the number you rolled (in inches) to the character’s base height.
To find a character’s weight, roll the dice as indicated in the Weight Modifier column and multiply the number by the number you rolled for the Height Modifier. Take the total number and add the result (in pounds) to the character’s base weight.
Cursed Soul Racial Traits Race
Traits
Ancient (Dakri)
Amphibious, Darkvision, Natural Predator
Ancient (Varu)
Amphibious, Darkvision, Taeva’s Chosen
Cecaelia
Amphibious, Darkvision, Tentacles
Dragonborn (Sea)
Oceanborn, Steam Breath
Dwarf (Sea)
Darkvision, From the Depths
Elf (Sea)
Child of the Sea, Darkvision
Elf (Sunswimmer)
Child of the Sunlit Seas, Darkvision
Elf (Deepdiver)
Child of the Midnight Depths, Darkvision
Grindylow
Amphibious, Darkvision, Quick Escape
Half-elf (Aquatic)
Aquatic Heritage, Darkvision
Merfolk (Sunreach)
Child of the Tides, Landwalker, Limited Amphibiousness
Merfolk (Twilight)
Child of the Deeps, Darkvision, Limited Amphibiousness
Selkie
Child of the Northern Seas, Seal Skin
Siren (Seasinger)
Amphibious, Singer
Siren (Wavedancer)
Amphibious, Sea Dancer
Tiburon
Bite, Darkvision, Water Breathing
Voda
Amphibious, Shapeshifting
Random Height and Weight Race
Base Height
Height Modifier
Base Weight
Weight Modifier
Ancient
5’10”
+2d10
180 lb.
x (2d6) lb.
Cecaelia
5’10”
+2d10
160 lb.
x (2d4) lb.
Dragonborn, sea
5’10”
+2d10
180 lb.
x (2d6) lb.
Dwarf, sea
3’10”
+2d4
120 lb.
x (2d6) lb.
Elf, sea
4’6”
+2d10
100 lb.
x (1d4) lb.
Grindylow
4’0”
+2d4
45 lb.
x 1 lb
Karokan
5’10”
+2d10
200 lb.
x (2d6) lb.
Merfolk
6’0”
+2d10
160 lb.
x (2d4) lb.
Selkie
4’8”
+2d10
110 lb
x (2d4) lb.
Siren
4’8”
+2d8
90 lb.
x (2d4) lb.
Tiburon
6’2”
+2d10
200 lb.
x (2d6) lb.
Voda
4’6”
+2d8
80 lb.
x (2d4) lb.
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Chapter IV: Character Options Characters are the center of any story and the following options will help you create adventurers for underwater campaigns in Vodari or your campaign world. The Gunslinger was a new class option provided in The Seas of Vodari to create characters who are masters with firearms that draw on their bravado to accomplish amazing deeds. As players advance in this class, they can choose from the original four archetypes provided in that book or a new undersea themed archetype. Speargunners are gunslingers who combine their skills with firearms with ingenuity. Additional subclass options are provided for core classes as outlined in the table below. These character-defining choices are made at 1st, 2nd, or 3rd level depending on class, unlocking specific features. This chapter also contains the drylander and treasure hunter backgrounds. In addition, you’ll find substitute bonds for players to customize their PC’s background to fit campaigns set Under the Seas of Vodari. Finally, this chapter provides new feats, which offer additional ways to further customize a character for an undersea campaign.
Undersea Options for Surface Dwellers In an undersea campaign, playing a PC who can’t breathe underwater or swim well is a difficult challenge. Most landborn characters who descend into the undersea world only do so once they have gained magic items, spells, or abilities that allow them to survive there. Most of the subclass options presented in this chapter are designed for characters from an undersea world. For druids and sorcerers, we have provided subclass options for surface-dwelling characters to play in an undersea campaign. These two subclasses are reprints from The Seas of Vodari and are now accompanied by sidebars with alternative benefits for undersea characters. In addition, the Ocean Domain cleric’s Blessings of the Ocean feature allows any character to be successful as an undersea adventurer.
Subclasses Class
Subclass
Level Available
Description
Gunslinger
Speargunner
3rd
Use your speargun in inventive ways to foil enemies
Barbarian
Path of the Wild Seas
3rd
Connect with the Wild Seas to become a deadly hunter
Bard
College of the Deep Dreamer
3rd
Fearlessly sing to keep the deep dreamers asleep
Bard
College of The Sunlit Seas
3rd
Sing powerful songs using your mastery of pitch, tone, and rhythm
Cleric
Ocean Domain
1st
Channel the volatile power of the ocean
Druid
Circle of the Deeps
2nd
Connected to the frightening and unfamiliar lightless depths
Druid
Circle of the Sea
2nd
Channel the living seas to protect the underwater world
Fighter
Warden of the Ancients
3rd
Shift between predator and sentinel using ancient battle techniques
Monk
Way of the Dancing Current
3rd
Channel ki with techniques that mix dance with martial arts
Paladin
Oath of the Waves
3rd
Fight against evil and corruption in the seas and beyond
Ranger
Leviathan Hunter
3rd
Hunt leviathans from the deepest seas to protect those above
Rogue
Dreadmask
3rd
Wear monstrous masks to terrify enemies
Rogue
Scavenger
3rd
Survive using your superior abilities to hide and seek
Sorcerer
Ancient Magic
1st
Channel technology-like magic through an arcane device
Sorcerer
Tidal Sorcery
1st
Magically connect to the sea or the moon
Warlock
Corruption in the Flame
1st
Devastate your enemies with fire and necrotic energy
Wizard
School of Bloodbinding
2nd
Unlock powerful magic using the blood of monsters you defeat
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Gunslinger A reprint of the Gunslinger class which includes the Speargunner, an undersea focused gunslinger archetype. Gunslingers combine technique, lightning fast reflexes, and careful aim to act as masters of ranged combat. Yet there is something more to these individuals, a willingness to take risks in the face of danger. A gunslinger draws on bravado, a mix of courage and confidence, to perform amazing deeds with their weapons. These deeds often defy what is believed physically possible drawing on magic, luck, specialized training, or uncanny ability.
Flintlock Firearms & Water When black powder becomes wet, it can’t ignite. Typically, flintlock firearms don’t work underwater, but with magic (see the waterproof firearm magic item in Chapter VII - Magic Items & Spells), anything is possible. If you wish to play a gunslinger in an underwater campaign, work with your gamemaster to see if the class is a viable option. Here’s an optional rule that simply treats spearguns as firearms for gunslingers. Speargun Firearms. Gunslingers in Under the Seas of Vodari campaigns gain proficiency with all spearguns (see Chapter V - Equipment). Gunslingers can substitute spearguns for any gunslinger feature which requires a firearm.
Undersea Gunslingers Throughout the underwater world, nobles, soldiers, and hunters spend years perfecting their skills with tridents and spears, but few take the time to gain the same expertise with spearguns. Those who invest the years of training it takes to truly master these versatile weapons are called gunslingers. These speargun masters are a cut above even those who are highly proficient with spearguns. This training when combined with natural talent unlocks abilities with spearguns that are beyond nearly anyone else.
fionn travels above and below the waves and is an expert with flintlocks and spearguns
Undersea Gunslingers This reprint of the gunslinger class has been slightly rewritten and is geared towards undersea player characters using spearguns as their primary weapon
As you build your gunslinger, think about two related elements of your character’s background: Where did you get your training with spearguns, and what sets you apart from others who pick up a speargun? Most important, your courage and confidence are what really sets you apart. As you trained as a gunslinger, how did you test yourself? Was there an event where your courage or bravado stood out? Did you stand in the face of danger while others cowered? Are you known for your precision, ingenuity, or trick shooting?
starting at 1st level. Assume that any class feature that
Quick Build
mentions using a firearm includes using a speargun.
You can make an undersea gunslinger quickly by
In addition, this section contains a new underwater
following these suggestions. First, make Dexterity your
focused gunslinger subclass, the Speargunner.
highest ability score. Your next-highest ability should
If you are looking to create a drylander gunsling-
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Creating a Gunslinger
be Charisma. Second, choose the Guild Artisan or
er, please consult the gunslinger class in The Seas of
Soldier background, depending on how you came to
Vodari.
be a gunslinger.
chapter iv | character options
The Gunslinger Level
Proficiency Bonus
Bravado Points
Features
1st
+2
3
Fighting Style, Gunsmith, Bravado
2nd
+2
3
Firearms Training, Quick Draw
3rd
+2
4
Gunslinger Archetype
4th
+2
4
Ability Score Improvement
5th
+3
5
Extra Attack
6th
+3
5
Gunslinger Archetype feature
7th
+3
6
Sidestep
8th
+3
6
Ability Score Improvement
Maintaining Flintlock Firearms
9th
+4
7
Find Cover
Consult The Seas of Vodari for details on maintaining
10th
+4
7
Gunslinger Archetype feature
and creating ammunition for flintlock firearms.
11th
+4
8
Additional Fighting Style
12th
+4
8
Ability Score Improvement
13th
+5
9
Luck of the Gunslinger
14th
+5
9
Critical Aim
• • • • •
15th
+5
10
Gunslinger Archetype feature
Fighting Style
16th
+5
10
Ability Score Improvement
17th
+6
11
True Grit
18th
+6
11
Gunslinger Archetype feature
19th
+6
12
Ability Score Improvement
You gain a +2 bonus to attack rolls you make with ranged weapons.
20th
+6
12
Sureshot
Speargun Dueling
Class Features As a gunslinger, you gain the following class features.
Hit Points
Hit Dice: 1d8 per gunslinger level. Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per gunslinger level after 1st.
Proficiencies
Armor: Light armor Weapons: Simple weapons, simple firearms, martial firearms, spearguns Tools: Tinker’s tools Saving Throws: Dexterity, Charisma Skills: Choose two skills from Acrobatics, Athletics, Deception, Insight, Perception, Sleight of Hand, and Stealth
Equipment
As a gunslinger from the undersea world, you start with the following equipment, in addition to the equipment granted by your background:
light speargun
(a) light speargun or (b) heavy speargun 20 speargun shafts two simple melee weapons underwater pack seaweave armor and tinker’s tools
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
When you are wielding a speargun in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. In addition, you can ignore the two-handed property of light spearguns.
Twin Spearguns
When you engage in two-weapon fighting using light spearguns, you can add your ability modifier to the damage of the second attack. In addition, you can ignore the two-handed property of light spearguns.
Gunsmith As a gunsmith, you can use tinker’s tools to maintain your spearguns. With access to your tinker’s tools, you can create the following ammunition over the course of half a day of work (four hours). Speargun Shafts. When you expend 5 sp worth of materials, you can create 20 speargun shafts.
Bravado 1st-level Gunslinger feature You can draw on your courage and confidence to accomplish deeds with spearguns (and firearms) that would seem impossible to others, powered by bravado points. Bravado Points. Your gunslinger level determines the number of points you have, as shown on the Bravado Points column of the Gunslinger table. You can spend these points to fuel various bravado features, called deeds. When you spend a bravado point, it is unavailable until you
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Optional Rule: Multiclassing If your group uses the optional rule on multiclassing found in the core rules, here’s what you need to know if you choose gunslinger as one of your classes. Prerequisites. As a multiclass character, you must modified speargun
finish a short or long rest, at the end of which your expended bravado is recharged. You must spend at least 15 minutes of the rest maintaining your spearguns (or firearms) to regain your bravado points. Bravado Deeds. You start knowing three bravado deeds: Danger Sense, Deadeye, and Utility Shot, which are detailed under “Bravado Deeds” below. Many deeds enhance your attack in some way. You can only use one deed per attack. You learn more deeds as you gain levels in this class, after you’ve selected a Gunslinger Archetype Saving Throws. Some of your deeds require your target to make a saving throw to resist the deed’s effects. The saving throw DC is calculated as follows: Deed save DC = 8 + your proficiency bonus + your Charisma modifier
Firearms Training 2nd-level Gunslinger feature Your extensive training with spearguns (or firearms) allows you to ignore the loading quality of spearguns (and firearms). In addition, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Quick Draw 2nd-level Gunslinger feature Your courage and confidence allow you to act quickly when a fight breaks out. You add your Charisma modifier to your initiative rolls.
Gunslinger Archetype 3rd-level Gunslinger feature You choose an archetype that specializes and focuses your skills as a gunslinger. The archetype you choose grants you features at 3rd level and again at 6th, 10th, 15th and 18th level.
Ability Score Improvement 4th-level Gunslinger feature
score of 13 to take a level in this class. Proficiencies. If gunslinger isn’t your initial class, here are the proficiencies you gain when you take your first level as a gunslinger: Light armor, simple weapons, simple firearms, martial firearms, tinker’s tools.
Find Cover 9th-level Gunslinger feature Your experience has made you an expert at finding cover when trouble starts. Creatures that target you when you have half cover treat it as three-quarters cover, and treat three-quarters cover as total cover.
Additional Fighting Style 11th-level Gunslinger feature You can choose a second option from the Fighting Style class feature.
Luck of the Gunslinger 13th-level Gunslinger feature When you roll a saving throw, you can make the roll with advantage. You can’t use this feature if you are unconscious or dying. Once you use this feature, you can’t use it again until you finish a short or long rest.
Critical Aim 14th-level Gunslinger feature You have improved your ability to aim for the weak spots of your targets. When you hit a creature with a firearm attack, and roll an 18 or 19 on the d20, you can spend 1 bravado point to have your attack roll score a critical hit.
True Grit 17th-level Gunslinger feature
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Your courage and confidence allow you to dig deep and regain hit points by spending bravado points. If you roll initiative and have less than half your hit points remaining, you can regain a number of hit points equal to 1d4 + your Charisma modifier (minimum 1) for each bravado point you spend.
Extra Attack
Sureshot
5th-level Gunslinger feature
20th-level Gunslinger feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
You have achieved true mastery with spearguns (and firearms). When you make an attack roll with a speargun (or firearm) and miss, you can spend 1 bravado point to reroll the attack roll. You take the higher of the two rolls and add your Charisma modifier to the result. If the total result is 20 or greater, you score a critical hit.
Sidestep 7th-level Gunslinger feature Your extraordinary reflexes allow you to sidestep or tumble out of the way of trouble. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. In addition, you can step out of the way of further assault, moving up to half your speed, without provoking opportunity attacks.
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have at least a Dexterity score of 13 and a Charisma
chapter iv | character options
Bravado Deeds The bravado deeds are presented here in alphabetical order. Danger Sense. While wearing light armor, when an attacker that you can see hits you with an attack, you can use your reaction to spend 1 bravado point, adding your proficiency bonus to your AC for that attack.
Deadeye. When you take the Attack action using a firearm, you can spend 1 bravado point to gain advantage on the attack roll. Utility Shot. You can spend 1 bravado point to make an attack with a firearm that creates a dramatic effect, rather than causing damage. This can blast open a lock that is not sealed by magic, scoot an unattended object of 10 pounds or less, sever a rope, or any other suitably dramatic effect that the GM approves.
Gunslinger Archetypes Different gunslingers choose different approaches to perfecting their use of firearms (or spearguns). The gunslinger archetype you choose to explore reflects how you approach your quest of mastering the use of these ranged weapons.
Speargunner While using flintlock firearms is impossible underwater, this hasn’t prevented the emergence of undersea gunslingers called Speargunners. While these gunslingers can shoot with deadly precision, they specialize in focusing their bravado towards inventive ways of using their favored speargun. Combining tinkering, alchemy, herbalism, and ingenuity, Speargunners develop ways to make unexpected and unorthodox shots.
taga is a speargunner with a few surprises to fire at her enemies from her speargun
Speargunner Features Gunslinger Level
Feature
3rd
Bonus Proficiencies, Speargunner Deeds
6th
Inventive Applications
10th
Iterative Design
15th
Advanced Speargunner Deeds
18th
Critical Precision
Bonus Proficiencies 3rd-level Speargunner feature You gain proficiency in the Investigation skill. In addition, you gain proficiency with your choice of alchemist’s supplies, herbalism kit, or the poisoner’s kit.
Speargunner Deeds 3rd-level Speargunner feature You gain the following bravado deeds. Harpoon Shot. When you make a speargun attack that hits, you can spend 1 bravado point to use a mechanism attached to your speargun in one of the following ways: • If your target is a creature within 20 feet that is no more than one size larger than you, you can use a bonus action to attempt to reel in the creature. The creature must succeed on a Strength saving throw or be pulled up to 20 feet toward you. • If your target is a surface (such as a rock wall or ship’s hull) within 50 feet, you can use a bonus action to be pulled up to 50 feet towards the target. You can’t use this option if your speed is 0. • If your target is within 50 feet and two or more sizes larger than you, you can use a bonus action to be pulled up to 50 feet towards the target. You can’t use this option if your speed is 0. Poison Shot. When you hit a creature with a speargun attack, you can spend 1 bravado to deal an additional 1d8 poison damage to the target. You can spend an additional bravado point to require the target to succeed on a Constitution saving throw or become poisoned for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the condition ends.
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Looking for More Gunslinger Archetypes? You’ll find details for the Arcane Gunmaster, Musketeer, Pistolero, and Sniper gunslinger archetypes in The Seas of Vodari.
Tranquilizer Shot. When you make a speargun attack, you can spend 1 bravado point to make a tranquilizer shot. On a hit, roll 4d8 and if the total equals or exceeds the creature’s current hit points it falls unconscious. The creature remains unconscious until it takes damage, someone uses an action to shake or slap the creature awake, or 1 hour has passed. Starting at 10th-level you can spend an additional bravado point to increase this roll to 8d8.
Inventive Applications 6th-level Speargunner feature Your ingenuity has provided inventive uses for your speargun. As a bonus action, you can spend 1 bravado point to do one of the following. Echolocator. You shoot a device from your speargun to a location within your normal range. If there is a creature within a 15-foot radius sphere centered on the device, that is not behind total cover, the device emits a pinging sound. This sound changes frequency and pitch based on the creature’s proximity (in feet) to the device, and its size (by category). This device will float in place while underwater. The device remains in operation for 1 minute or until a creature uses its action to disable the device. Flare. You shoot a flare from your speargun to a location within your long range where it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The flare emits light for 1 hour or until a creature uses its action to extinguish it. While underwater, the flare will float in place until extinguished. If you make a ranged attack with a flare and hit, it deals 1d8 fire damage and being underwater doesn’t grant resistance against this damage. Net. You attach a net to a speargun shaft. If your next speargun attack hits a Large or smaller creature, the shot does no damage and the creature is restrained until freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Obscuring Cloud. You shoot a device from your speargun to a location within 120 feet. The device releases thick black ink while underwater and smoke above water. The obscuring cloud spreads out from the device in a 10-foot radius sphere, moving around corners. The area is heavily obscured and persists for 1 hour or until a current or wind of moderate or greater speed (at least 10 miles per hour) disperses it. Screamer. You shoot a device from your speargun to a location within your long range. For 1 minute, the device makes a loud noise that can easily be heard by a creature within 1000 feet (or 250 feet when above water). You can add a timer to the device to delay its activation for up to 1 minute. A creature can use its action to disable the device.
Iterative Design 10th-level Speargunner feature While tinkering and on the battlefield, you’re good at learning from your mistakes. When you miss a speargun attack against a creature, you gain advantage on your next speargun attack made before the end of your next turn.
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chapter iv | character options
In addition, when you fail a saving throw, you regain 2 expended bravado points. Once you regain bravado points using this feature, you must finish a short or long rest before you can do so again.
Advanced Speargunner Deeds 15th-level Speargunner feature When you gain this feature, you learn the following deed options which are presented here in alphabetical order. Concussive Shot. When you hit a creature with a speargun attack, you can expend 3 bravado points, and the target takes an additional 3d8 thunder damage. In addition, the shot explodes immediately after the attack. The target and all other creatures within a 15-foot radius sphere must succeed on a Constitution saving throw. On a failure, creatures and objects that aren’t being worn or carried are pushed 15 feet away from you and are knocked prone. Sentinel Shot. When a creature that you can see makes an attack against a creature you can see, as a reaction, you expend 2 bravado points to make a ranged weapon attack against an enemy creature you can see who targets an ally. On a hit, the target takes an additional 2d8 damage. Whether you hit or miss, the enemy creature makes their attack with disadvantage. Shattering Shot. When you make a speargun attack, you can spend 3 bravado points to have the shot immediately shatter after the attack. Whether you hit or miss, the target and all other creatures within a 15-foot radius sphere must succeed on a Dexterity saving throw or take 3d8 piercing damage each.
Critical Precision 18th-level Speargunner feature Your accuracy is devastating. When you roll a critical hit with a ranged weapon (or use your Critical Aim feature), you roll an additional 4d8 damage when determining the extra damage for the critical hit.
Barbarian In the undersea world most barbarians are born in the Wild Seas, beyond civilization’s edge. They draw on their most primal instincts to gain supernatural strength, speed, and agility in the chaos of battle. The Path of the Wild Seas is a new option geared towards underwater campaigns.
Path of the Wild Seas The Wild Seas lie beyond the edge of civilization and are full of countless dangers. Barbarians who survive in these waters have learned to utilize their rage to become deadly hunters. Those who swim the Path of the Wild Seas channel their fury, unleashing it in a display of brutal power or precise control from afar. When these barbarians rage, their senses increase and they become as effective from range as melee in a fight. As they develop their primal connection with the Wild Seas, these barbarians become true predators.
Path of the Wilds Seas Features Barbarian Level
Feature
3rd
Channeled Fury, Hunter of the Wild Seas
6th
Reckless Focus
10th
Primal Connection
14th
True Predator
Channeled Fury 3rd-level Path of the Wild Seas feature You’ve learned to channel your fury into strengthening your ranged attacks. When you make a ranged attack, you can apply your rage damage if the weapon has the thrown property. In addition, when making any ranged attack, you can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Also, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged weapon attacks.
Hunter of the Wild Seas 3rd-level Path of the Wild Seas feature Your knowledge and instincts combine to improve your hunting abilities. You gain proficiency in the Perception and Survival skills, or with another skill of your choice from the barbarian skills list if you’re already proficient in both. In addition, while raging, you can make a Wisdom (Perception) check as a bonus action. Also, whenever you make a Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.
Reckless Focus 6th-level Path of the Wild Seas feature When you throw caution aside, you can better focus on the hunt. When you attack recklessly, you also have advantage on ranged attacks. In addition, when you make a melee attack with a weapon that has the thrown property, as a bonus action you can make a ranged attack with that weapon.
Primal Connection 10th-level Path of the Wild Seas feature You combine your hunting knowledge and connection to the primal power of the Wild Seas, to gain specific aspects of the predators found in these waters. Choose one of the options below for your Primal Connection each time you rage. At 14th level, you can choose two options each time you rage. Dragon Turtle. While raging, your skin hardens like a shell. While you are not wearing any armor, your armor class increases by 1. You can use a shield and still gain this benefit. Giant Squid. While raging, when you make a Strength (Athletics) check to grapple a creature, you can roll a d4 and add the number rolled to the result. In addition, while moving a grappled creature, your speed is no longer halved. Orca (Killer Whale). While raging, if you move at least 15 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or is knocked prone. Shark. While raging, if you hit a target with a weapon attack that has less than half of its hit points, your rage damage bonus is doubled. Swordfish. While raging, your swimming speed increases by 10 feet and you can take the Dash action as a bonus action.
True Predator
hanta was exiled and now hunts the seas with a group of fellow adventurers
14th-level Path of the Wild Seas feature Your instincts have made you into a dangerous hunter, even when on the defensive. When an attacker that you can see hits you with a ranged attack, you can use your reaction to make a ranged weapon attack against that creature, even if you need to draw or stow weapons to do so. You also know the location of the attacker until the end of your next turn, even if it becomes hidden or invisible.
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College of the Deep Dreamer There are strange things that sleep in the deepest reaches of the sea. They are Dokahi’s eldest children, too immense and powerful to slay. In worlds other than Vodari, they might be called kaiju. The bards of the College of the Deep Dreamer created powerful songs to keep them asleep. In addition to singing these songs themselves, they have taught them to a few awakened whales. Bards of the College of the Deep Dreamer must be fearless, for it falls to them to visit the incomprehensibly vast resting-places of Dokahi’s brood, knowing that one false note might doom whole cities. When a mission concerns the College as a whole, they recruit individuals of strength and valor from all of Vodari’s peoples. When used in battle, the songs of the Deep Dreamers evoke the power of those awful monsters, and the bards’ spells bind lesser enemies in slumber. The greatest members of this college have swum in the presence of Dokahi’s brood without fleeing in a panic, and nothing will faze them ever again.
College of the Deep Dreamer Features Bard Level
Feature
3rd
Deep Lore, Songs of the Deep Dreamers
6th
Above and Below the Waves, Ancient Lullaby
14th
Greater Terrors than These
Deep Lore 3rd-level College of the Deep Dreamer feature You gain proficiency in the Animal Handling and Arcana skills. You learn the sleep spell, which does not count against your Spells Known.
Songs of the Deep Dreamers 3rd-level College of the Deep Dreamer feature
Bards are more than simple performers, weaving magic through words, music, and movement to lift their allies and sink their foes. Undersea bards that focus on singing to weave magic are famous above and below the waves. The following optional rules and bardic college options are geared towards underwater campaigns.
You can use your Bardic Inspiration to sing to the deep dreamers. As a bonus action, you can expend a use of Bardic Inspiration to choose one of the following options. Each song lasts for 1 minute, until you are incapacitated, until you begin another song, or until your end the song early with no action required by you. Your song can be loud and draw attention or a quiet melody that only those close to you can hear. Aetioth the Hunter. Choose a creature within 60 feet who can hear you and isn’t currently visible to any creature that is hostile to it. The creature can add your Bardic Inspiration die to one Dexterity (Stealth) or weapon damage roll that it makes each round. Eryi the Baneful. Choose a willing creature within 60 feet of you who can hear you. Creatures of their choice within 5 feet of them that hit creatures other than your target with weapon attacks suffer psychic damage equal to your Bardic Inspiration die. Magrannos the All-Encompassing. Choose a willing creature within 60 feet who can hear you. For the duration of the effect, their reach increases by 10 feet, they deal force damage instead of other damage types, and they add your Bardic Inspiration die to their grapple attempts. Rhaluq the Many. Use this song only while you are concentrating on a spell. Choose a creature within 60 feet who can hear you and isn’t currently concentrating on a spell or feature. That creature can maintain concentration on the spell instead of you, and they add your Bardic Inspiration die to Constitution saving throws that they roll to maintain concentration. You still control the spell’s ongoing effects. The spell ends when you use this feature again.
Equipment
Above and Below the Waves
• leather armor for seaweave armor
You learn land-treading and water breathing. These are bard spells for you and don’t count against your number of Spells Known. When you cast one of these spells, it can’t be dispelled by anyone other than you.
marrath sings a powerful lullaby to return a monster from the deeps to its slumber
Bard
You can choose to substitute the following starting equipment for your bard (see Chapter V - Equipment):
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6th-level College of the Deep Dreamer feature
Ancient Lullaby 6th-level College of the Deep Dreamer feature When you cast sleep, you add twice your bard level to the spell’s effect. You can expend any number of Bardic Inspiration dice and add the result to the spell’s effect as well.
Greater Terrors than These 14th-level College of the Deep Dreamer feature You become immune to the frightened condition, and creatures of your choice within 30 feet of you add your Bardic Inspiration die to their saving throws against the frightened condition. When you force a creature to make a saving throw against the frightened condition, you can expend a Bardic Inspiration die and subtract the result from the number rolled. Furthermore, when you use your Songs of the Deep Dreamers, the creature you choose also gains resistance to psychic damage for the duration of the song.
College of the Sunlit Seas A bard from the College of the Sunlit Seas travels above and below the waves, looking to experience the ocean in all its majesty. These bards come from anywhere that is touched by the sun and sea, from sun-drenched beaches to twilit seabeds deep below. They’re known for their powerful and skilled vocalizations, capable of captivating an audience with only their voice. While fame comes easy for these bards, it won’t keep them from the sea for long. Bards of the College of the Sunlit Seas excel at connecting to the weave through their mastery of pitch, tone, and rhythm. They learn to strengthen this connection through experiences only found far from the stage. The challenge of adventuring across the seas provides a slew of powerful emotions. These bards also absorb the sounds and rhythms such as crashing waves, whale songs, snapping shrimp, the rumble of a volcano, or their own racing heartbeat. All of these experiences help them channel the sea and deliver performances that inspire their allies and demoralize their adversaries.
College of the Sunlit Seas Features Bard Level
Feature
3rd
Voice of the Sea, Songs of the Sunlit Seas
6th
Distracting Sound
14th
Serenade of the Wind & Sea
aelia is a bard from the college of the sunlit seas who loves to sing above and below the waves
Voice of the Sea 3rd-level College of the Sea feature You gain proficiency in the Performance skill, or with another skill of your choice if you’re already proficient. Whenever you make a Charisma (Performance) check to sing, you make the ability check with advantage. In addition, you can also use your singing voice as a spellcasting focus for your bard spells, even while singing a song.
Songs of the Sunlit Seas 3rd-level College of the Sunlit Seas feature You can use your Bardic Inspiration to inspire your allies and distract your enemies through song. As a bonus action, you can expend a use of Bardic Inspiration to choose one of the following options. Each song lasts for 1 minute, until you are incapacitated, until you begin another song, or until your end the song early with no action required by you. Your song can be loud and draw attention or a quiet melody that only those close to you can hear. Mask of the Mimic Octopus. Choose a willing creature within 60
feet who can hear you. They have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass themselves off as a different person. In addition, they can add your Bardic Inspiration die to one Charisma (Deception) or Charisma (Performance) check they make each round. Grasp of the Slippery Eel. Choose a willing creature within 60 feet who can hear you. They have advantage on checks made to grapple and advantage on Strength (Athletics) or Dexterity (Acrobatics) checks to escape a grapple. In addition, they can add your Bardic Inspiration die to one Strength (Athletics) or Dexterity (Acrobatics) check they make each round. Bond of the Remora and Shark. Choose a willing creature within
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your reaction to create a distracting sound and add your Charisma modifier (minimum of 1) to the result of the skill check. You can set the origin of the sound to any point within 300 feet and its volume can range from a whisper to a scream. In addition, any creatures of your choice that can hear the sound have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks for 1 minute. If a creature uses its action to examine the sound, the creature can determine that it is artificial with a successful Intelligence (Investigation) check against your spell save DC, and it will sound hollow to the creature. You can use this feature a number of times equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest.
Serenade of the Wind & Sea 14th-level College of the Sunlit Seas feature As a bonus action, you sing a short serenade to the wind and sea, drawing a swift-moving wind or current to you. When you do so, choose a number of creatures that can hear you within 60 feet, up to a number equal to your Charisma modifier (minimum of one). For the next minute, each creature’s base walking speed and swimming speed increase by 10 feet and they don’t provoke opportunity attacks. Once you use this feature, you can’t do so again until you finish a short or long rest.
Cleric Clerics are imbued with divine magic, chosen conduits for the power of the gods. Through devotion to a god, their magic manifests itself in the form of miraculous effects. The following optional rules and domain are geared towards underwater campaigns.
Equipment
You can choose to substitute the following starting equipment for your cleric (see Chapter V - Equipment): • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) in exchange for (a) bronzescale, (b) seaweave armor, or (c) fishscale mail (if proficient) • a light crossbow and 20 bolts in exchange for light speargun and 20 shafts
Ocean Domain torento is a genasi from sanctuary who answered a call to serve the ocean
60 feet who can hear you. The creature can choose to add your Bardic Inspiration die to one attack roll or saving throw that misses or fails. In addition, you can add the die roll to one attack roll or saving throw that misses or fails. Once you do so, the song ends. Sting of the Ray. Choose a willing creature within 60 feet who can hear you. On their next attack roll that hits, the creature can add the number rolled on the Bardic Inspiration die to the damage and the target must make a Constitution saving throw against your spell save DC. On a failure, the target becomes poisoned until the song ends. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the condition and song both end.
Ocean Domain Features Cleric Level
Feature
1st
Domain Spells, Blessings of the Ocean, Shield of the Ocean
2nd
Channel Divinity: Ocean’s Fury
6th-level College of the Sunlit Seas feature
6th
Echolocation
You learn to mimic sounds such as a crashing wave, whale song, and other natural noise of the sea. When a creature you can see makes a Dexterity (Sleight of Hand) or Dexterity (Stealth) check, you can use
8th
Divine Strike
17th
Champion of the Ocean
Distracting Sound
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Gods of the ocean (such as Okeano, Aegir, and Poseidon) are unpredictable. One moment they’re as pleasant as a gentle current, the next as violent as a swirling maelstrom. These gods demand everyone to respect the ocean and the life contained within, punishing those who cause needless harm. Clerics of these gods act as their champions, only wishing to channel the power contained in the ocean, never seeking mastery. They understand the ocean’s volatile nature, embracing it and holding it sacred. These clerics act as conduits, unleashing the power of these waters to protect themselves or take vengeance upon their enemies.
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Domain Spells
You gain domain spells at the cleric levels listed in the Ocean Domain Spells table. See the Divine Domain class feature for how domain spells work.
Ocean Domain Spells Cleric Level
Spells
1st
bubble cloud*, crashing current*
3rd
aquatic orb*, locate animals or plants
5th
conjure animals, coral grasp*
7th
control water, dominate beast
9th
commune with nature, rushing current*
Spells marked with an asterisk can be found in Chapter VII - Magic Items & Spells.
Blessings of the Ocean 1st-level Ocean Domain feature
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Divine Strike 8th-level Ocean Domain feature You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold or 1d8 bludgeoning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Champion of the Ocean 17th-level Ocean Domain feature Your god has chosen you as their champion. You can Dash as a bonus action and your swimming speed increases by 10 feet. In addition, when you use your Ocean’s Fury feature, the effect’s radius is extended to 60 feet and the damage increases to 4d10 + your cleric level. If a creature with a size of Large or smaller fails its saving throw, it is knocked prone.
The ocean provides for those who hold it sacred. You gain a swimming speed equal to your base walking speed. If you already have a swimming speed, it increases by 5 feet. You also choose two of the following blessings. Amphibious. You can breathe both air and water. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Deep Diver. You gain resistance to cold damage and you ignore any of the drawbacks caused by a deep, underwater environment. Telepathy. You can communicate simple ideas telepathically with beasts that can breathe water that you can see within 30 feet of you. They can understand your thoughts, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. Underwater Combat Training. You gain proficiency with harpoons, nets, and tridents.
Druid
Shield of the Ocean
Underwater
1st-level Ocean Domain feature Those who revere the ocean can call on it to help protect allies. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to attack that creature. To do so, you must be able to see both the attacker and the target. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Druids draw on their connection with nature to extend its will, while claiming no mastery over it. This connection allows a druid to channel powerful magical energies and even transform into creatures. The following optional rules and druidic circle options are geared towards underwater campaigns.
Equipment
You can choose to substitute the following starting equipment for your druid (see Chapter V - Equipment): • leather armor for seaweave armor
Underwater Beast Shapes
A list of additional beast shapes for the underwater environment found in this book and The Seas of Vodari.
CR
Beast
Fly/Swim
0
Common Fish
Swim
0
Remora
Swim
0
Sea Otter
Swim
1/8
Common Dolphin
Swim
1/8
Nuku Nuku
Swim
Channel Divinity: Ocean’s Fury
1/8
Seal
Swim
2nd-level Ocean Domain feature
¼
Bladefish
Swim
You can use your Channel Divinity to call the ocean’s fury to you in the form of a cold and crushing vortex of seawater. As an action, you present your holy symbol and invoke the name of your deity. Each hostile creature within a 30-foot radius of you must treat the area as difficult terrain until the end of your next turn and must make a Strength saving throw. A creature takes cold or bludgeoning damage (your choice) equal to 2d10 + your cleric level on a failure, or half as much on a success.
¼
Manta Ray
Swim
½
Bottlenose Dolphin
Swim
½
Giant Hermit Crab
Swim
1
Dire Stingray
Swim
1
Giant Jellyfish
Swim
1
Huge Crab*
Swim
Echolocation
2
Giant Sea Turtle
Swim
6th-level Ocean Domain feature
4
Giant Squid
Swim
7
Blue Whale
Swim
As a bonus action, you make a noise such as a click or a squeak, gaining blindsight within 30 feet of you for 1 minute. You can’t use this feature while deafened.
*found in The Seas of Vodari
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Oceanborn 2nd-level Circle of the Deep feature You have resistance to cold damage, you have a swimming speed equal to your walking speed, and you can breathe air and water. You can withstand pressure to a depth of 1,000 feet per druid level. When you use your Wild Shape feature, you can transform into the shape of a beast with a swimming speed. Starting at 8th level, you can choose the shape of a beast with a swimming speed and a challenge rating of up to 2. With noises and gestures, you can communicate simple ideas with Small or smaller beasts that have a swimming speed.
Crushing Pressure 2nd-level Circle of the Deep feature You wield the crushing pressure of the depths. When you hit a Large or smaller creature within 120 feet with a spell attack or a creature fails a saving throw against a spell you cast, you can spend your bonus action to knock the target prone, and its speed is halved until the beginning of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain all expended uses when you finish a long rest.
Pearl-Diving Charm 6th-level Circle of the Deep feature You can help other people venture into the depths. You gain water breathing as an additional prepared spell. Creatures affected by a water breathing spell that you cast also gain resistance to cold damage, a swimming speed equal to their walking speed, and the ability to withstand pressure to a depth of 6,000 feet. At 14th level, this increases to a depth of 14,000 feet. When you cast water breathing, the spell can’t be dispelled by anyone other than you.
Where Eyeless Things Dwell 6th-level Circle of the Deep feature esha is a druid of the circle of the deeps and feels most at home under the waves
You gain blindsight out to a range of 60 feet. Furthermore, you can communicate telepathically with any creature you can see within 120 feet. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to speak at least one language.
Davy Jones’ Locker
Circle of the Deeps Most of the world is covered in ocean, and the druids of the Circle of the Deeps are among the few air-breathers who are one with its mysteries: crushing pressure, unfathomable creatures, and relics of an ancient past. Even those that dwell primarily above the waves find that their connection to the lightless depths gives them gifts that are frightening and unfamiliar to surface-dwellers. Some druids of aquatic races also belong to this Circle, often taking a more protective stance toward the Deeps. A third branch of this Circle hides in plain sight: those who have embraced Dokahi’s malice against the sunlit lands. They threaten to bring the terrors of the deeps to all of Vodari.
Circle of the Deep Features
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Druid Level
Feature
2nd
Oceanborn, Crushing Pressure
6th
Pearl-Diving Charm
10th
Where Eyeless Things Dwell
14th
Davy Jones’s Locker
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14th-level Circle of the Deep feature When you knock a creature prone with your Crushing Pressure feature, you can also force the target to roll a Constitution saving throw against your spellcasting DC. On a failed saving throw, the target suffers 5d10 cold damage and is restrained for 1 minute; on a success, it suffers half damage and is not restrained. At the end of each of its turns, the target can attempt a new saving throw; on a success, it is no longer restrained. You can use this feature once, and regain the use of it when you finish a long rest. Furthermore, you regain all expended uses of Crushing Pressure when you finish a short or long rest.
Circle of the Sea The ocean is full of an incredible array of living things and immense primal power in the form of waves, currents, and tides. Those druids who channel these living seas are collectively known as the Circle of the Sea. Using their connection to the creatures, plants, and natural energy of the sea, they protect the underwater world. Druids from the Circle of the Sea can be found throughout the Sunlit Seas and Twilight Waters. They protect the seas against threats from the surface above and Midnight Depths below. These druids travel the seas, following the currents to where they are needed most.
Circle of the Deeps in Undersea Campaigns The Circle of the Deeps druid subclass was designed for non-aquatic characters who were born on land but feel a call to the deeps. Starting at 2nd level, it allows a PC from above the waves to effectively play in an undersea campaign from the Sunlit Seas all the way down to the Midnight Depths.
Alternative Oceanborn Benefits If you were born under the seas, when you gain the Oceanborn feature at 2nd-level, you can choose one of the following benefits. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Increased Swimming Speed. Your swimming speed increases by 5 feet. Landwalker. You gain a walking speed of 25 feet. If you don’t normally have legs, as an action you gain humanoid legs in place of your lower body and you lose your natural swimming speed. You can change your legs back into a tail or tentacles as an action.
Alternative Pearl-Diving Charm Benefits If you were born under the seas, when you gain the Pearl-Diving Charm feature at 6th-level, you can instead choose to gain the following alternative feature. Deep Diver. You can help other people venture into the depths. You gain deep diving as an additional prepared spell. When you cast the spell, you can target 4 additional targets without the need to consume higher spell slots. At 14th level, this increases to 9 additional targets. When you cast deep diving, the spell can’t be dispelled by anyone other than you.
When they do meet as a group, this circle will congregate in sacred groves in kelp forests or among pillars of living coral.
Circle of the Sea Features Druid Level
Feature
2nd
Living Seas, Underwater Circle Forms
6th
Primal Call
10th
Empowered Circle Forms
14th
Guardian of the Living Seas
Living Seas 2nd-level Circle of the Sea feature You gain the ability to harness the living seas while in any environment. As a bonus action, you can magically connect to the living seas, creating an aura in a 30-foot radius around you. This aura appears as dimly glowing sea creatures floating around you, which lasts for 1
kalli is a druid with a strong connection to the living seas
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minute. Once you use this feature, you can’t use it again until you finish a short or long rest. Each time you use this feature you select one of the following options, based on which zone you connect with. Sunlit Seas. The bright warmth of this zone and its creatures dance around you and your allies. While you are in your beast form, you may cast spells that heal, as long as they require no material components. In addition, each creature of your choice in the aura has advantage on saves made against being frightened. Twilight Waters. The eerie glow of this zone and its creatures rush around you and your allies. When you make an attack against a creature in your aura, you can add 1d6 + half your druid level (rounded down) to the damage. In addition, each creature of your choice in the aura when it appears gains an additional 10 feet of movement for the duration. Midnight Depths. The cold, crushing dark of this zone and its denizens drift around you and your allies. Each creature of your choice in the aura gains darkvision out to a range of 60 feet. If the creature already has darkvision, the creature gains blindsight out to a range of 30 feet. In addition, you gain advantage on Constitution checks and Constitution saving throws.
Twilight Waters. You can cast the haste spell once without expending a spell slot and regain the ability to do so when you finish a short or long rest. In addition, you can take the Hide action as a bonus action and have advantage on Dexterity (Stealth) checks. Midnight Depths. You can cast your choice of the darkness spell or daylight spell once without expending a spell slot and regain the ability to do so when you finish a short or long rest. In addition, you have blindsight out to a range of 60 feet.
Underwater Circle Forms
• (a) chain mail or (b) leather armor, longbow, and 20 arrows in exchange for (a) fishscale mail or (b) seaweave armor, a heavy speargun and 20 shafts • a light crossbow and 20 bolts in exchange for a light speargun and 20 shafts
2nd-level Circle of the Sea feature When you Wild Shape, you may ignore the swimming speed limitation on the Beast Shapes table. In addition, any beast you Wild Shape into that does not have a swimming speed gains a swimming speed of 30 feet and can breathe while underwater.
Primal Call 6th-level Circle of the Sea feature Your primal connection to the sea allows you to call to it for protection from anywhere. Grasping seaweed, crashing waves, swirling currents, or another form of aid materializes to help you and your allies. When an enemy that you see makes a melee attack against you or a creature within 5 feet, you can use your reaction to impose disadvantage on the attack. If the attack still hits, the target has resistance against the attack’s damage.
Empowered Circle Forms 10th-level Circle of the Sea feature Your connection to the seas strengthens your Circle Forms to become even more powerful. You can use your Wild Shape to transform into a beast with a challenge rating as high as 3, if it has a swimming speed. At 14th level, this increases to a challenge rating as high as 4. When you Wild Shape, your beast form gains a number of temporary hit points equal to your druid level. While you are in your beast form and hit with a melee attack, you can add an extra 1d8 cold damage. In addition, while in your beast form you have resistance to cold damage and can ignore any of the drawbacks caused by a deep, underwater environment.
Guardian of the Living Seas 14th-level Circle of the Sea feature The seas have embraced you as its guardian, strengthening your ability to harness the magic and power of the living seas. When you use your Living Seas feature and select a zone to connect with, you also gain the benefits of the matching zone option below until you use your Living Seas feature again. Sunlit Seas. You can cast the calm emotions spell once without expending a spell slot and regain the ability to do so when you finish a short or long rest. In addition, when you cast healing spells, the targets of the spell regain additional hit points equal to half your druid level (rounded down).
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Fighter Fighters spend years honing their technique with countless weapons and in a variety of styles. When they dedicate themselves to focusing on a particular style of combat, they become even more skilled and deadly. The following rules and options are geared towards underwater campaigns.
Equipment
You can choose to substitute the following starting equipment for your fighter (see Chapter V - Equipment):
Fighting Style
You can add the following option to the list of Fighting Style options. Fisher. You gain a +2 bonus to damage with weapons that have both the versatile and thrown property and a +2 bonus to attack rolls with nets.
Warden of the Ancients Long ago the Ancients were torn apart by the gods, split into the Dakri and the Varu. Civil war erupted and both spent lifetimes developing fighting techniques to gain the upper hand in an endless series of conflicts. Varu golden sentinels countered the aggressive, predatory style developed by the dakri. Following the wars, some dakri and varu joined together to learn from one another and merged their techniques into a single teaching. This tradition has been preserved among surviving descendants of this once great civilization and rediscovered by those who have delved into its ruins. Whether learned through training with a master or by deciphering murals and inscribed monoliths, all who learn these secret techniques are its wardens.
The Ancients To learn more about the Ancients, see The Ancients section of Chapter III - The Undersea People.
Warden of the Ancients Features Fighter Level
Feature
3rd
Among the Ruins, Traditions of the Forgotten Wars
7th
Mobile Tactics
10th
Advanced Warden Techniques
15th
Disciplined Tactics
18th
Master Warden
Among the Ruins 3rd-level Warden of the Ancients feature Your time spent in the ruins of the once-great cities of the Ancients has provided you with lost knowledge. You gain proficiency with one of the following skills of your choice: History, Investigation, Religion, or Survival. In addition, you learn Celestial or a language of your choice if you already know this language.
Traditions of Forgotten Wars 3rd-level Warden of the Ancients feature You can use a bonus action to enter one of the stances below. A stance lasts for 1 minute or until you are incapacitated. You can end a stance early as a free action. You can enter one of these stances twice, and you regain one use of this feature when you use your Action Surge or Second Wind features or finish a short rest. You regain all expended uses of this feature when you finish a long rest. Swift Darkness Stance. While you are in this stance, your speed in all movement modes increases by 10 feet. When you start your turn with no hostile creatures adjacent to you and move at least 10 feet, you gain advantage on the first attack roll you make before the end of your turn. Unbreaking Shell Stance. While you are in this stance, when a creature hits you with an attack, you gain resistance to damage dealt by all subsequent attacks made by that creature until the start of your next turn. Golden Sentinel Stance. While you are in this stance, you deal an additional 1d8 damage when you hit a creature with an opportunity attack. Additionally, if you are wielding a ranged, reach, or thrown weapon, you can use a bonus action on your turn to choose one fivefoot square you can see that is at least 10 feet from you, and in which a creature is taking cover. If the creature reduces the amount of cover it has, you can make an opportunity attack against it.
Mobile Tactics 7th-level Warden of the Ancients feature When you use a bonus action to enter a stance, you can also move up to your speed.
Advanced Warden Techniques 10th-level Warden of the Ancients feature When you use the stances of Traditions of Forgotten Wars, you gain the following additional features. Swift Darkness Stance. Once per turn while you are in this stance, you can deal an additional 2d6 damage when you hit with an attack if you have advantage on the roll. Unbreaking Shell Stance. While you are in this stance, when you take acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage, you deal 1d8 additional damage of that type the next time you hit with a weapon attack before the end of your next turn. Golden Sentinel Stance. While you are in this stance, you gain blindsight out to a range of 15 feet.
aquilo has rediscovered the lost tactics and techniques of the ancients
Disciplined Tactics 15th-level Warden of the Ancients feature When you roll initiative and have no uses of Traditions of Forgotten Wars remaining, you regain one use of it.
Master Warden 18th-level Warden of the Ancients feature When you use the stances of Traditions of Forgotten Wars, you gain the following additional features. Swift Darkness Stance. While you are in this stance, when you reduce a creature to 0 hit points, you can use your reaction to move up
to half your speed and make one additional attack. If you are wielding natural weapons, you can make two additional attacks; if you are wielding two melee weapons, you can make one attack with each. Unbreaking Shell Stance. While you are in this stance, when you succeed or fail a saving throw, you gain advantage on saving throws that you roll until the start of your next turn. Golden Sentinel Stance. The additional damage you deal with opportunity attacks while you are in this stance increases to 2d8, and when you hit a creature with an opportunity attack, it has disadvantage on attacks it makes until the start of your next turn.
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Way of the Dancing Current Features Monk Level
Feature
3rd
Bonus Proficiencies, Ebb & Flow Technique
6th
Arcane Dancing
11th
Battle Dancer
17th
Dance of the Swirling Current
Bonus Proficiencies 3rd-level Way of the Dancing Current feature You gain proficiency in the Performance skill if you don’t already have it and your proficiency bonus is doubled for any Performance ability checks you make to dance. You also gain proficiency with scimitars if you don’t already have it and scimitars are monk weapons for you.
Ebb & Flow Technique 3rd-level Way of the Dancing Current feature Your fighting style has developed to effectively mix with your dancing skills, allowing you to quickly fluctuate between offense and defense. You gain the following benefits. Ebbing Strike. You make passive movements to appear in retreat, striking before your escape. Whenever you use Flurry of Blows, you gain the benefit of the Dash action, and you don’t provoke opportunity attacks from your Flurry of Blows targets for the rest of your turn. Flowing Defense. You make aggressive movements to put your opponent on the defensive. Whenever you use Patient Defence, when an attacker that you can see hits you with an attack, you can use your reaction to make an unarmed strike against that creature.
Arcane Dancing 6th-level Way of the Dancing Current feature You gain the ability to channel your ki to weave magic into your dances to duplicate the effects of certain spells. You gain the dancing lights cantrip and can cast it without providing material components. Additionally, as an action, you can spend 2 ki points to cast calm emotions, enthrall, or mirror image.
Battle Dancer 11th-level Way of the Dancing Current feature
venia has embraced the way of the dancing current
Monk Monks channel ki, a magical energy flowing through living bodies. In combination with martial training, ki can be harnessed to far exceed the capabilities of their physical body. The following monk tradition is geared towards underwater campaigns.
Way of the Dancing Current Monks who embrace the Way of the Dancing Current tradition combine martial and performance arts. This tradition first emerged in siren communities, where the most talented wavedancers proved to also be the fiercest defenders. Like a current dancing through the sea, these monks utilize speed, grace, and agility to flow through battle, fluctuating between evasion and attack. The most experienced members of the Dancing Current order embody water, even appearing to take its form of water when they dance.
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You have mastered combining martial and performance arts, flowing like water through the battlefield. You gain the following benefits. Elusive Target. If a creature you can see hits you with a melee attack, you can use your reaction to move up to half your speed without provoking opportunity attacks. Graceful. You can’t be knocked prone. Also, your movement is unaffected by difficult terrain and spells and other magical effects can neither reduce your speed nor cause you to be restrained.
Dance of the Swirling Current 17th-level Way of the Dancing Current feature You have learned to channel your ki to perform a dance empowered by the deep and powerful currents. As a bonus action, you spend 4 ki points to surround yourself with rapidly swirling water. Any creatures of your choice within a 30-foot radius sphere centered on you must treat the area as difficult terrain until the end of your next turn and must make a Strength saving throw. On a failed save, the creature is knocked prone and takes 2d8 force damage and 2d8 cold damage. On a successful save, the creature is not knocked prone and takes half as much damage.
Paladin Paladins are righteous crusaders. They combine martial skill with divine power granted from their sworn oath and the righteous path they follow to fulfill it. The following optional rules and oath option are geared towards underwater campaigns.
Equipment
You can choose to substitute the following starting equipment for your paladin (see Chapter V - Equipment): • chain mail in exchange for fishscale mail
Fighting Style
You can add the following option to the list of Fighting Style options. Fisher. You gain a +2 bonus to damage with weapons that have both the versatile and thrown property and a +2 bonus to attack rolls with nets.
Oath of the Waves The Oath of the Waves calls to seafolk who seek to protect their homes and people from evil that lurks in the depths. These paladins, often after suffering a great loss, swear an oath to protect those who dwell on or under the waves. In the aftermath of the Godwar, survivors were left injured and starving, providing easy targets for aboleth slavers, hungry monsters, and other threats. Paladins following this oath began to quickly emerge among the merfolk, elves, and others. Like a crashing wave, they pushed these evils back into the depths. After centuries of destroying aberrations and monstrosities, the most resolute of this group began to even take on monstrous traits to better destroy these evils. Today, these paladins act as traveling guardians, moving from community to community, providing aid wherever needed.
Tenets of the Waves
The tenets of the Oath of the Waves drive a paladin to act as a guardian of those who dwell in the seas. Share the Sea’s Bounty. The seas are generous. I will aid those without food and shelter and challenge any who take more than their share. Freedom for All. I must aid those who suffer oppression and free the enslaved. Eradicate the Unnatural. I will hunt and eliminate aberrations and monstrosities, especially those who threaten a community. Travel the Seas. I will follow the wind, waves, and currents to communities that need aid.
Oath of the Waves Features Paladin Level
Feature
3rd
Oath Spells, Channel Divinity
7th
Aura of the Crashing Waves
15th
Vision of the Depths
20th
Form of the Leviathan jaxi has sworn an oath to protect all who live on or below the waves
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Channel Divinity. Each aberration or monstrosity that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Empowered Weapon. As a bonus action, you can empower one weapon that you are holding using your Channel Divinity. For 1 minute, you add your Charisma modifier to damage rolls made with that weapon (minimum 1). If the weapon is not already magical, it becomes magical for the duration. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Aura of the Crashing Waves 7th-level Oath of the Waves feature An aura with the speed and force of crashing waves emanates from you. Spells and other magical effects can neither reduce your speed nor cause you to be restrained. The aura extends 10 feet from you in every direction and any creatures of your choice within the aura must treat the area as difficult terrain. At 18th level, the range of this aura increases to 30 feet.
Vision of the Depths 15th-level Oath of the Waves feature You adapt to become better at seeking out evil wherever it hides. You gain blindsight to a range of 15 feet. If you are underwater, this range increases to 30 feet.
Form of the Leviathan 20th-level Oath of the Waves feature
nalos chases the most powerful leviathans found under the seas
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Waves Spells Paladin Level
Spells
3rd
protection from evil and good, purify food and drink
5th
alter self, warding bond
9th
create food and water, tidal wave
13th
control water, locate creature
17th
destructive wave, hold monster
Channel Divinity
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To battle monsters, you take the form of a great leviathan with an appearance you choose. For example, your skin might become scaled, your arms turn into tentacles, or your legs become fused like a whale or shark. As a bonus action, you undergo a transformation and gain the following benefits for 1 minute: • If you are smaller than Huge, you become Huge, along with anything you are wearing. If you lack the room to become Huge, your size doesn’t change. • You have advantage on Strength checks. • Your melee weapon attacks deal an additional 1d8 damage. • You have resistance to non-magical bludgeoning, piercing, and slashing damage. • You gain a swimming speed equal to your base walking speed. If you already have a swimming speed, you gain an additional 15 feet of swimming speed. Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Ranger Rangers combine martial prowess and nature magic. Their abilities aid them on their never-ending hunt to protect the borderlands, whether that be on land or sea. The following optional rules and ranger archetype are geared towards underwater campaigns.
3rd-level Oath of the Waves feature
Equipment
When you take this oath, you gain the following two Channel Divinity options. Censure the Deep. As an action, you present your holy symbol and speak a prayer censuring aberrations and monstrosities, using your
• (a) scale mail or (b) leather armor in exchange for (a) bronzescale mail or (b) seaweave armor
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You can choose to substitute the following starting equipment for your ranger (see Chapter V - Equipment):
• a longbow and a quiver of 20 arrows in exchange for a light speargun and 20 shafts.
Chaser’s Brand
Fighting Style
When you hit a creature with an attack roll or cast the spell hunter’s mark, you can magically brand your quarry, making it easier for you to end your hunt. For 1 minute you gain the following benefits:
You can add the following option to the list of Fighting Style options. Fisher. You gain a +2 bonus to damage to weapons that have both the versatile and thrown property and gain a +2 bonus to attack rolls with nets.
Natural Explorer
For your Natural Explorer feature, you can add underwater to the list of favored terrains to choose from.
Leviathan Chaser Leviathan Chasers are rangers who specialize in hunting dangerous and unusual monsters from the deepest seas. Their obsessive pursuit of krakens, monstrous whales and sharks, or any other legendary leviathans is driven by revenge, thrill-seeking, or glory. Through their endless hunt, these rangers protect the seas, acting as shining bastions against threats from the darkest depths. Their reckless resolve in the face of danger is often contagious, bolstering companions and increasing all of their chances of surviving a deadly chase.
Leviathan Chaser Features Ranger Level
Feature
3rd
Leviathan Chaser Magic, Leviathan Lore, Chaser’s Brand
7th
Keepsake
11th
Chaser’s Strike
15th
Reckless Resolve
Leviathan Chaser Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Leviathan Chaser Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Leviathan Chaser Spells Ranger Level
Spells
3rd
heroism
5th
aid
9th
haste
13th
dominate beast
17th
hold monster
Leviathan Lore 3rd-level Leviathan Chaser feature You dedicate yourself to learning everything about the dangerous and unusual foes you chase. When you make an ability check to track or recall information about a favored enemy or a creature that is Huge or larger, your proficiency bonus is doubled for that check. If that creature has a lair, the ability check can include providing information such as lair actions and regional effects. Starting at 11th level, you have advantage on saving throws against lair actions for any creature you have used this feature to find information on.
3rd-level Leviathan Chaser feature
• The target sheds dim light in a 5-foot radius. • The first time you hit the creature on each of your turns and deal damage to it, you add an additional 1d8 radiant damage. When you reach 11th level the additional damage increases to 2d8 radiant damage. • Any extra damage dealt by the spell hunter’s mark becomes radiant damage. Once you use this feature, you can’t do so again until you finish a short or long rest.
Keepsake 7th-level Leviathan Chaser feature You claimed a keepsake from a monster in a battle. You gain one of the following abilities based on your study of this trophy. You choose one additional ability from this list, at 11th level and 15th level. Claw. Your nails grow into claws and are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Ear. You have advantage on Wisdom (Perception) checks that rely on hearing. Eye. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fin. You gain a swimming speed equal to your walking speed. If you already have a swimming speed, it increases by 5 feet. Lung. You gain the ability to breathe air and water. Nose. You have advantage on Wisdom (Perception) checks that rely on smell. Scale. You can ignore any of the drawbacks caused by a deep, underwater environment. Stinger. You have advantage on saving throws against poison and the poisoned condition. Tentacle. You have advantage on any ability check to escape a grapple against a creature that has a size of Large of greater. Tooth. Your teeth become sharper and are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Relentless Pursuit 11th-level Leviathan Chaser feature Once you mark your quarry, your pursuit is relentless. When your Chaser’s Mark target moves at least 10 feet, you can use your reaction to move up to 30 feet. This movement doesn’t provoke opportunity attacks. In addition, when you end this movement, if your target is within your weapon’s range, you can make a weapon attack against it.
Reckless Resolve 15th-level Leviathan Chaser feature Your experience has taught you how to take a hit and give back even harder. When you take damage from an attack, you can use your reaction to make a weapon attack against that creature. In addition, if you are hit with an attack that asks you to make a Strength saving throw, you make that saving throw with advantage.
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Rogue
Dreadmask
Rogues use skill, stealth, and precision over brute force to overcome most challenges. Their focus on being cunning and nimble is well suited to adventuring in the undersea world. The following optional rules and roguish archetypes are geared towards underwater campaigns.
Equipment
You can choose to substitute the following starting equipment for your rogue (see Chapter V - Equipment): • a shortbow and quiver of 20 arrows in exchange for a light speargun and 20 shafts • leather armor for seaweave armor
jarana found a mask of horrors while exploring ruins near vonnahr deep
The tradition of the Dreadmask comes from rogues borrowing the visages of the unsettling creatures found in the deepest parts of the ocean, including fish and the monsters of Dokahi’s brood. They craft or alter masks, which they wear into battle; the terrors that they bind to these masks give them great power over the fears of their allies and enemies – even enemies who are hardened against dread. At its founding, the Dreadmasks believed they were bearers of holy dread, reminding people to seek solace from the gods. It was all too easy for corruption to seep into their ranks, as they exulted in the fear and deference of the masses. Nowadays, only a rare few aspire to any sort of greater cause.
Dreadmask Features Rogue Level
Feature
3rd
Dread Presence, Mask of Horrors
9th
Dread Pursuit
13th
Eyes of the Nightmare
17th
Dream Master
Dread Presence 3rd-level Dreadmask feature You gain proficiency in one of the following skills of your choice: Deception, Intimidation, or Stealth. Creatures of your choice within 30 feet of you that can see you gain advantage on saving throws against the frightened condition. When you fail a saving throw against the frightened condition, you can use your reaction to succeed instead.
Mask of Horrors 3rd-level Dreadmask feature You craft or modify a mask, according to the secret lore of the Dreadmasks. If your mask is lost or destroyed, you can create a new one the next time you finish a long rest. While you are wearing your mask, as a bonus action you can force one creature that can see you to roll a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency bonus). On a failure, the creature is frightened of you until the beginning of your next turn. You can use this ability a number of times equal to your proficiency bonus, and regain all expended uses when you finish a short or long rest. If you have hit the target with an attack in the same turn, the target has disadvantage on its saving throw against the frightened condition. If you hit the target with an attack later in the same turn, you can deal psychic damage equal to your rogue level to a different creature of your choice that saw your attack. When you use one of these two effects, you can’t do so again until the start of your next turn.
a dreadmask
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zam survives by scavenging for what he needs to survive
Mask Origin d4
Origin
1
I dreamt I was wearing a terrifying mask. When I awoke from the nightmare, I was holding the mask in my hands.
2
I found a mask while exploring ruins that I felt drawn towards. Or did the mask find me?
3
I uncovered the secrets of the Dreadmasks and crafted a mask with this knowledge.
4
I inherited a mask from a Dreadmask. I promised to continue the traditions of this order.
Dread Pursuit 9th-level Dreadmask feature When you hit a creature with an opportunity attack, you can teleport to a space you can see within 15 feet of where the target ends its turn. If the creature is frightened of you, you can instead teleport to any space within 15 feet of the creature that you can see.
Eyes of the Nightmare 13th-level Dreadmask feature As an action, you can see through your mask’s eyes instead of your own for 10 minutes, as long as it is within 1 mile. This vision benefits from any blindsight, blindsense, darkvision, or truesight that you have. If you have the blinded condition, you can see normally through the mask’s eyes. In addition, you can cast fear without expending a spell slot. You can use this feature once, and regain the ability to do so when you fin-
ish a long rest, or when a creature that is currently frightened of you falls to 0 hit points. Charisma is your spellcasting ability for this spell.
Dream Master 17th-level Dreadmask feature You can cast dream without expending a spell slot, targeting one creature that has previously been frightened of you. You can use this feature once, and regain the ability to do so when you finish a long rest. If you use the damaging version of this spell, you can add your Sneak Attack damage to the damage dealt. Charisma is your spellcasting ability for this spell.
Scavenger Life isn’t easy for everyone under the seas. Scavengers are resourceful survivalists forged through scratching out survival on the edge. There are many ways to be pushed into life as a scavenger and few are by choice. These rogues are known for being excellent at both hiding and seeking. Scavengers make good criminals, but truly shine when asked to put their unique skill sets to the test as adventurers.
Scavenger Features Rogue Level
Feature
3rd
Bonus Proficiencies, Hide & Seek, Finder Keepers
9th
Seeker
13th
Run & Hide
17th
Vanishing Act
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reasonably could have picked up in your travels. Items found using this feature have the following conditions: • You can only have one found item in your inventory at a time and you can share the item with your companions. • Once you find an item using this feature, you can not search for another item until you finish a short or long rest. • Using this feature to search for a new item (or attempting to sell an item found using this feature) will result in the found item becoming lost and removed from your inventory. • This feature has no impact on items added to your inventory normally.
Seeker 9th-level Scavenger archetype feature You can sense the location of hidden creatures and objects. Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you. Also, when you take the Search action, you have advantage on locating a hidden creature or object within 30 feet of you, even if it’s obscured or invisible.
Run & Hide 13th-level Scavenger archetype feature When you use your Uncanny Dodge feature, you can move up to half your speed without provoking opportunity attacks, and take the Hide action where you end your move.
Vanishing Act 17th-level Scavenger archetype feature
arana found a mysterious orb that allows her to channel ancient magic
Bonus Proficiencies 3rd-level Scavenger archetype feature You gain proficiency in the Investigation and Survival skills. If you are already proficient in either of these skills, you can choose one of these skills and add it to your list of Expertise skills.
Hide & Seek 3rd-level Scavenger archetype feature Your ability to both hide and seek are greatly improved. You can attempt to hide even when you only have half cover or are only lightly obscured by bubbles, marine snow, and other natural phenomena. You can also use your Cunning Action to take the Search action.
Finders Keepers 3rd-level Scavenger archetype feature You have a knack for “acquiring” objects and anything else you need to survive. You can find food for yourself and up to five other people each day, if you are traveling no faster than a normal pace. In addition, as an action, you can search your belongings to find an item worth up to 2 gp and weighing up to 5 pounds (see Chapter V Equipment of this book or Equipment in the core rules), which you
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You can now hide so well, you appear to vanish. Whenever you take the Hide action, you can’t be detected by blindsight or smell. In addition, you become so skilled at stealth that as a bonus action you become effectively invisible until the start of your next turn. If you attack a creature while invisible from this feature, your sneak attack damage against that creature increases by 4d6. Once you become invisible from this feature, you can’t do so again until you complete a short or long rest.
Sorcerer Sorcerers are those rare individuals who are naturally connected to the magical energies found in nature. They only need to learn to harness their connection to unlock powerful abilities. The following optional rules and sorcerous origin are geared towards underwater campaigns.
Equipment
You can choose to substitute the following starting equipment for your sorcerer (see Chapter V - Equipment): • a light crossbow and 20 bolts in exchange for a light speargun and 20 shafts.
Ancient Magic Your innate magic comes from a connection to the Ancients, a people who constructed a highly advanced civilization using magic long ago. You have abilities and knowledge thought to be lost and forgotten. Your use of magic is technology-like, which you can channel through your arcane device. As your power grows, your ability to twist the arcane energies that power spells will become unrivaled. As an Ancient Magic sorcerer, you decide how you acquired this connection. The origin of your power could be anything, from ancestry to chance. Consult the Ancient Magic Origins table for a possible origin of your arcane abilities.
The Ancients To learn more about the Ancients, see The Ancients section of Chapter III - The Undersea People.
Ancient Magic Origins d4
Origin
1
You are a dakri or varu whose bloodline contains a strong connection to the lost magic of your ancestors.
2
You found a mysterious artifact. When you touched the object, you gained magical powers.
3
Your research led you to rediscover the magic of the Ancients.
4
You connected with a mysterious entity in a dream and had magical powers when you awoke.
Ancient Magic Features Sorcerer Level
Feature
1st
Knowledge of the Ancients, Arcane Device
6th
Magical Manipulation
14th
Enhanced Device
18th
Destructive Spell
Knowledge of the Ancients 1st-level Ancient Magic feature You can speak, read, and write Celestial or another language of your choice if you already know this language. You also gain advantage on Intelligence checks to understand or use objects and constructs created by magic. In addition,, you know the detect magic and identify spells. You can cast identify once without expending a spell slot or providing material components and regain the ability to do so when you finish a short or long rest. These spells count as sorcerer spells for you and do not count towards the maximum number of spells you can know.
Arcane Device 1st-level Ancient Magic feature You have discovered an arcane device that connects you to the pathways of ancient magic. This device is a Tiny object made from metal, ceramic, or a material of your choosing and can take any shape, such as a sphere or cube. Its surface contains inlaid circuitry and when you interact with the device it can glow, beep, spin, or make similar reactions. Also, when your device is within 30 feet and you can see it, you can use it as a spellcasting focus. You can also cast a spell with your device as the origin, as if you were casting it from yourself. If the spell has a range of touch, the range of the spell is 5 feet from the device. In addition, as a bonus action you can speak a command word and use your device in one of the following ways: • Your device emanates the light cantrip. • Your device moves to any location within a 30-foot sphere centered on you, that it can reach without traveling through solid objects. If you move, the device maintains this distance, taking the shortest route to do so. The device remains at this location until you recall it to you as a free action, returning to your hand or an adjacent unoccupied space of your choice. • Your device takes the Help action, targeting a creature you choose within 5 feet of it.
The device’s AC equals your spell save DC. Its hit points equal your sorcerer level plus your proficiency bonus, and it is immune to poison and psychic damage. If your arcane device is lost or destroyed, you can create a new one over the course of a short or long rest, and the previous device is destroyed if it still exists. The device is also destroyed when you die.
Magical Manipulation 6th-level Ancient Magic feature You can modify the underlying magical energies that power spells. You gain one additional Metamagic option from the Metamagic list. In addition, you gain these three additional metamagic options. Bolstered Spell. When another creature you can see within 60 feet casts a spell, you can use your reaction and spend 2 sorcery points to roll 1d4 and add the number rolled to the spell attack roll or the spell save DC. You can do so after the creature rolls but before any effects of the roll occur. Hindered Spell. When another creature you can see within 60 feet casts a spell, you can use your reaction and spend 2 sorcery points to roll 1d4 and subtract the number rolled from the spell attack roll or spell save DC. You can do so after the creature rolls but before any effects of the roll occur. Interwoven Spell. When you cast a spell that requires concentration while you are currently concentrating on a spell, you can spend 2 sorcery points. If you do, both spells last until the end of your turn. You can choose to maintain concentration on one of them, and the other ends. If you take damage before the end of your turn, both spells immediately end.
Enhanced Device 14th-level Ancient Magic feature You have discovered new applications for your device. Choose two of the following options to add as features of your arcane device. At 18th level, you can choose two additional options. Freeze. As a bonus action, you can spend 1 sorcery point to speak a command word to cast the ray of frost cantrip with your device as the origin. In addition, you can spend an additional 1 sorcery point to target a second creature in range. Plasma. As a bonus action, you can spend 1 sorcery point to speak a command word to cast the plasma beam cantrip (see Chapter 7 Magic Items & Spells) with your device as the origin. In addition, you can spend an additional 1 sorcery point to target a second creature in range. Scan. As an action, you target a creature within 30 feet of your device. The gamemaster tells you if the creature is your equal, superior, or inferior in regard to one of the following characteristics of your choice: • • • • •
Armor Class Intelligence score Wisdom score Charisma score Total caster levels, if any
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 2 sorcery points to use it again. Shield. When an enemy you can see makes a weapon or spell attack against a creature within 30 feet of your device, as a reaction you can speak a command word to have your device cast the shield spell on the target. The spell lasts until the start of the targeted creature’s next turn. Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 2 sorcery points to use it again. Shock. As a bonus action, you can spend 1 sorcery point to speak a command word to cast the shocking grasp cantrip with your device as the origin. In addition, you can spend an additional 1 sorcery point to target a second creature in range. Teleport. If you are within 30 feet of your device, as a bonus action,
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tides. As a tidal sorcerer, you may find that your mood reflects the tides as well: when the tides are high, you may feel generous, boisterous, or overbearing; when they are low, you could become withdrawn, deceptive, or grasping. The sea holds an inescapable longing for you, especially if you are forced by circumstance to live inland.
Tidal Sorcery Features Sorcerer Level
Feature
1st
Born of the Shifting Tides, Call the Tides
6th
Above or Below the Waves
14th
Tides of Fortune
18th
Soul of the Sea
Born of the Shifting Tides 1st-level Tidal Sorcery feature You gain a swimming speed equal to your walking speed, and proficiency in vehicles (water). Starting at 2nd level, when you complete a short rest in or within sight of a large body of water (including while aboard a ship), regain 1d4-1 (minimum 1) sorcery points. Once you regain at least 1 sorcery point in this way, you can’t do so again until you complete a long rest.
Call the Tides 1st-level Tidal Sorcery feature
zasali is a tidal sorcerer castaway who was raised by goblins
When you gain the Metamagic feature, you gain Call the Tides, an additional metamagic option. When you cast a spell, you can spend 2 sorcery points to choose one of the effects below. These count against the number of Metamagic options you can use on a single spell. High Tide. Creatures targeted by your spell must roll a Strength saving throw or be pushed 10 feet in a direction of your choice. Your allies can voluntarily fail this saving throw. Flood Tide. Creatures targeted by your spell gain temporary hit points equal to your Charisma modifier + the level of the slot expended for 1 minute. Ebb Tide. Creatures targeted by your spell take acid damage equal to your Charisma modifier or the level of the slot expended, whichever is greater, in addition to any damage the spell normally deals. Low Tide. Creatures targeted by your spell can’t use reactions until the beginning of your next turn.
Above or Below the Waves 6th-level Tidal Sorcery feature you can speak a command word to teleport to any unoccupied space within 30 feet of your device. Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 2 sorcery points to use it again.
You learn water breathing and water walk, which don’t count against the number of sorcerer spells you know. You gain the ability to cast them as rituals as well. Additionally, when you expend a spell slot to cast them, you can do so as a reaction. Water breathing and water walk spells that you cast can’t be dispelled by anyone other than you.
Destructive Spell
Tides of Fortune
18th-level Ancient Magic feature
14th-level Tidal Sorcery feature
You can now collect more arcane energy to maximize the destruction caused by your spells. When you cast a spell that causes damage, you can increase the spell’s damage to that of its highest spell level, regardless of what level spell slot you cast the spell with. Once you use this feature, you can’t do so again until you finish a long rest.
When your roll on an attack roll, saving throw, or ability check is a natural 2, 3, 4, or 5, you can add 10 to the result. Once you do so, you must finish a long rest before you use this feature again. You also regain the use of this feature each time you roll a natural 1 on an attack roll, saving throw, or ability check. The 1 must be the roll’s final result; for example, if you rolled a natural 1 and a natural 15 while you had advantage, you would not regain use of this feature. Additionally, when you roll a d100, you can roll twice, learn the effects of both rolls, and choose whichever you prefer. Once you do so, you must finish a long rest before you use this feature again.
Tidal Sorcery Your innate magic comes from the tides, and might be derived either from a connection to the sea itself or to the moon that controls the
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Soul of the Sea 18th-level Tidal Sorcery feature Your command over the tides of magic and the sea reaches new heights. When you cast a spell, you can use one Call the Tides option without paying its sorcery point cost, and it doesn’t count against the number of Metamagic options you can use on a single spell. Once you use this feature, you can’t use it again until you finish a short or long rest.
Tidal Sorcerers in Undersea Campaigns The Tidal Sorcery subclass was designed for characters born on land to excel in a seafaring campaign. By 6th level, it also allows a PC from above the waves to effectively play in an undersea campaign.
Born of the Shifting Tides Alternative Benefits If you were born under the seas, when you gain the Shifting Tides feature at 1st-level, you can choose one of the following benefits. Land Dweller. You can breathe air and gain a walking speed of 25 feet. If you don’t normally have legs, as an action you gain humanoid legs in place of your lower body and you lose your natural swimming speed. You can change your legs back into a tail or tentacles as an action. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Increased Swimming Speed. Your swimming speed increases by 5 feet.
Above or Below the Waves Alternative Spells
fire river’s visit to the dwarven undersea mines turned into more than they bargained for
If you were born under the seas, when you gain the Above or Below the Waves feature at 6th-level, you can substitute water breathing for land-treading. When you cast land-treading, it can’t be dispelled by anyone but you.
Warlock Warlocks gain their power from pacts made with otherworldly beings from the depths of the seas, worlds beyond the mortal, or even with a mysterious and powerful group. The following optional rules and otherworldly patron are geared towards underwater campaigns.
Equipment
You can choose to substitute the following starting equipment for your warlock (see Chapter V - Equipment): • a light crossbow and 20 bolts in exchange for a light speargun and 20 shafts • leather armor for seaweave armor
Corruption in the Flame Whether from above or below the waves, you have looked into the volcanic fires that flow from the beating heart of the world. What you saw there, the voice that spoke to you, changing you forever with the dual power of flame and corruption. In the Seas of Vodari setting, the god Volkan tried to burn out all of the fear and malice that he saw within himself; he wished to be a Destroyer God no more. But the ashes of his divine power that he cast out were still a divinity unto themselves and took on partial sapience that could still grant power to mortals.
Corruption in the Flame Features Warlock Level
Feature
1st
Expanded Spell List, Flame in the Deep, The Power Within
6th
Power Released
10th
Explosive Wrath
14th
Reforged in Flame
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Expanded Spell List
The Corruption in the Flame allows you to choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Corruption in the Flame Spells Spell Level
Spells
1st
burning hands, inflict wounds
2nd
continual flame, flaming sphere
3rd
fireball, protection from energy
4th
ravening flame*, wall of fire
5th
contagion, dispel evil and good
* see Ravening Flame sidebar
Flame in the Deep 1st-level Corruption in the Flame feature Spells that you cast that deal fire damage ignore resistance to fire damage from the target being underwater. Once on each of your turns, you can choose a creature you can see and discern whether the creature has resistance or immunity to fire damage from a source other than being underwater.
The Power Within 1st-level Corruption in the Flame feature You can embody one side of your patron’s dual nature for a time. As a bonus action, you can choose one of the following, which lasts for 10 minutes. You can end either effect at will on your turn, and they automatically end if you activate another of these effects. You can use
each option a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Exaltation in Flame. You gain resistance to fire damage and advantage on saving throws against disease. Once per turn when you deal damage to a creature with a cantrip or hit a creature with a weapon attack, you can deal 1d6 fire damage to a creature within 10 feet of your target. Alsom you can deal fire damage with your eldritch blast instead of force. Seed of Corruption. You gain resistance to necrotic damage. Once per turn when you deal damage to a creature with a cantrip or hit a creature with a weapon attack,you can force it to make a Constitution saving throw against your spellcasting DC. On a failure, it is poisoned until the start of your next turn. A creature that succeeds a saving throw against this effect automatically succeeds saving throws against it for 1 minute. Also, you can deal necrotic damage with your eldritch blast instead of force.
Power Released 6th-level Corruption in the Flame feature When Exaltation in Flame ends, you regain 1d6 + your Charisma bonus (minimum 1) hit points. When Seed of Corruption ends, you vomit out inky bile, and you can roll a new saving throw against one curse with a duration of less than 24 hours, disease, or effect that causes the poisoned condition. On a success, that effect ends.
Explosive Wrath 10th-level Corruption in the Flame feature Your Exaltation in the Flame feature now deals 2d6 fire damage to up to two creatures of your choice within 10 feet of your initial target. When a creature fails its saving throw against your Seed of Corruption feature, it takes an additional 2d6 necrotic damage.
Reforged in Flame 14th-level Corruption in the Flame feature
Ravening Flame 4th-level evocation Casting Time: 1 action Range: Self (100 feet) Components: V, S, M (a pickled or mummified finger) Duration: Instantaneous A line of purple-red flame lashes out from you in a 100-foot-long line in a direction you choose. Each creature in the line must make a Dexterity saving throw. The target creature nearest to you takes 6d6 fire damage and can’t regain hit points until the end of your next turn on a failed saving throw, or half damage and no additional effect on a success. Target creatures beyond the nearest target take 9d6 fire damage on a failed saving throw, or half on a success. Damage from this spell ignores resistance to fire damage if the creature doesn’t also have resistance to necrotic damage. Immunity to fire damage only halves the damage that the target takes unless it is also immune to necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
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You can transform a newly-dead creature into a new form, so that it may serve you. As an action, choose a creature that is not a construct, elemental, or undead, that has died within the last minute, and whose remains you can see. • If its CR or level is 5 or lower, you can choose for it to become a gargoyle, hell hound, or nightmare. • If its CR or level is 10 or lower, you can choose for it to become a black pudding. • If its CR is 11 or greater, you can choose for it to become a fire elemental or salamander. The creature has all of the normal game statistics for a creature of its type, except that it can’t regain hit points through any means. It has no knowledge of its previous life or any ability to communicate while transformed. It obeys your mental commands and acts on its own turn. It dies when it is reduced to 0 hit points or after 8 hours. You can use this feature once, and can’t use it again until you finish a long rest.
Wizard Under the seas of Vodari, wizards are rare. Only those who have exceptional promise are recruited for formal training in the arcane arts. To become a wizard takes years of disciplined study as an apprentice or student at an Arcane Council school on the surface. These limitations haven’t prevented unique undersea wizard traditions from emerging. The following rules and new arcane tradition are geared towards underwater campaigns.
Equipment
You can choose to substitute the following starting equipment for your warlock (see Chapter V - Equipment):
• a light crossbow and 20 bolts in exchange for a light speargun and 20 shafts • leather armor for seaweave armor
School of Bloodbinding The Bloodbinder wizards take the blood of creatures, as well as ichor from celestials and fiends, to gain occult knowledge and strange powers. They capture and store the blood in crystal vials for study and use, and learn both the healer’s arts and control over the blood of their foes. In the aquatic cultures of Vodari, they most often serve as advisers to monarchs and other powerful people.
School of Bloodbinding Features Wizard Level
Feature
2nd
Anatomical Study, Blood Vial, Scarlet Aspirant
6th
Scarlet Insight
10th
Vessel of Life
14th
Scarlet Master
Anatomical Study 2nd-level School of Bloodbinding feature You gain proficiency in the Medicine skill, and when you would roll Wisdom (Medicine), you can roll Intelligence (Medicine) instead. When you succeed on an Intelligence (Medicine) check to stabilize a dying creature, you can expend a spell slot of 1st level or higher. If you do, the target regains 1d4 hit points per level of the spell slot expended. If you expend a use from a healer’s kit at the same time, the target instead regains 1d6 hit points per level of the spell slot expended.
Blood Vial 2nd-level School of Bloodbinding feature You create and enchant three crystal vials. When you deal damage to a creature within 30 feet of you that is not an undead or construct, you can immediately use a bonus action to deal an additional 1d8 damage and pull some of its blood or other vital essences into one of your vials, as long as that vial is open and contains only air or water. You can also fill a vial from a willing creature as an action, dealing no damage but causing it to expend 1 hit die. You can fill a vial from a creature that has died within the past five minutes as an action. You can fill each vial once, and you can’t fill it again until it is empty and you have finished a long rest. A filled vial remains usable until you empty it as an action, or with the Scarlet Aspirant feature. You gain the ability to create and enchant an additional crystal vial when you reach certain levels in this class: 6th, 10th, and 14th level.
Scarlet Aspirant 2nd-level School of Bloodbinding feature You can empty the blood from one of your vials to gain certain benefits, depending on the creature type that the blood came from. Aberration. When you cast a spell that deals acid, force, poison, or psychic damage and the creature has resistance to that damage, you can empty this vial to make your spell ignore that creature’s resistance. Beast. You can empty this vial as a bonus action to gain advantage on Wisdom (Perception) checks for 10 minutes. Celestial. When you cast a spell that targets one willing creature, you can empty this vial to grant the creature advantage on the saving throws of one ability for 1 minute. Dragon. When you cast a spell, you can empty this vial to treat it as if cast with a spell slot one level higher. Elemental. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage and a creature has resistance to that damage, you can expend this vial to make your spell ignore that creature’s resistance.
vondal seeks the blood of creatures to gain more knowledge and power
Fey. As an action, you can empty this vial to give yourself or a creature you touch advantage on Charisma checks for 10 minutes. Fiend. When you take bludgeoning, piercing, or slashing damage from a weapon that isn’t magical or silvered, you can empty this vial as a reaction to halve the damage that you take. Giant. As an action, you can empty this vial to give yourself or a creature you touch advantage on Strength checks and saving throws for 10 minutes. Humanoid. When an undead creature takes damage from a spell that you cast, you can expend this vial to add 1d8 to the damage it takes, as the blood makes them momentarily more like the living, and thus susceptible to your power. Monstrosity. When you or a creature you can see within 30 feet makes an attack against a surprised creature, you can empty this vial to give them advantage on the attack. If the attack hits, the deal an additional 2d8 damage. Ooze. When a construct or object takes damage from a spell that you cast, you can expend this vial to deal an additional 1d8 acid damage. Plant. As an action, you can empty the vial to give yourself or a creature you touch 2d6 temporary hit points.
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Casting Spells Underwater Spellbooks and many spell components do not work well underwater. Most wizards born under the seas, including Bloodbinders, inscribe their spells and prefer using a spellcasting focus. For a full list of alternatives to spellbooks and spell components, see the Spellcasting section in Chapter VIII - Running Undersea Adventures.
Scarlet Insight 6th-level School of Bloodbinding feature When you hold a crystal vial of a creature’s blood, you can use a bonus action to learn its condition immunities, damage immunities, damage resistances, and damage vulnerabilities, including the effects of any spells or magic items.
Vessel of Life 10th-level School of Bloodbinding feature You gain resistance to necrotic and poison damage, and you have advantage on saving throws against the poisoned condition. When you would take necrotic or poison damage, you can empty one of your crystal vials as a reaction to reduce the damage to 0 instead.
Scarlet Master 14th-level School of Bloodbinding feature The blood of others is yours to command. As an action, creatures of your choice that you can see within 30 feet of you must roll a Constitution saving throw against your spellcasting save DC. On a failure, they take 7d6 piercing damage and can’t take reactions until the beginning of your next turn, as you magically extract their blood or other vital fluids. On a success, they take half damage and suffer no further effect. Undead are immune to this effect unless you empty a crystal vial containing humanoid blood as part of this action. Constructs are immune to this effect unless you empty a vial containing ooze essence as part of this action. You can use your Blood Vial feature after using this feature, filling any number of your available crystal vials from the creatures that you damage. Once you use this feature, you can’t do so again until you finish a long rest, unless you spend a 4th-level spell slot to use it again.
Backgrounds Backgrounds for players to create undersea characters. The following backgrounds provide additional options to offer to your players. These backgrounds were created to support building characters well suited to adventures Under the Seas of Vodari. The Treasure Hunter background is also a good fit for campaigns set above the waves, such as in The Seas of Vodari.
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Drylander Whether you’re an air breather or amphibious, you’ve lived on land for your entire life. Growing up, you never swam out of sight of land. The details you learned about the world beneath the waves came from books and stories. Now that you’ve finally seen the undersea world yourself, so much of it is strange and wondrous. Likewise, due to your inexperience with undersea customs, you’ll stand out as a curiosity for most and even as a target for a rare few. Skill Proficiencies: History, Perception Languages: Two of your choice Equipment: A set of traveler’s clothes, a waterproof map of the surface world, a trinket from the surface, and a belt pouch containing 10 gp
Where Are You From?
What part of the surface world do you call home? To determine where you call home, roll on the table below or choose from the options provided. d6
Home
1
The Southern Nations
2
The Pirate Isles
3
The Colonies
4
The Forest Realm
5
Marradi Archipelago
6
The North, Untamed Wilds, or Map’s Edge
Feature: Surface Knowledge
Among undersea people, your common knowledge of the world above the waves can suddenly turn you into an interesting and sought-after expert or celebrity. While not everyone likes or trusts those from the surface, you can easily find an audience to share stories and facts from the surface world. Those who are interested in your knowledge will be happy to exchange it for a meal, a small favor, or information.
Suggested Characteristics
All drylanders are only visitors to the undersea world. Their characteristics beyond this shared fact are greatly varied. Here are some basic ideas to help build a character with this background. d8
Personality Trait
1
I’m going to eat as much of the strange and delicious undersea food as I can.
2
I’m aware that I stick out and play this up to get attention.
3
I’m self-conscious and feel like everyone is always watching me.
4
I'm respectful and eager to learn as much as I can about the undersea world.
5
The undersea world is great, but I like to let everyone know that the surface is better.
6
I‘m proud to be a land dweller and enjoy sharing facts and stories about the surface.
7
I’m great at blending in and most people would have trouble believing I haven’t lived underwater my entire life.
8
I feel at home under the seas and never want to leave.
d6
Ideal
1
Open-Minded. There is much to learn and share with the undersea people. (Good)
2
Adventurous. I’ll try everything this strange and wondrous world has to offer. (Chaotic)
3
Respectful. I’m respectful of undersea customs and willing to adapt. (Lawful)
4
Secretive. I must protect my true motives at all costs. (Evil)
5
Knowledge. I will learn all I can about this strange and exciting world. (Neutral)
6
Friendship. I want to establish ties of friendship between the surface and undersea people. (Good)
d6
Bond
1
I seek to visit my homeland and learn the ways of my people.
2
My token from the surface world provides comfort while I am so far from home.
3
I have traveled to the undersea world to complete an important quest
4
I have come to act as an emissary to establish political or economic ties.
5
This strange world is beautiful and I will protect it like my own home.
6
I’m here to start a new life and hope to be able to return to the surface someday.
d6
Flaw
1
I’m a glutton for all of the new vices I have found here.
2
I like to ignore customs and it’s easy for my manners to offend the locals.
3
I take offense to any negative remarks about the surface.
4
I tried to leave my bad habits behind me on the surface, but they followed me down here.
5
I am severely homesick and can become overwhelmed with a feeling that I need to swim to the surface.
6
I like to tell people about the wonders of the surface even if they don't want to listen.
Treasure Hunter You’re a treasure hunter in pursuit of fortune and glory. Your ultimate destination can be anywhere from the sunken ruins of a city to a temple hidden in the jungle of an uncharted island. You chase down legends and face deadly traps, monsters, and curses in your hope of becoming a legend yourself. If there is lost treasure out there, it might as well be you who finds it. Skill Proficiencies: History, Investigation Tool Proficiencies: Cartographer’s Tools Languages: One of your choice Equipment: Cartographer’s tools, a set of traveler’s clothes, half of a treasure map, a trinket from an ancient ruin, and a belt pouch containing 10 gp
a drylander and treasure hunter search an undersea tomb for valuable relics
Origin
How did you become a treasure hunter? To determine your origin, roll on the table below or choose from the options provided. d6
Origin
1
I come from a long line of treasure hunters.
2
I apprenticed under a famous treasure hunter.
3
I was provided a clue to the location of a treasure by someone on their deathbed.
4
I was trained by an order of treasure hunters.
5
I found and sold a small relic or bauble. Now I want to find a fortune.
6
I spent countless hours studying books and maps. It’s time to find some treasure.
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Feature: Fortune & Glory
Over the years you’ve collected a handful of contacts who can help you trade treasure for wealth or recognition. When you’re in a major settlement, one of your contacts can help you locate a shop, black market, museum, collector, or rightful owner that will pay full price or provide a favor for a valuable item you possess.
Suggested Characteristics
Treasure hunters share a singular drive to find their prize, wherever it is found. They’ll travel anywhere that has even been hinted at having a treasure. No danger or distance is too great, from a temple on the top of a mountain to a sunken ship surrounded by sharks. Here are some basic ideas to help build a character with this background.
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d8
Personality Trait
1
I like to always have a solid plan in place.
2
The greater the risk, the greater the reward.
3
Anything worth doing is worth doing with style.
4
I love finding secrets and mysteries to solve.
5
I’m friendly and I enjoy meeting new people.
6
I’m always on the lookout for local rumors of ruins and dungeons.
7
I live my life on the edge, seeking excitement wherever I can find it.
8
I’m cautious and always on the lookout for trouble.
d6
Ideal
1
d6
Flaw
1
I have a bit of a problem with taking objects that belong to others.
2
I’m curious to a fault. I can’t resist touching a switch, knob, toggle, or button.
3
I’ve been known to embellish my stories of adventure from time to time.
4
Once I smell even a hint of treasure, I become obsessed.
5
I'm impatient and restless when I am not out on an adventure.
6
I believe that sometimes you have to sacrifice your companions to find a treasure.
Substitute Bonds Additional Vodari specific bonds for character backgrounds. The Campaign Bonds table below can be used with any background that you select or create. Work with your gamemaster to select a bond tailored to a campaign set Under the Seas of Vodari, replacing (or adding to) your background’s current bond.
Campaign Bonds d12
Personality Trait
1
Aspiration. Someday I'll be a rich and famous treasure hunter. (Any)
I was informally trained as an apprentice. Now I am a renegade, operating outside of the reach of the Arcane Council.
2
2
Knowledge. I seek answers to mysteries as much as treasure. (Neutral)
I seek wealth and power to end the suffering of my family, village, or crew of raiders.
3
3
Tradition. Like those before me, I follow the treasure hunter’s code. (Lawful)
I serve my clan, shiver, or tribe above my own personal goals.
4
4
Recklessness. The greater the risk, the greater the reward. (Chaotic).
I seek new sources of wealth and influence for the Avalsi Commonwealth.
5
5
Fairness. I always try to return a treasure to its rightful owner. (Good)
I will destroy the merrow, sahuagin, or other monsters that caused so much suffering to my people.
6
6
Greed. If I have to choose between you and the treasure, it’s going to be the treasure. (Evil)
I have dedicated my life to discovering the secrets of the Ancients or other lost treasures.
7
I hunt or maintain the slumber of the most dangerous monsters in the Midnight Depths.
d6
Bond
8
1
A treasure I found was stolen from me. I will take back my prize from my rival.
I serve a secret society that operates above and below the waves.
9
2
I will find the treasure that has eluded those who came before me.
I have dedicated my life to serving the seas and strive to protect all life within.
10
3
My master was killed by a rival treasure hunter. Revenge will be mine.
My undersea community will always be home, no matter how far away I swim.
11
I am descended from a hero who is famous throughout the seas. I will make my own name.
12
I was sent from the Elemental Plane of Water to learn more about Vodari.
4
I seek out treasures on behalf of my order.
5
The person who taught me all I know is missing. I will find them.
6
I’ve spent my entire life looking for a treasure. I will find it.
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Feats If you are using the optional feats rule, the following new feats allow your players to further customize their player characters to fit an undersea campaign.
Dweller of the Deeps Prerequisite: Swimming speed You have spent years in the deepest seas and have acclimated to this harsh environment. You gain the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. • You have resistance to cold damage and ignore any of the drawbacks caused by a deep, underwater environment.
Nimble Prerequisite: Dexterity 13 or higher You are built for speed and are an expert at getting out of the way of an attack. You gain the following benefits: • Increase your Dexterity score by 1, to a maximum of 20. • You have a +1 bonus to AC while you are wearing light or no armor and not wielding a shield.
Skilled Swimmer You’ve spent countless hours swimming and have pushed your swimming abilities to their absolute limit. You gain the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. • You gain a swimming speed equal to your base walking speed. If you already have a swimming speed, your swimming speed increases by 5 feet.
Speargun Expert Thanks to extensive practice with the spearguns, you gain the following benefits: • You gain proficient with spearguns. • You ignore the loading property of spearguns. • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a light speargun you are holding.
Amphibious Ancestry Your bloodline includes both terrestrial and aquatic ancestry. You gain the following benefits: • You can breathe both air and water. • You have a swimming speed equal to your movement. Add feat for land walking
Using Spearguns All of the information needed to use spearguns in your undersea campaign can be found in Chapter V - Equipment. There you’ll find weapon stats, proficiencies, and ammunition for spearguns.
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Chapter V: Equipment Much of the equipment in the undersea world is vastly different from what is found on the surface. The challenges that aquatic people face have guided their technology along a diverging path. Under the seas, mining of metals is common, but only sea dwarves practice significant smelting and forging. For other people, refined metal is available through trade or by salvaging it from ruins and shipwrecks. Most metals corrode, become encrusted, or weaken underwater, with only platinum, gold, and certain alloys unaffected such as bronze. In a world where metal is difficult to work and acquire, most undersea people use natural materials such as bone, shells, or coral to produce weapons, armor, and other equipment. Gold or platinum appear as adornment for those who can afford it, while soldiers, guardians, and adventurers use bronze gear. When gold or other metals are worn, they are often brushed to avoid attracting predators with their shiny surface. On the surface, leather is produced from cowhide and other animal skins, and used for countless items including armor. Underwater, leather breaks down due to its porous nature, even when treated to be waterproof. The undersea people developed their own textiles, using many varieties of seaweed to create seaweave. Seaweave is flexible, durable, light, and used for countless items including clothing, armor, containers, and rope.
Armor The Armor table provides new and existing armor and shield options that fit an undersea world. Details and costs for the most commonly available armor in the vast world found under the waves are provided in the Armor table.
Light Armor Made from supple and thin materials, light armor provides some protection without sacrificing mobility for undersea adventurers. Seaweave. This woven material is created from tough varieties of seaweed. The seaweed is woven, knotted, and treated, creating light and flexible armor. The breastplate and shoulder protectors are usually reinforced with shells, bones, and other natural materials. This is the most common armor under the seas, due to its ease of manufacture and wide availability of materials. Sharkskin. Similar to leather armor in appearance, the breastplate and shoulder protectors of this armor are made from thick sharkskin or the hides of other undersea creatures, and treated for flexibility. The rest of the armor is made of softer and more flexible woven seaweave.
leaving the wearer relatively unencumbered. Chitin Half Plate. The shells of giant crabs and other arthropods are treated for flexibility and durability to fashion this armor. It consists of chitin plates bound with seaweave that cover the upper body. It does not include leg protection beyond simple greaves made from chitin, attached with woven straps.
Heavy Armor For undersea adventurers who are strong enough, heavy armor offers the best protection, but sacrifices mobility and stealth. Shark Mail. This armor combines the tough skin and flexible cartilage of a shark. The “bones” are sewn into the armor and reinforce it while keeping its weight down. Shark mail is inferior to fishscale and chitin armor, and it’s worn only by those who can’t afford better armor. Fishscale Mail. This armor is made of seaweave covered with overlapping fish scales. It covers the entire upper body and most of the legs. The shoulders, forearms, thighs, and shins are guarded by bronze, chitin, or shell plates. Chitin Splint. This armor is made of seaweave covered with chitin, cut and carved into vertical strips that cover most of the body. Chitin plates provide additional protection of the shoulders, forearms, and shins. Chitin Plate. The shells of giant crabs and other arthropods are treated for flexibility and durability to fashion this armor. This armor consists of carved plates that cover the entire body, including a helm. A layer of woven padding is worn underneath the armor.
Shields Shields are usually made of shell, chitin, or natural materials covered by bronze or other alloys. Wielding a shield increases your Armor Class by 2. A shield is carried in one hand and you can benefit from only one shield at a time. It takes 1 action to don or doff a shield.
shield created from a turtle shell
Medium Armor Medium armor provides a balance between mobility and protection. Hide. This crude armor consists of thick animal skins of prey such as seals and whales. It is commonly worn by barbarian tribes and other people who live in the wild seas and lack access to the tools and materials needed to create better armor. Fishscale Shirt. This armor is made by covering seaweave with overlapping thick scales from large fish. This shirt covers the torso and shoulders. Bronze or shell plates provide additional protection for the shoulders and forearms. Bronzescale Mail. This armor consists of a coat and leggings (or skirt) of seaweave covered with overlapping pieces of bronze, much like the scales of a fish. If left unpolished, this armor quickly turns green and could become weakened. Shell Breastplate. This armor consists of a fitted chest piece made from the shell of a creature such as a tortoise or giant crab. The breastplate is worn over a layer of seaweave. Although it leaves the legs and arms exposed, this armor protects the wearer’s vital organs while
aurirn armor is durable and never rusts
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Armor Cost
Armor Class (AC)
Str
Stealth
Weight
Seaweave
10 gp
11 + Dex modifier
-
-
7 lb.
Sharkskin
50 gp
12 + Dex modifier
-
-
9 lb.
Hide
10 gp
12 + Dex modifier (max 2)
-
-
10 lb.
Fishscale shirt
50 gp
13 + Dex modifier (max 2)
-
-
15 lb.
Bronzescale mail
50 gp
14 + Dex modifier (max 2)
-
Disadvantage
35 lb.
Name Light Armor
Medium Armor
Shell breastplate
400 gp
14 + Dex modifier (max 2)
-
-
15 lb.
Chitin Half plate
750 gp
15 + Dex modifier (max 2)
-
Disadvantage
30 lb.
30 gp
14
Disadvantage
30 lb.
Heavy Armor Shark mail Fishscale mail
75 gp
16
Str 13
Disadvantage
40 lb.
Chitin splint
200 gp
17
Str 15
Disadvantage
50 lb.
Chitin plate
1500 gp
18
Str 15
Disadvantage
54 lb.
10 gp
+2
-
-
5 lb.
Shields Shield
Weapons The Weapons table provides new and existing weapon options for players in an underwater campaign. This list of weapons includes options commonly available for purchase due to their suitability for underwater combat and popularity with undersea people.
Using Weapons Underwater Water is far denser than air, and some weapons are better suited than others to underwater combat. The rules for underwater combat are found in the core rules.
New Underwater Weapons The following are provided as new weapon options for underwater campaigns. The Weapons Table shows game statistics for each of these weapons. Greatspear. This heavy spear provides greater damage for strong characters looking to inflict heavy damage. Harpoons. A harpoon is a barbed spear with an attached rope that is 20 feet long and can be pulled
When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.
toward you.
Piercing weapons generally need to move far less water to make an attack than weapons that are swung. Characters with a swim speed usually complete at least some combat training underwater. Their familiarity with fighting in this environment mixed with their swimming ability allows them to use whatever melee weapons they like, without penalty. Even so, undersea people typically avoid slashing and bludgeoning weapons, which require more work to use. Ranged weapons designed to move through air are less effective underwater. The rules for underwater combat found in the core rules cover this.
enemies.
A ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a speargun, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
al. The weapon provides slashing damage using short
Ranged weapons designed to move through air have diminished ranges underwater, which led undersea people to create unique ranged weapons. If you include harpoons, seabows, or spearguns in your campaign, these weapons don’t have disadvantage on ranged attacks. This is covered in the special rules for each weapon.
Longspike. This long and thin weapon is similar to the rapier-like estoc, with no bladed edge. It is designed for piercing the weak points of heavily armored Seabows (short and long). This undersea bow uses fish fins for fletching and is available in two sizes. When fired this weapon through air, the attack roll has disadvantage even against a target within normal range. Sharktooth Blade. This weapon is constructed by embedding shark teeth into a blade of natural materithrusts rather than swinging. Spearguns (light, hand, and heavy). Spearguns are similar to crossbows in the way they are loaded and fired. Spearguns shoot small, spear-like ammunition, called shafts, which are launched by pulling back a band. If you add spearguns to your game, they can either exist with crossbows or replace them. Urchinstar. Similar to a morningstar, this weapon is created by reinforcing the hard spiked shell of sea urchin and attaching it to a handle made of natural material.
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speargun
sharktooth blade
harpoon
Speargun Proficiencies
Special Weapons
Characters in Under the Seas of Vodari campaigns gain proficiency with the speargun as listed in the Speargun Proficiency table.
Weapons with special rules are described here. Harpoon. While underwater and making a ranged attack with a harpoon against a target within normal range, the attack roll does not have disadvantage. When you use an action to make a ranged attack with a harpoon, if you hit a creature that is up to one size larger than you, you can use a bonus action to attempt to pull the creature towards you. The creature must succeed on a contested Strength check against you or be pulled up to 20 feet toward you. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Seabows. While underwater and making a ranged attack with a seabow against a target within normal range, the attack roll does not have disadvantage. Sharktooth Blade. While underwater and making a melee attack with a sharktooth blade, the attack roll does not have disadvantage, even if you don’t have a swimming speed. Spearguns. While underwater and making a ranged attack with a speargun against a target within normal range, the attack roll does not have disadvantage.
Speargun Proficiencies Class
Proficiencies
Barbarian
All
Bard
Hand and light
Cleric
Light
Druid
None
Fighter
All
Gunslinger
All
Monk
Light
Paladin
All
Ranger
All
Rogue
Hand and light
Sorcerer
Light
Warlock
Light
Wizard
Light
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Undersea Weapons Cost
Damage
Weight
Properties
Dagger
2 gp
1d4 piercing
1 lb
Finesse, light, thrown (range 20/60)
Javelin
5 sp
1d6 piercing
2 lb
Thrown (range 30/120)
Spear
1 gp
1d6 piercing
3 lb
Thrown (range 20/60), versatile (1d8)
Dart
5 cp
1d4 piercing
¼ lb.
Finesse, thrown (range 20/60)
Seabow, short
25 gp
1d6 piercing
2 lb.
Ammunition (range 80/160), special, two-handed
Speargun, light
25gp
1d8 piercing
5 lb.
Ammunition (range 80/320), loading, special, two-handed
Greatspear
2 gp
2d6 piercing
5 lb.
Heavy, two-handed
Lance
10 gp
1d12 piercing
6 lb..
Reach, special
Longspike
15 gp
1d8 piercing
3 lb.
Versatile (1d10)
Urchinstar
15 gp
1d8 piercing
4 lb.
-
Pike
5 gp
1d10 piercing
18 lb.
Heavy, reach, two-handed
Rapier
25 gp
1d8 piercing
2 lb.
Finesse
Scimitar
25 gp
1d6 slashing
3 lb.
Finesse, light
Sharktooth blade
25 gp
1d8 slashing
3 lb.
Finesse
Shortsword
10 gp
1d6 piercing
2 lb.
Finesse, light
Trident
5 gp
1d6 piercing
4 lb.
Thrown (range 20/60), versatile (1d8)
War pick
5 gp
1d8 piercing
2 lb.
-
Warhammer
15 gp
1d8 bludgeoning
2 lb.
Versatile (1d10)
Harpoon
3 gp
1d6 piercing
6 lb.
Special, thrown (range 20/60)
Net
1 gp
-
3 lb.
Special, thrown (range 5/15)
Seabow, long
50 gp
1d8 piercing
2 lb.
Ammunition (range 150/300), heavy, special, two-handed
Speargun, hand
5 gp
1d6 piercing
3 lb.
Ammunition (range 30/120), light, loading
Speargun, heavy
5 gp
1d10 piercing
10 lb.
Ammunition (range 100/400), heavy, loading, two-handed
Name Simple Melee Weapons
Simple Ranged Weapons
Martial Melee Weapons
Martial Melee Weapons
Adventuring Gear Aquatic adventurers tend to pack lighter than those found above the waves. The Adventuring Gear table provides new and existing equipment options that fit aquatic campaigns. This section also describes items that have special rules or require further explanation for use underwater. Antitoxin. Many aquatic creatures are toxic to touch or can deliver poison through a bite, barb, stinger, or other method designed for hunting or protection. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. Arcane Focus. Most undersea spellcasters use an arcane focus rather than using spell components. An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. Druidic Focus. A druidic focus might be a staff, wand, or scepter made of living coral or other living undersea material. It could also be a totem object incorporating bones, teeth, hide, or shell from a sacred aquatic animal. A druid can use such an object as a spellcasting focus. Fishing Tackle. A fishing kit designed for use underwater includes
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a silken line, netting, and other equipment for fishing underwater. Gill Balm. A fatty substance that amphibious people rub on their gills to keep from feeling dried out while traveling on the surface. Goggles, Surface. These glass goggles allow a sea dweller to see as well as a land dweller can while on the surface. Goggles, Underwater. These glass goggles allow a land dweller to see as well as a sea dweller can while underwater. Healer’s Kit. This kit is stored in a pouch containing bandages, salves, and splints made from kelp and other seaweeds. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. Holy Symbol. In Vodari, a holy symbol usually represents a single deity. For undersea people, a holy symbol might be an amulet made from a shell, a carefully engraved emblem on a shield, or a fragment of a sacred relic found in a lost temple worn around the neck. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. Ink, Deeps. Surface dwellers value any ink from aquatic creatures. This ink is harvested from giant squid and other denizens of the deeps, prized for its deep color. For undersea people, this ink has another valuable use. As an
Poison Use in the Undersea World The insidious and deadly nature of poisons have made them illegal in most societies above the waves. Under the seas, poison from sea creatures is an important part of daily life in hunting, medicine, defense, espionage, and even cooking. Using poison against sentient creatures is frowned upon by sea elves, but is common with other undersea people. Poisons that cause paralysis are common, while the use of deadly poisons is rare. Three sample poisons are provided in this equipment list, but there are many more creatures to harvest additional poisons from.
giant jellyfish poision
underwater latern seaflower poison
action, you release a 5-foot-radius cloud of ink that extends all around you if you are underwater. The area is heavily obscured for 1 minute or until the end of your next turn if a strong current (at least 3 miles per hour) is present. Jelly, Bioluminescent. Bioluminescent jelly usually comes in a small jar that holds 1 pint. It is harvested from glowing plants found hundreds of feet below the waves. While primarily used in lanterns, this jelly can also be spread on a surface, covering a 5-foot-square area, provided that the surface is relatively smooth. Once exposed to water, the jelly glows for 1 hour, providing dim light in a 5-foot radius. Lantern, Underwater. While underwater, this lantern glows brightly, casting bright light in a 30-foot radius and dim light for an additional 30 feet. Once exposed to water, it glows for 8 hours on a flask (1 pint) of bioluminescent oil. As an action, you can close the lantern, reducing the light to dim light in a 5-foot radius. Net, Small. Small, lightweight, and tight netting that can be used for catching small fish, or as a container that can hold 2 cubic foot or 40 pounds of gear. It has a drawstring that can be pulled to close the netting tight. Poison, Giant Jellyfish. This poison is harvested from a dead or incapacitated giant jellyfish to create a thin, clear gel. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. Once applied, the poison retains potency for 1 minute before washing away. Poison, Seaflower. This poison must be harvested from a dead or incapacitated seaflower to create a viscous purple liquid. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
deeps ink
success. Once applied, the poison retains potency for 1 minute before washing away. Poison, Stingray. This poison, harvested from a dead or incapacitated stingray, is a thick liquid. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 3 (1d6) poison damage. Once applied, the poison retains potency for 1 minute before washing away. Pouch. A woven seaweed pouch that is ⅕ of a cubic foot and can hold 6 pounds of gear. Potion of Healing. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. Rations. Preserved foods suitable for extended undersea travel, including fish, shellfish, and various types of edible seaweed. Rope, Seaweave. Made from woven seaweed (seaweave), this rope has 2 hit points and can be burst with a DC 17 Strength check. Sack. This container is 1 cubic foot and can hold 30 pounds of gear. It is made from woven seaweed or another durable material. Sack, Waterproof. A waterproof container that is 1 cubic foot that can hold 30 pounds of gear. If opened underwater, its contents are no longer protected from water. Swimfins. An accessory worn on the feet by land dwellers. Swimfins (or flippers) help the wearer to move through water more efficiently. For a creature without a swim speed, a pair of swimfins add 5 feet to its movement while swimming. Tethered Hammock. Constructed from seaweave, this hammock provides a way for creatures to secure themselves while sleeping. The hammock can be tightened to ensure the sleeper doesn’t float away, and the hammock itself has tethers that can be secured to a hard surface or the seabed. Torch, Bioluminescent. The top of this torch is covered in bioluminescent jelly and wrapped in seaweed. When unwrapped and exposed to water, the torch begins to glow. A torch glows for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet.
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97
Adventuring Gear Item
Cost
Weight
The following is a new equipment pack option avail-
Ammunition Speargun shafts (20)
1 gp
1 lb
Antitoxin
25 gp
-
Crystal
10 gp
1 lb.
Orb
20 gp
3 lb.
Arcane focus
Rod
10 gp
2 lb.
Staff
5 gp
4 lb.
Wand
10 gp
1 lb.
Clothes, common
5 sp
2 lb.
Clothes, fine
5 gp
3 lb.
Clothes, costume
5 gp
4 lb.
Clothes, traveler’s
2 gp
3 lb.
Totem
1 gp
-
Coral staff
5 gp
4 lb.
Coral wand
2 gp
1 lb.
Fishing tackle
1 gp
1 lb.
Gill Balm
5 gp
-
Goggles, Surface
1 gp
1 lb.
Goggles, Underwater
1 gp
1 lb.
Healer’s kit
1 gp
1 lb.
Amulet
1 gp
1 lb.
Emblem
5 gp
-.
Reliquary
5 gp
2 lb.
Ink, deeps (1 ounce bottle)
25 gp
-
Jelly, bioluminescent (jar)
5 sp
½ lb.
Lantern, underwater
5 gp
1 lb.
Net, small
5 sp
-
Poison, giant jellyfish (vial)
250 gp
-
Poison, seaflower (vial)
125 gp
-
Poison, stingray (vial)
50 gp
-
Pouch
5 sp
1 lb.
Potion of Healing
50 gp
½ lb
Rations (1 day)
5 sp
2 lb.
Rope, seaweave (50 feet)
1 gp
10 lb.
Sack
1 sp
½ lb
Sack, waterproof
5 sp
½ lb.
Swimfins (1 pair)
2 gp
2 lb.
Sleeping hammock
5 sp
2 lb.
Torch, bioluminescent
1 sp
1lb.
Holy Symbol
chapter v | equipment
able to any undersea adventurer. The contents of the pack is listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which is cheaper than buying the items indi-
Druidic focus
98
Underwater Equipment Pack
vidually. Underwater Pack (12 gp). Includes a sack, a small net, a fishing tackle kit, a healer’s kit, an underwater lantern, 2 jars of bioluminescent jelly, 5 days of rations, a tethered hammock, and a set of traveler’s clothes.
Tools Many tools that are common on land aren’t found in use under the sea. Other tools are common to both, or unique to undersea people. The Tools table provides new and existing tools and musical instruments that fit aquatic campaigns. This section describes any tools that have special rules or require further explanation for use underwater. Artisan’s Tools. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools used by underwater artisans, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency. • Brewer’s Supplies. Underwater people enjoy alcohol. Undersea brewer’s supplies allow for the fermenting of seaweeds and other materials into very thick liquids or jellies. • Cook’s Utensils. Underwater cook’s utensils are designed for the preparation of fish, shellfish, seaweed, and other underwater plants that are served raw. These cooks create culinary experiences that are based as much on taste as appearance. • Coralcarver’s Tools. These artisans have skills similar to woodworkers and masons. Their tools allow them to create works that range from fine art to constructing buildings. • Engraver’s Tools. Writing is rare and difficult underwater. Engraver’s tools allow these artisans to create signage, record history, and anything else that needs to be written. • Jeweler’s Tools. Undersea jewelers create beautiful pieces. Jeweler’s tools allow them to create jewelry using coral, shell, bone, teeth, metal, gems, or anything else they have available. • Smith’s Tools. Smithing underwater is difficult and is mainly practiced by dwarves. Underwater smiths use their tools for cold hammering, or by heating metal in searing thermal vents. • Tinker’s Tools. The tinkerers use their tools to repair or create useful objects and art from both mined metals and objects they find in undersea ruins and wrecks. While tinkers can be found among all undersea people, the profession is most popular with grindylows and sirens. • Weaver’s Tools. Underwater weavers use their tools to combine weaving and leatherworking. They use their tools to create a flexible and durable textile called seaweave from various types of seaweed. Disguise Kit. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. Gaming Set. Gambling and wagering are popular with many undersea people. Their gaming sets are generally limited to dice and
Using Musical Instruments Underwater
Using Thieves’ Tools Underwater
Sound travels in water about four times faster than in
Due to the corrosive properties of saltwater, metal
air, which makes it difficult or impossible to play many
locks are impractical under the seas. In aquatic cam-
instruments that are popular above the waves.
paigns, the need for a set of thieves’ tools is minimal.
Percussion. This class of instrument works well un-
Even the locks found securing old chests in ruins and
derwater. Castanets, drums, and rhythm sticks are all
shipwrecks likely corroded beyond operation years
popular. Drums created on the surface can work, but
or even centuries ago. For a campaign entirely set
tend to deteriorate quickly underwater.
underwater, a rogue PC could potentially swap their
Strings. Underwater stringed instruments tend to take harp-like forms. Other stringed instruments from
proficiency with thieves’ tools for another skill or tool proficiency.
the surface, such as lutes, function underwater, but create short notes that sound different and with limited sustain. Winds. Called waters by undersea people, these instruments, such as a waterflute, are operated by blowing water instead of air, which takes considerably
Thieves’ Tools. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
more work. Playing a wind instrument from the surface would change the sound drastically, if you can even get it to produce sound at any volume.
an undersea variant called teeth and bones. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. Herbalism Kit. This kit contains a variety of instruments used by herbalists to create remedies and potions underwater. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. Musical Instrument. The most common types of musical instruments found in use by undersea people are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
waterflute
• Castanets. A pair of concave shells joined on one edge by a string. They “clack” when hit together. Castanets are often used in conjunction with dancing during a performance. • Drum. These percussion instruments come in various shapes and sizes. A drum consists of a skin or light metal stretched over a shell or frame. It is struck with the hands, sticks, or a mallet to produce sound. • Gong. These percussion instruments come in various shapes and sizes. A gong comes in the form of a flat, circular, metal disc. The disc is struck with a mallet to produce a melodic ringing sound. • Ocean Harp. The ocean harp is a stringed musical instrument that is plucked with the fingers. It is designed specifically to play underwater. • Rhythm Sticks. These simple percussion instruments come in smooth or ribbed form, allowing the creation of different rhythmic patterns by striking and rubbing the sticks together. • Waterflute. Similar in shape to an ocarina, this water instrument is usually carved from shell or coral and played by blowing water through it and keying notes by covering and uncovering holes. Poisoner’s Kit. A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.
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Tools Item
Cost
Weight
Artisan’s tools
20 gp
5 lb.
Brewer’s supplies
20 gp
5 lb.
Cook’s utensils
20 gp
5 lb.
Coralcarver’s tools
20 gp
5 lb.
Engraver’s tools
20 gp
5 lb.
Jeweler’s tools
20 gp
5 lb.
Smith’s tools
20 gp
5 lb.
Tinker’s tools
20 gp
5 lb.
Weaver’s tools
20 gp
5 lb.
Disguise kit
25 gp
3 lb.
Healer’s kit
5 gp
3 lb.
Herbalism kit
5 gp
3 lb.
Dice set
1 sp
-
Teeth and bones set
1 sp
-
Castanets
2 gp
-
Drum
6 gp
3 lb.
Gong
5 gp
4 lb.
Ocean harp
25 gp
5 lb.
Rhythm sticks
5 sp
-
Waterflute
2 gp
1 lb.
Poisoner’s kit
50 gp
2 lb.
Thieves’ tools
25 gp
1 lb.
Gaming sets
Musical instruments
Mounts & Vehicles A good mount can help you move more quickly through the wild seas, but its primary purpose is carrying gear so you don’t have to. For aquatic mounts, the rules for carrying capacity, pull a vehicle, barding, saddles, and other rules work the same as they do for land-based mounts. The Aquatic Mounts and Other Animals table provides a list of aquatic mounts that are commonly available for purchase in the undersea world. The table provides each animal’s speed and base carrying capacity. Merfolk and tiburons are unable to ride mounts without an exotic saddle and tend to use mounts only to carry gear. Exotic aquatic mounts such as hippocampi could potentially be trained as mounts, but their rarity poses a challenge. Dolphins. It is a crime to sell or hunt these creatures in civilized seas, and no listed cost is provided. Larger bottlenose dolphins become mounts by choice, generally when asked by a sea elf tribe allied with its pod. Killer Whales. These predators are rarely seen as mounts and suffer greatly when held in captivity. Killer whales (or orcas) have been known to allow riders in times of great need, but they are never saddled. Sharks. Sharks are dangerous and known for eating their riders, but are used as mounts by raiders. The elves despise these creatures, as the sahuagin use magical telepathy to force sharks into service as mounts. Vehicle Proficiency. If you have proficiency with vehicles (land or water), you can add your proficiency bonus to any check you make to control a vehicle (underwater) in difficult circumstances.
seahorse equipped with saddle
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Aquatic Mounts and Other Animals
Trade Goods
Item
Cost
Swim Speed
Carrying Capacity
Dolphin, common
-
60 ft.
225 lb.
Dolphin, bottlenose
-
60 ft.
420 lb.
Giant sea horse
50 gp
40 ft.
420 lb.
Giant sea turtle
50 gp
40 ft.
225 lb.
Killer Whale
-
60 ft.
420 lb.
Cost
Goods
Manta ray
75 gp
40 ft.
480 lb.
1 cp
1 lb. of seaweed
Shark, giant
125 gp
50 ft.
540 lb.
2 cp
1 lb. of fish
Shark, hunter
25 gp
40 ft.
225 lb.
5 cp
1 lb. of shellfish or 10 shark teeth
Shark, reef
25 gp
40 ft.
225 lb.
1 sp
1 turtle egg or 1 lb. of fish eggs
5 sp
1 jar of bioluminescent jelly or 1 lb. of fish scales
1 gp
1 sq. yd. of netting
Tack, Harness, and Aquatic Vehicles
Under the seas, wealth is measured as much in coins as it is in goods and control of the trade routes to move them. Treasure found in shipwrecks and ruins is as prized as rare commodities. The Undersea Trade Goods table shows the value of commonly exchanged goods in the underwater world.
Undersea Trade Goods
Item
Cost
Weight
2 gp
1 sq. yd. of woven seaweed (seaweave)
Barding
x4
x2
3 gp
1 sq. yd. of animal skin
Bit and bridle
2 gp
1 lb.
5 gp
1 lb. of bronze or 1 sq. yd. of sharkskin 1 large turtle shell or 1 small pearl
Chariot
250 gp
100 lb.
10 gp
Feed (per day)
5 cp
10 lb.
25 gp
1 ounce of deeps ink or 1 vial of basic poison
50 gp
1 lb. of gold or 1 lb. of chitin
Saddle Exotic
60 gp
40 lb.
100 gp
1 lb. of aurirn alloy
Military
20 gp
30 lb.
500 gp
1 black pearl
Pack
5 gp
15 lb.
Riding
10 gp
25 lb.
Saddlebags
4 gp
8 lb.
Sled
20 gp
300 lb
Stabling (per day)
5 sp
-
a collection of undersea trade goods
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Chapter VI: Magic Items & Spells Magic Items Interesting and powerful aquatic-themed magic items. Under the seas, magic items are sought after by treasure hunters, mages, and anyone seeking power from above and below the waves. Legendary magic items discovered from before the Godwar have provided a new understanding of magic, but only an elite few have the skills to create powerful magic items. Anyone who finds a magic item in their hands may be the first to touch it for centuries.
Magic Items A-Z These common and uncommon magic items are presented in alphabetical order. A magic item’s description gives the item’s name, its category, its rarity, and its magical properties.
existence. Additionally, as an action, you can see through the seal’s eyes, hear what it hears, and smell what it smells until the start of your next turn, gaining the benefits of the seal’s darkvision and keen smell. During this time, you are deaf, blind, and can’t smell with regard to your own senses. Platinum Dolphin (Rare). This platinum statuette of a dolphin can become a bottlenose dolphin for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed. Opal Squid (Rare). This opal statuette of a squid can become a giant squid for up to 2 hours. Once it has been used, it can’t be used again until 4 days have passed. Ruby Shark (Rare). This carved ruby statuette of a shark can become a giant shark for up to 1 hour. Once it has been used, it can’t be used again until 7 days have passed.
Armor of the Midnight Deeps Armor (sharkskin or studded leather), rare This armor is made from tough but flexible sharkskin or studded leather. While wearing this armor, you gain a +1 bonus to AC. In addition, you gain the ability to survive the freezing cold and crushing pressure of the deepest seas. You suffer no ill effect from natural environmental conditions related to cold, pressure, or rapid pressure changes in water.
Aurirn Armor Armor (medium or heavy, but not hide armor), uncommon This suit of armor is iron alloyed with the strange minerals of the deep sea that once transformed the Aurirn dwarves. While you wear this armor, you can breathe water and withstand water pressure to any depth, and the armor doesn’t rust from contact with water.
Aurirn Weapon Weapon (any), uncommon This weapon is made with iron alloyed with the strange minerals of the deep sea that once transformed the Aurirn dwarves. Attacks with this weapon don’t suffer disadvantage from being underwater, and this weapon doesn’t rust from contact with water.
Figurine of Wondrous Power Wondrous Item, varies A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and toss the figurine to a point within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Aquamarine Seal (Rare). This aquamarine statuette of a seal can become a seal for up to 4 hours. Once it has been used, it can’t be used again until 2 days have passed. The seal can telepathically communicate with you at any range if you and it are on the same plane of
aurirn weapon
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potion of swimming
aquamarine seal figurine
ring of water breathing
Kraken Blade Weapon (shortsword), very rare (requires attunement) This blade is translucent white and feels unusually smooth, almost slick, with a soft, organic quality when touched. The blade is made from a single piece of kraken mantle referred to by anatomists as the gladius. You have a +2 bonus to attack and damage rolls made with this magic weapon. Also, your swim speed increases by 10 feet while holding this item. The weapon is immune to cold damage, fire damage, and rusting (including from the attacks of creatures such as a rust monster).
Potion of Deep Diving Potion, uncommon When you drink this potion, you gain the ability to survive the freezing cold and crushing pressure of the deepest seas for 8 hours. You suffer no ill effect from natural environmental conditions related to cold, pressure, or rapid pressure changes in water. The potion is separated into various layers of dark blue liquid which turn black when agitated.
Potion of Swimming Potion, common When you drink this potion, you gain a swimming speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to swim. The potion is separated into various layers of clear blue liquid. Shaking the bottle mixes the layers and produces a white froth.
Potion of Two Worlds Potion, uncommon When you drink this potion, you can magically transform your legs into a tail covered in scales for 8 hours. Your tail has no impact on
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chapter vi | magic items & spells
ring of deep diving
your worn equipment and any worn magical items work identically to when you have legs. While you have a tail, your base speed is 10 feet, your swim speed increases to 40 feet, and whenever you are on land you are always considered prone. You can change your tail back into legs as an action. The potion is composed of layers of bright blue and green liquid that have a sheen when hit with direct light.
Ring of Deep Diving Ring, uncommon While wearing this ring, you can cast the deep diving spell from it as a bonus action at will, but can target only yourself when you do so.
Ring of Water Breathing Ring, uncommon While wearing this ring, you can cast the water breathing spell from it as a bonus action at will, but can target only yourself when you do so.
Underwater Firearm Weapon (firearm), rare (requires attunement) The barrel of this firearm is worked with a rune of force. This magic weapon deals force damage instead of piercing damage. It doesn’t require ammunition, doesn’t have the loading property, and can fire underwater.
Wrathful Cage of the Wind Prince Weapon (net), very rare (requires attunement) Sparks race up and down this delicately woven, blue, and gold silk net. This net deals an additional 3d8 lightning damage to any target it hits. As a reaction to hitting a creature, you can require the creature to make a DC 15 Constitution saving throw, become paralyzed until the end of your next turn on a failure. Once you have done so, you may not do so again until the next dawn.
Spells Aquatic-themed magic spells. Through study and other means, the undersea people have developed their own magical knowledge and traditions. This section contains new spells geared towards aquatic campaigns that the gamemaster may add to a campaign, making them available to both player characters and monsters. The Spells table below lists the new spells found in this section, ordered by spell level. The table also provides notes for each spell on its school of magic, whether concentration is required, if it can be cast as a ritual, and which classes have access to it.
Spells Level
Spell
School
Conc.
Ritual
Class
0
Hydrobolt
Evocation
No
No
Cleric, Druid, Sorcerer, Warlock, Wizard
0
Moray Bite
Transmutation
No
No
Druid, Sorcerer, Warlock, Wizard
0
Plasma Beam
Evocation
No
No
Druid, Sorcerer, Warlock, Wizard
0
Siren’s Lament
Evocation
No
No
Bard, Sorcerer, Warlock, Wizard
0
Waterblade
Conjuration
No
No
Bard, Druid, Sorcerer, Warlock, Wizard
1st
Air Bubble
Transmutation
No
No
Druid, Ranger, Sorcerer, Wizard
1st
Bubble Cloud
Conjuration
Yes
No
Druid, Ranger, Sorcerer, Wizard
1st
Crashing Current
Evocation
No
No
Cleric, Druid, Ranger, Sorcerer, Wizard
1st
Gemscribe
Illusion
No
Yes
Bard, Cleric, Wizard
1st
Lashing Kelp
Transmutation
No
No
Druid, Ranger, Sorcerer, Warlock, Wizard
2nd
Aquatic Orb
Transmutation
No
No
Druid, Sorcerer, Warlock, Wizard
2nd
Crushing Sphere
Transmutation
No
No
Druid, Wizard
2nd
Crushing Smite
Transmutation
Yes
No
Paladin
2nd
Entangling Kelp
Transmutation
No
No
Druid, Ranger, Sorcerer, Warlock,
2nd
Protection from Water
Transmutation
No
Yes
Bard, Cleric, Druid, Paladin, Ranger, Wizard
3rd
Control Currents
Transmutation
Yes
No
Cleric, Druid, Ranger, Warlock, Wizard
3rd
Coral Grasp
Conjuration
Yes
No
Druid, Ranger, Sorcerer, Warlock, Wizard
3rd
Deep Diving
Transmutation
No
No
Druid, Ranger, Warlock, Wizard
3rd
Encrust Creature
Transmutation
No
No
Druid, Ranger, Warlock, Wizard
3rd
Land-Treading
Transmutation
No
Yes
Druid, Ranger, Wizard
3rd
Stinging Jelly Lash
Conjuration
No
No
Druid, Sorcerer, Warlock, Wizard
4th
Deep Rift
Transmutation
Yes
No
Cleric, Druid, Wizard
4th
Kharaste’s Bitter Prison
Evocation
Yes
No
Druid, Ranger, Wizard
4th
Ravening Flame
Evocation
No
No
Warlock (Corruption in the Flame Patron)
5th
Blood Penance
Necromancy
No
No
Cleric, Paladin, Warlock
5th
Healing Flood
Evocation
Yes
No
Cleric, Druid, Paladin
5th
Rushing Current
Transmutation
Yes
No
Cleric, Druid, Ranger, Sorcerer, Wizard
6th
Tides of Doom
Evocation
Yes
No
Cleric, Druid, Sorcerer, Wizard
6th
Wall of Coral
Conjuration
Yes
No
Druid, Sorcerer, Wizard
7th
Living Lightning
Conjuration
Yes
No
Cleric, Druid, Sorcerer, Warlock, Wizard
7th
Token of the Seas Beyond
Necromancy
Yes
No
Cleric, Warlock
8th
Tomb of Nolgathar
Abjuration
Yes
No
Cleric, Warlock
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Spell Descriptions The spells are presented in alphabetical order.
Air Bubble 1st-level transmutation Casting Time: 1 bonus action Range: 30 feet Components: S Duration: 1 hour When you cast this spell, you choose one willing creature you can see. For the duration of the spell, water around their head, blowhole, or other air intake point is transformed into breathable air, to a radius of 6 inches. The creature gains advantage on saving throws against inhaled poisons and airborne diseases, and is immune to inhaled poisons administered underwater. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can choose an additional target for each spell slot level above 1st.
Aquatic Orb 2nd-level transmutation Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: 1 minute You create an orb of scalding or frigid water. If you choose scalding, this spell deals fire damage, and being underwater doesn’t grant resistance against this damage. If you choose frigid, this spell deals cold damage. Make a ranged spell attack against a creature within range. On a hit the creature suffers 2d6 damage of the type chosen at the time of casting. If you succeed, you may repeat this attack as a bonus action as long as the spell persists, using either yourself or the last creature hit by this attack as the point of origin for this new attack. As a reaction to hitting a creature with the orb, you can cause it to burst, causing creatures within 5 feet of the creature hit to succeed on a Dexterity saving throw or suffer 2d6 damage of the type chosen by the spell. The spell ends if you miss a creature with an attack from this spell, or if you burst the orb. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d6 for each slot level above 2nd.
Blood Penance 5th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A creature of your choice within range must succeed on a Charisma saving throw or become cursed for the duration of the spell. When the creature deals damage to any creature you can see within 30 feet of you, you deal an additional 2d6 necrotic damage the next time you hit the creature with an attack before the end of your next turn. A remove curse spell ends this effect.
Bubble Cloud 1st-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour
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While underwater, you create a 20-foot-radius sphere of bubbles centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a current of moderate or greater speed (at least 5 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the bubbles increases by 20 feet for each slot level above 1st.
Crashing Current 1st-level evocation Casting Time: 1 action Range: Self (15-foot cone) Components: V, S Duration: Instantaneous A powerful torrent of water bursts out from you. Each creature in a 15-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is pushed 10 feet away from you. On a successful save, a creature takes half damage and isn’t pushed. The water extinguishes unprotected flames in the area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Crushing Sphere 2nd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You increase the pressure in a 15-foot-radius sphere centered on a point you can see within range for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 3d8 bludgeoning damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. Creatures that ignore any of the drawbacks caused by a deep, underwater environment or who comfortably live in the Midnight Depths make their Constitution saving throw with advantage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d8 for each slot level above 2nd.
Crushing Smite 2nd-level transmutation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The first time you hit with a melee weapon attack during this spell’s duration, your weapon surrounds the target with the cold and crushing pressure of the ocean’s depths. The attack deals an extra 3d6 cold damage. Additionally, if the target is a creature, it must make a Strength saving throw or treat all movement as difficult terrain until the spell ends. Opportunity attacks against the creature have advantage for this duration. As an action, the creature can make a Strength saving throw against your spell save DC to push through the crushing pressure and end this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Coral Grasp 3rd-level conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (piece of coral) Duration: Concentration, up to 1 minute You conjure coral that grows around a creature’s leg, tentacle, or another body part. Choose a creature within range that you can see. The target must roll a Strength saving throw; on a failed saving throw it suffers 4d6 poison damage and its speed is reduced to 0. On a success, it suffers half damage and no additional effect. At the end of each of its turns, the target can choose to suffer 2d6 poison damage and roll a new Strength saving throw. On a successful saving throw, the spell ends. The spell also ends if the target teleports out of the space it currently occupies. On any turn during the spell’s duration, you can grow more coral on the target as an action. The target rolls a Strength saving throw; on a failed saving throw it suffers 4d6 poison damage, it is restrained, and the poison damage it suffers for attempting a Strength saving throw at the end of its turn increases by 2d6. On a success, the target suffers half damage and no further effect (its speed remains 0).
Control Currents 3rd-level transmutation Casting Time: 1 action Range: Self (15-foot radius) Components: V, S Duration: Concentration, up to 10 minutes
of the current: calm, moderate, or strong. If the current is moderate or strong, ranged weapon attacks that enter or leave the area or pass through it have disadvantage on their attack rolls. If the current is strong, the speed of any creature or vehicle moving against the current is halved and the speed of any creature or vehicle moving with the current is doubled. The effect lasts for the spell’s duration, unless you use your bonus action to temporarily halt the effect, restart the effect, change the direction of the current, or change the intensity of the current. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases to 30 feet.
Deep Diving 3rd-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a piece of squid tentacle) Duration: 24 hours You give one creature the ability to survive the freezing cold and crushing pressure of the deepest seas. They gain the ability to breathe water and suffer no ill effects from natural environmental conditions related to cold, pressure, or rapid pressure changes in water. They also retain their normal mode of respiration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose an additional target for each spell slot level above 3rd.
You alter the flow of water within a 15-foot radius of you. You must be underwater to cast this spell. You can create a current that continually flows in any direction you designate (or modify the flow in the area of an existing natural or magical current). You choose the intensity
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Deep Rift
Gemscribe
4th-level transmutation
1st-level illusion (ritual)
Casting Time: 1 bonus action Range: 5 feet Components: V, S, M (a red gemstone worth at least 150 gp, which the spell consumes) Duration: Concentration, up to 10 minutes
Casting Time: 1 minute Range: Touch Components: S, M (a gemstone worth at least 10 gp, and see below) Duration: Permanent, or 1 hour (see below)
When you cast this spell, you open a one-way rift in the ground from the Elemental Plane of Fire, which occupies a five-foot square of your choice on the ground within range. You can close the rift and end the spell as an action. While the rift remains open, creatures within 60 feet of the rift don’t gain resistance to fire damage by being submerged in water. Fire elementals within 60 feet of the rift don’t take damage from contact with water. When you or a creature you can see within 60 feet of the rift casts a spell that deals fire damage, you can use your reaction to cause the spell to deal additional damage equal to your spellcasting ability modifier + the spell level expended.
Encrust Creature 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour When you cast this spell, a willing creature of your choice that you touch is rapidly encrusted with barnacles, covering any armor they wear and exposed flesh. The target’s senses and breathing aren’t impeded. They gain a +2 bonus to AC and resistance to piercing damage from nonmagical weapons, but their speed in all forms of movement is reduced by 5 feet for the spell’s duration. The target can choose to shed the barnacles and end the spell as an action.
Entangling Kelp 2nd-level conjuration Casting Time: 1 action Range: 150 feet Components: V, S, M (a strand of kelp) Duration: 10 minutes A 20-foot-radius, 20-foot-tall cylinder centered on a point within range becomes a mass of tangled and razorsharp kelp. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 slashing damage for every 5 feet it travels. The area appears like any natural area of heavy kelp growth. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Writing, in the way that surface-dwellers practice it, is impractical for most underwater peoples, making wizardry and other magical practices difficult. This spell provides one solution: a permanent illusory inscription inside a gemstone, which can be projected in an enlarged form for reading. When you cast this spell, you can inscribe one spell of any level, or up to 1,000 words of ordinary text, inside a gemstone that you are holding. To inscribe a spell, the spell also consumes gemstones equal to the cost to inscribe that spell in a spellbook. Through repeated castings of this spell, you can inscribe up to 25 spells, or up to 25,000 words, in a single gem. This version of the spell is permanent. A gemstone affected by this spell has strange, faintly luminous occlusions. You can also use this spell not to add a spell or text to a gem, but to reveal all of the spells or text currently inscribed in the gem. The spell or text appears as a faintly glowing two-dimensional image in a space within 5 feet of the gem. This version of the spell has a 1-hour duration, giving you sufficient time to prepare any number of spells from it.
Hydrobolt Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A bolt of water erupts from your hand, staggering a creature within range. The creature must succeed on a Strength saving throw or take 1d4 bludgeoning damage and be knocked prone. At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Healing Flood 5th-level evocation Casting Time: 1 action Range: Self (30 feet) Components: V, S Duration: Concentration, up to 1 minute When you cast this spell, you and creatures of your choice within 10 feet of you regain 2d8 hit points. For the spell’s duration, as a bonus action, you can choose one creature within 30 feet that you can see. A torrent of healing water rushes from you toward it, and it regains hit points equal to 1d4 + your spellcasting modifier. Any number of creatures of your choice standing in a 5-foot-wide line between you and your target regain hit points equal to your spellcasting ability modifier. Constructs and undead can’t regain hit points from this spell. You can also use a bonus action to regain hit points equal to 2d8 + your spellcasting ability modifier.
Kharaste the Vicious Kharaste is a grindylow sorcerer noted for her creativity and viciousness, especially in using cold spells to freeze and shatter her enemies. She treads the currents with enormous self-confidence, as few make the mistake of crossing her twice. To get on her good side and convince her to teach you her spells or tactics, stand up for underdogs.
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Kharaste’s Bitter Prison
Lashing Kelp
4th-level evocation
1st-level transmutation
Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute
Casting Time: 1 action Range: 60 feet Components: V, S, M (a small piece of kelp) Duration: Instantaneous
You attempt to encase a creature that you can see in ice. Choose a creature that you can see within range, who must succeed a Strength saving throw or become restrained. On a successful save, the creature takes 3d6 cold damage and the spell ends. A creature restrained by this spell must make another Strength saving throw at the end of each of its turns. If it succeeds this saving throw or dies without succeeding this saving throw, the spell ends and the ice encasing the creature explodes. That creature and all creatures other than you within 10 feet of it roll a Dexterity saving throw. On a failure, they take 7d6 cold damage, or half damage on a success. The ice melts harmlessly, rather than exploding, if the spell ends because you cease concentrating on it, the duration expires, or the spell is dispelled. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can choose a second creature to encase in ice. When you cast this spell using a spell slot of 8th level or higher, you can choose a third creature to encase in ice.
You create a long whip made from kelp that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 2d8 slashing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each slot level above 1st.
Land-Treading 3rd-level transmutation (ritual) Casting Time: 1 action Range: 30 feet Components: V, S Duration: 12 hours This spell grants up to eight willing creatures you can see within range the ability to breathe air until the spell ends. Affected creatures also retain their normal mode of respiration. A fey or humanoid with a natural swimming speed that you target with this spell can choose to gain humanoid legs in place of their lower body, if they don’t normally have legs. They lose their natural swimming speed and gain a walking speed of 25 feet.
Living Lightning 7th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a three-pronged copper rod) Duration: Concentration, up to 1 minute You summon three motes of living lightning, tiny elementals made of air, found in Vesi’s Rage or other locations touched by the Elemental Plane of Air. They manifest in an unoccupied space within 5 feet of a creature that you can see within 60 feet. As a free action, you can mentally command each mote to move up to 60 feet and attack or defend one creature within 5 feet of it. The motes take their turns immediately after your turn. A mote that is not within 5 feet of a creature at the end of its turn disappears. A mote that is commanded to attack makes a melee spell attack with a 5-foot reach, using your spell attack modifier. On a hit, the target takes 3d6 lightning damage and can’t take reactions until the end of the mote’s next turn. The mote can only make opportunity attacks against the creature you most recently commanded it to attack. A mote that is commanded to defend grants the creature it is defending resistance to lightning and thunder damage, and when the creature it is defending is hit with a melee attack, the attacking
creature takes 10 lightning damage and has disadvantage on attacks it makes until the end of the mote’s next turn. Motes are immune to all damage, but they can be banished, charmed, or dispelled. They use your spellcasting ability modifier + your proficiency bonus as their modifier for all saving throws. At Higher Levels. When you cast this spell using a 9th-level spell slot, you can summon a fourth mote of living lightning.
Rushing Current
Moray Bite
You transform up to eight willing or unconscious creatures, which can include yourself, into fast-moving water. This spell functions only on creatures that are underwater, and they can’t leave that body of water while transformed. For the duration of the spell, their movement speed doubles, they don’t provoke opportunity attacks, they can pass through any crevice that water can pass through, and they gain a +10 bonus to Dexterity (Stealth) checks. When they are not hidden, they appear as vague impressions of themselves in the water. They can make a Shove attack by passing into another creature’s space, but can’t otherwise attack or cast spells. A conscious creature transformed by this spell can carry one unconscious creature that is also transformed by this spell.
Transmutation cantrip Casting Time: 1 action Range: Self Components: V, S, M (a tooth of a moray eel) Duration: 1 round When you cast this spell, your mouth opens and widens, and a second set of jaws emerges from your mouth. Make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 1d6 piercing damage, and you can immediately use your bonus action to attempt to grapple the target. If you do, you can use your spellcasting ability modifier instead of your Strength modifier. The grapple ends at the start of your next turn. At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Plasma Beam Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A boiling beam of plasma erupts from your hand. Make a ranged spell attack against the target. On a hit, it takes 1d10 fire damage. Being underwater doesn’t grant resistance against this damage. At Higher Levels. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Protection from Water 2nd-level transmutation (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a pound of wax) Duration: 1 day Water ruins many kinds of valuables such as spellbooks and musical instruments. One solid object that you touch of up to a 3-foot cube in size can’t be damaged by water for the spell’s duration. A flammable object affected by this spell can burn underwater, and can burn (but not ignite) other creatures and objects. You can make this spell permanent by casting this spell on the same object every day for 1 month.
Ravening Flame 4th-level evocation This spell is only available to Corruption in the Flame warlocks (see Corruption in the Flame Patron in chapter IV for spell details).
5th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 hour
Siren’s Lament Evocation cantrip Casting Time: 1 action Range: Self (15-foot cone) Components: V, S Duration: Instantaneous You imbue your voice with the lamenting cry of an anguished siren. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 1d4 thunder damage on a failed saving throw, and suffers disadvantage on the next Intelligence-based or Wisdom-based ability check or saving throw made before the beginning of your next turn. Creatures immune to the deafened condition are immune to this spell. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Stinging Jelly Lash 3rd-level conjuration Casting Time: 1 action Range: Self (30-foot cone) Components: V, S, M (a preserved jellyfish tentacle) Duration: Instantaneous When you cast this spell, long jellyfish-like tentacles erupt from your chest to poison enemies. Up to three creatures of your choice within a 30-foot cone roll a Constitution saving throw, suffering 3d12 poison damage and becoming poisoned until the end of your next turn on a failure. On a success, they suffer half damage and are not poisoned. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you deal an additional 1d12 damage and you can choose one additional creature within range. When you cast this spell using a spell slot of 7th level or higher, you deal an additional 2d12 damage (a total of 5d12), and the spell affects all creatures of your choice in a 30-foot-radius sphere, centered on you.
Tides of Doom 6th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (a vial of ichor) Duration: Concentration, up to 1 minute A tide of highly acidic water gushes from your fingertips. Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes 8d6 acid damage on a failed saving throw, or half damage on a
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success. On later rounds during this spell’s duration, you can create another cone of acid, and the damage it deals increases by 1d6 for each additional time you’ve used this action for this casting of the spell.
Token of the Seas Beyond 7th-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (a coin that has been used to pay for the dead) Duration: Concentration, up to 10 minutes You and up to six willing creatures within 10 feet of you become ghostly for the spell’s duration. This spell effect ends for any creature that ends its turn more than 60 feet from you. Creatures affected by this spell gain the following effects: • They have resistance to bludgeoning, piercing, and slashing damage dealt by nonmagical weapons that aren’t made of silver. • They have resistance to necrotic and poison damage. • They have darkvision to a range of 60 feet. • They can pass through creatures and objects as if they are difficult terrain, and they take 1d10 force damage if they end their turn inside an object. • They gain a +10 bonus to Dexterity (Stealth) checks. • While in sunlight, they have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. If you maintain concentration on this spell for its entire possible duration and you are on the surface of the ocean or within sight of the ocean, a ship arrives that can take you to the Seas Beyond.
Nolgathar the Contagion Nolgathar was a previous form of one of the Deep Dreamers. A mighty force of undersea heroes gathered to research a spell to slow Nolgathar down long enough for them to destroy it. With time and a dreadful loss of life, they succeeded, but the Mother of Monsters gathered up the slain and melded them together into the form now known as Rhaluq the Many.
Tomb of Nolgathar 8th-level abjuration
failure, the spell becomes permanent; on a success, the spell ends. The tomb of coral and stone that the spell builds around the target is at least twice the creature’s size. Once the spell’s duration is permanent, the spell can only be removed with a greater restoration spell and a remove curse spell, each cast with a spell slot of 8th level or higher.
Wall of Coral 6th-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a small piece of coral) Duration: Concentration, up to 10 minutes You create a wall of hard, living coral. The wall appears within range on a solid surface, and lasts for the duration. You create a wall that is 80 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature within the area must make a Strength saving throw. Creatures that fail this saving throw take 6d6 poison damage and are restrained. They retain line of sight to one side of the wall of their choice. On a success, they take half damage, are not restrained, and can choose to be pushed to one side of the wall or the other, or stand on top of the wall. A creature restrained by this spell can roll a new saving throw at the end of each of its turns. On a success, it is no longer restrained. The wall of coral is an object that can be damaged and breached. Each 10-foot length of the wall has AC 13 and 30 hit points. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. If the wall is not immersed in saltwater, it becomes dead coral soon thereafter.
Water Blade Conjuration cantrip Casting Time: 1 bonus action Range: Self Components: V, S Duration: 1 minute You shape water into a bladed weapon. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon. The weapon does 1d8 piercing damage and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The spell ends if you cast it again or if you let go of the weapon. At Higher Levels. Your weapon’s damage increases to 1d10 when you reach 5th level, 1d12 at 11th level, and 2d8 at 17th level.
Casting Time: 1 action Range: 60 feet Components: V, S, M (a platinum tablet inscribed with the target’s name, worth at least 1,000 gp, which the spell consumes) Duration: Concentration, up to 1 hour You attempt to bind your target in a tomb of stone and coral, similar to the one that bound the deep dreamer, Nolgathar the Contagion. Coral and stone grow around the limbs of one creature you can see within range. The target must succeed on a Dexterity saving throw or become restrained and unable to teleport. At the end of each of its turns while it is not paralyzed, it can make a Dexterity saving throw. On a success, it escapes from the tomb and the spell ends. At the beginning of a turn in which the target is restrained but not paralyzed, it must succeed a Constitution saving throw or become paralyzed. For every ten minutes that it is paralyzed, it can make a Constitution saving throw with disadvantage. On a success, it is no longer paralyzed. If you maintain concentration on this spell for its entire possible duration and the target is paralyzed by this spell at the end of that duration, the creature receives one final Constitution saving throw. On a
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Chapter VII: Running Undersea Adventures Under the Seas of Vodari, you’ll find a vast underwater world for you and your players to visit. For terrestrial characters, exploring the depths of the undersea world for an extended period of time requires magic items or spells such as water breathing. The challenges don’t end there. The sea is full of alien cultures to interact with, strange plants and animals, gargantuan monsters, and dark depths filled with crushing pressure and frigid waters. For those born underwater, the sea is their natural home but still provides countless dangers and hazards. The rules presented in the fifth edition core rules assume that most tables are running land-based games. For seafaring heavy settings like The Seas of Vodari, characters spend lots of time sailing, swimming, and making the odd dive down beneath the waves. The core rules provide enough support for a short period of underwater adventuring. When you’re running a game that spends most or all of its time underwater, you may find that the core rules and your experience as a GM above the waves leave some gaps. This section looks at existing rules and provides new optional rules and advice for GMs to run an adventure or entire campaign under the seas.
and stops sinking or rising. The DC of this check can be adjusted by the GM based on the situation. For creatures that are dead or dying while underwater, the following optional buoyancy rule can be used. When a creature falls to 0 hp while submerged underwater, the creature sinks or rises, based on its buoyancy. Creatures rise or sink at a speed of 15 feet per round. If a creature is carrying a substantial amount of floating or heavy gear, then this speed is doubled. This movement provokes attacks of opportunity as normal. When a creature with a swim speed gains 1 or more hit points, it becomes neutrally buoyant automatically. When a creature without a swim speed gains 1 or more hit points, it needs to regain neutral buoyancy. The creature can spend its movement to make a DC 10 Strength (Athletics) check. If successful, the creature becomes neutrally buoyant and stops sinking or rising. The DC of this check can be adjusted by the GM based on the situation.
Movement & Travel
Similar optional rules for dropped equipment can be used, but routinely losing important weapons or gear will not be fun for most tables.
Swimming
Travel
In aquatic campaigns, the majority of movement and travel involves swimming. For terrestrial characters, the special movement rules for swimming may apply. Aquatic creatures and creatures that have gained a swim speed through magic, can ignore this special movement rule. While swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a swimming speed. At the GM’s option, gaining any distance in rough water might require a successful Strength (Athletics) check.
While surface dwellers can’t swim for a full 8 hours per day (unless aided by magic), undersea people can swim as easily as land dwellers can walk. To learn more about underwater movement and travel for land dwellers, see pages 116-117 of the DMG. As with traveling on the surface, the rules for determining underwater travel time depend on two factors: the travel pace of the creatures moving and the terrain they’re swimming through. The Underwater Travel Pace table provides guidelines for how far a character or monster with a 30-foot swim speed can travel in a minute, an hour, or a day.
Buoyancy
Underwater Travel Pace
All aquatic creatures have some method that allows them to adjust their buoyancy, such as an air bladder. This allows aquatic creatures (and land-dwellers who have gained a swim speed through magic) to easily maintain their position in the water, or remain neutrally buoyant. This means that aquatic creatures don’t have to work too hard to keep from floating or sinking. When a land-dwelling creature is underwater, it does need to work to maintain neutral buoyancy, as it has no biological method to do so. Creatures generally have a sinking buoyancy, so most land-dwellers will spend lots of energy trying not to sink when submerged underwater. You can use the following optional rule for determining buoyancy for land-dwelling creatures who don’t have a swim speed.
Pace
Distance Traveled Per... Minute
Hour
Day
Effect
Fast
400 ft.
4 miles
30 miles
−5 penalty to passive Wisdom (Perception) scores
Normal
300 ft.
3 miles
24 miles
-
Slow
200 ft.
2 miles
18 miles
Able to use stealth
When a creature without a swim speed is submerged underwater, it must work to maintain neutral buoyancy. If the creature fails a Strength (Athletics) check while swimming by 5 or more or has a speed of 0 at the start of its turn, it either sinks or rises based on its buoyancy. Creatures rise or sink at a speed of 15 feet per round. If a creature is carrying a substantial amount of floating or heavy gear, then this speed is doubled. This movement provokes attacks of opportunity as normal. If a creature spends its movement to make a DC 10 Strength (Athletics) check and is successful, the creature becomes neutrally buoyant
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Difficult Terrain The travel speeds given in the Underwater Travel Pace table assume the characters are swimming through open water. Underwater adventurers often face dense kelp forests, rubble‐filled ruins, quickly moving currents, or even a school of fish—all considered difficult terrain. Characters swim at half speed in difficult terrain— swimming 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.
Aquatic Creatures and Land Travel Traveling on land can be uncomfortable for aquatic adventurers, even beyond the physical act of being in a dry, air-filled environment. Most aquatic creatures have some degree of water dependency, which can make journeys on land irritating—or outright deadly. With the exception of the merfolk limited amphibiousness trait (See Chapter III - People), there aren’t any official rules for handling aquatic characters while they are out of water. If you are running a campaign that is primarily set underwater, you could introduce some of the following optional rules and guidelines: • Amphibious characters could have double the hydration needs of terrestrial characters, needing to drink at least two gallons of water per day. You could also require full submersion in water at least once every 24 hours, taking a level of exhaustion when unable to do so. • Encourage characters to roleplay their amphibious character staying hydrated. Gill balm (see Adventuring Gear in Chapter V) is a fatty substance that amphibious people rub on their gills to keep from feeling dried out. An extra waterskin or two could be carried to allow for excessive fluid intake and soaking of their gills. The spell create or destroy water could also be used for refreshment. • For non-amphibious aquatic creatures, magic spells such as land-treading (see Spells in Chapter VI) can allow for travel on the surface.
Underwater Environments The underwater environment provides you and your players with unique challenges not found on the surface. The following rules and guidance are provided to help you run adventures in this environment.
Suffocating In a land-based campaign, even a few minutes underwater can often turn deadly. When an air-breathing creature is suffocating underwater, they are drowning. This danger is handled using the rules for suffocation. A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.
For aquatic campaigns, most creatures can breathe water naturally or have found a way to breathe underwater through their subclass features or magic. There are still ways for creatures to suffocate while underwater: • The water is poisoned. • A creature’s ability to breathe water has been physically interrupted by choking or another means. • Air-filled pockets are found underwater in caves, shipwrecks, and ruins. A creature that can only breathe water suffocates in an airfilled environment just as an air-breathing creature would underwater. Traversing underwater air pockets requires a water breather to hold its breath. For a larger air-filled area, a creature would need to find a way to breathe air, such as magic. • For an air-breathing creature who’s deep underwater and using magic to breathe water, any interruption to the spell or removal of a magic item is a deadly situation.
Sound & Talking Sound is a wave created by vibration. Sound travels around four times faster and farther in water than air. It also takes more energy for sound to travel through water. Sound waves travel similarly through water and air, but the way it is heard is very different due to water being so much denser. When land-dwellers are underwater, everything sounds strange. Surface ears are meant for picking up sounds in the air and vibrating tiny bones in the air, instead, the larger skull bone behind the ear is vibrated. This makes it difficult to tell which direction a sound is coming from and you can hear more high-pitched sounds and less low rumbles. Aquatic creatures are better suited to hearing underwater and most have no trouble hearing underwater. Talking underwater while breathing air is difficult and the majority of the sound is muffled by bubbles. When breathing water, talking underwater is not difficult, but people verbalize differently to work with the denser surroundings. Speakers of Aquan, Sahuagin, the sea elf dialect of Elven, and other aquatic languages, usually add in hand signals and body language to emphasize speech. Also, when common is spoken underwater it is heavily accented.
Visibility & Light Most creatures rely heavily on sight to notice danger, find objects, target spells, or hit their enemies in combat. While a creature is traveling on land at ground level, they can see up to 2 miles in ideal conditions (see page 243 of the DMG). When traveling underwater, a creature can see for much shorter distances. While in clear water and bright light, a creature can see 60 feet unless obscured. See page 117 of the DMG for full underwater visibility rules. In addition, visibility of a given area might be lightly or heavily obscured as explained by the following. In a lightly obscured area, such as dim light, murky water, bubbles, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. A heavily obscured area—such as darkness, thick bubbles, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area. There are three categories of illumination: bright light, dim light, and darkness. Bright light lets most creatures see normally. Even gloomy days provide bright light, as do lanterns, bioluminescent jelly, and other sources of illumination within a specific radius. Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of
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twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness. In an underwater environment, there are three zones based on the amount of light. The Sunlit Seas extend from the surface to a depth of 650 feet. This zone is close enough to the surface for the sun’s light and heat to reach. The Twilight Waters begins at depths greater than 650 feet below the water’s surface and descends to 3,300 feet. Only faint light penetrates these depths and plant life is nearly non-existent. The Midnight Depths begin at depths greater than 3,300 feet below the ocean’s surface and descend to the seafloor and the deepest trenches beyond. No light can enter these depths and this zone is in complete darkness.
Zones of the Sea Name
Depth
Light
Sunlit Seas
0 ft. to 650 ft.
Transitions from bright light to dim light
Twilight Water
>650 ft. to 3,300 ft.
Transitions from dim light to darkness
Midnight Depths
>3,300 ft.
Darkness
In an underwater environment, an area could become lightly obscured by bubbles, murky water caused by tiny creatures or sediments such as sand or silt, marine snow, blood, or even by a passing school of fish. During the day in the Sunlit Seas, a creature will find itself in bright light on and near the surface, unless the sun is blocked by a storm, eclipse, or gargantuan object in the water above. As a creature descends deeper into the Sunlit Seas and the uppermost Twilight Waters, it will find itself in dim light. In an underwater environment, the main reason for an area being heavily obscured is darkness. During the day, as a creature descends deeper into the Twilight Water it will find itself moving from dim light to darkness. The Midnight Depths are the deepest zone of the sea and are shrouded in permanent darkness. In most worlds, the sun rises and sets, bringing a cycle of light and darkness. At night, the uppermost portions of the Sunlit Seas will be in dim light, if a bright moon is present, but this light’s penetration will be much shallower than bright sunlight. Other reasons for an area to become heavily obscured can include heavy blood loss, white water caused by bubbles, or ink used by squids, krakens, and grindylows.
Forms of Underwater Vision The eye lenses of terrestrial and aquatic creatures are made for seeing in their home environment. Amphibious creatures have eyesight geared towards seeing in and out of water. The eyes of most amphibians naturally auto-correct for the difference in refraction of light underwater and above the surface. Other forms of vision that are helpful underwater include... Blindsight. Vision is limited underwater, extending to only 60 feet even in ideal conditions and even less as you descend into the depths. For this reason, many aquatic creatures rely on seeing without eyes, usually through echolocation. Darkvision. Most of the sea is only dimly lit or sits in permanent darkness. Most aquatic creatures who live or hunt beyond the Sunlit Seas have darkvision, which is essential even in dimly lit waters far from the sun’s rays. Truesight. Few underwater creatures have truesight. Those that do include krakens and other legendary leviathans that dwell in perpetual darkness.
Tracking Tracking creatures on the surface provides footprints, broken branches, blood trails, and other signs to follow. While underwater, it can be much harder to track a creature. Unless the target is swimming along the sea bottom, over a coral reef, or through a thick kelp forest, there are few signs to follow in open water. Even when signs exist, water can quickly wash away evidence. One exception is smell which diffuses slower underwater and can be carried great distances by currents. Aquatic creatures with a keen sense of smell can follow blood trails and other smells, especially if they are down-current from their quarry.
Keeping Equipment Dry While underwater, being able to breathe water and swim well are the most important concerns for terrestrial folk. Water is a wet liquid, which can soak and ruin equipment and spell components. When land-based characters prepare to venture underwater, have your players consider what impact water will have on their current armor, weapons, coins, and gear such as books, rations, and spell components. Waterproof containers, magic items, and spells such as protection from water (see spells in Chapter VI - Magic) can be used to protect equipment. Leather can be replaced with seaweave, and metal and wood can be replaced with materials such as bone, tooth, coral, or bronze (see Chapter V - Equipment).
Underwater Combat Underwater combat has additional considerations which make this environment challenging for characters and GMs to run combat in. • Water is denser than air, which makes it harder to swing around weapons and reduces the range of projectiles. • Fighting underwater requires characters to operate in three dimensions. • Creatures that breathe air can quickly and easily drown while underwater. • Water is wet, which makes fire less damaging and can soak and ruin equipment and spell components. • When creatures bleed or release ink, underwater battlefields can quickly become lightly obscured or heavily obscured. While running underwater combat, the following core rules apply. When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident. A ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart). Creatures and objects that are fully immersed in water have resistance to fire damage. While on the surface, combat generally takes place on the horizontal plane, only moving into the third dimension when flight or effects put creatures in the air. While floating underwater, even low-level combat is three dimensional and more complex. Some of the impacts on the battlefield include: • With the ability to attack from above and below, there are far more directions for a target to be attacked or to attack from. • A large number of creatures can gang up on a single target, since there are 26 valid spaces adjacent to a given square, rather than 8 on the surface.
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• It is easier for creatures to break through defenses or escape without facing opportunity attacks. • Features, spells, and other effects used to control the battlefield are often less effective. Difficult terrain is usually easier to avoid than on the surface. Spells that create difficult terrain on the ground could be ruled as uncastable, with a seabed that could be thousands of feet below. • Dropped equipment and creatures that fall to 0 hp will usually sink 15 feet per round or more.
Prone One of the most common questions when running underwater combat is how does the prone condition work. On the surface, being knocked prone involves a creature landing on the ground in a form that reduces its movement or requires spending half its movement to stand up. When a creature is knocked prone underwater, it too must spend movement to gain control and balance after being turned or spun around. Otherwise, the creature will continue to spin and flail around. There is no specific rule for handling the prone condition while swimming in the core rules. If we make some tweaks to the rules for the prone condition, then the following optional rules can be used:
There are countless things to find and encounter in the wilds and settlements of the undersea world. The following tables will provide countless things, people, and places for your players to find.
Things to Find Adventurers under the seas will routinely find shipwrecks and sunken ruins while exploring the seas.
Things to Find in a Shipwreck d10
Things to Find
1
A small wooden box branded with the mark of the Brightwood Perfume Company. Inside are 5 small vials of an intoxicating perfume that gives advantage on all Charisma checks for 1 hour to anyone who wears it.
2
A fine silver tea set engraved with a poem of peace in Elven script and decorated with engraved vines with tiny flowers worth 750 gp.
3
Twelve airtight barrels of machine parts, with proper tax stamps for sale in Taevara. Each barrel is worth 100 gp.
4
An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
A large, perfectly-preserved, iron-bound chest sits atop a bed of slowly-bubbling coral. It would clearly contain a great treasure, if it weren’t actually a mimic.
5
What you had initially believed was a section of the hold floor littered with a few coins and gems is actually the shell of a giant hermit crab encrusted with treasure.
Spellcasting
6
A crate of fine red wine from the royal winery of Arushi. Each of the twelve bottles is worth 300 gp, just be careful where you sell it.
7
A well-dressed skeleton clutches an oilskin messenger bag bearing the crest of House Kawani’s Trade Fleet. The bag contains 12 brass keys for safe deposit boxes in Knott & Timbers Main Branch in Vardi.
8
A desk drawer holds a magically-sealed scroll case with a map of the lost continent of Varanu. The map points to the location of the ancient tomb of a great Draga emperor. The back of the map includes notes in Draconic about its guardians and traps.
9
The main section of the ship’s hold is still intact and is filled with barrels of ale from Liberty. The whole cargo is worth perhaps 1000 gp and is the home of a pack of vampire eels, who are hiding among the barrels.
10
In the bowels of this well-preserved shipwreck, you discover a chest filled with 500 gp and a single sea dragon egg.
While Submerged Underwater: • A prone creature must spend half its speed to stabilize itself and end the condition. Otherwise, it must treat the water as difficult terrain. • The creature has disadvantage on attack rolls.
Many spells require a verbal component, a particular combination of sounds, with specific pitch and resonance. While sound travels differently underwater and would likely impact this verbal component to some degree, there are actually no official rules to prevent a creature from casting spells while underwater. Yet, this makes little sense for air-breathing creatures who are holding their breath and casting a spell with a verbal component. The following optional rule is intended to handle this situation. While submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component with a casting time of a reaction, bonus action, or action. After casting the spell, If the creature can’t breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). Another challenge of casting spells for anyone is that spells require material components. There is no rule to prevent material components from working underwater. Yet, many material components would be difficult to use and maintain in an underwater environment. For this reason, most undersea magic users in Vodari use a spellcasting focus. Finally, as mentioned in the Underwater Combat section, fire spells inflict only half as much damage as they do in the air. It’s important for underwater adventurers to consider the impact of selecting spells that create fire damage.
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Things to Find in a Sunken Ruins d12
Things to Find
1
A 50-foot tall ziggurat rises from the kelp-covered seafloor. A pair of large, ornate bronze doors draped in seaweed, provide a way in. A DC 15 Intelligence (Investigation) check will find the remaining gemstones still embedded in the doors, worth about 250 gp. What additional treasures lie within?
d12
Things to Find
2
A massive temple brewery complex dedicated to the goddess Toamna contains 12 barrels of mead that are intact. A DC 15 Intelligence (History) check will reveal that the temple dates from before the Godwar.
3
4
An anvil and blacksmith tools covered in rust and barnacles are visible in a collapsed shop. A search of the rubble can reveal a shiny and finely-crafted weapon +1. At the center of the ruins stands a 100-foot tower with many bells of different sizes. The bells are all covered in various coral and other sea life, except for one. The bell is small enough to be held by one hand and appears shiny, silver, and untouched by age.
5
A half-collapsed and ruined tower, once a great arcane library, now sits among piles of ruined tomes and illustrated volumes destroyed by the sea. A diligent search may discover a few scrolls still protected and sealed against the elements.
6
A lost ruby mine, run by gnomes in ages past, has tunnels that wind throughout a large underwater knoll. The mine is far from exhausted, as several tunnels still have access to the exposed vein.
7
8
9
10
11
12
A large gladiatorial arena in a once vast city stands silent. A DC 13 Intelligence (Investigation) check will reveal signs of recent use. Connected to the arena is a collection of holding cells. A sprawling factory complex at the edge of a large, forgotten city shows little decay. Once a war chariot works filled with work tables and tools for over a dozen builders working side-by-side, now the factory is the home of a pair of hunter sharks. Atop a large seamount and just a mere 900 feet from the surface of the water squats the remains of a great tower, now collapsed. The exposed tower sections reveal a glowing, multi-colored, underwater garden of coral, plankton, kelp, and other bioluminescent creatures and plants. A grand cathedral with gothic architecture. Many of the stained glass windows remain undamaged and tell the tale of a warrior goddess battling against various foes. Towering 30 feet above the seabed is the copper statue of an ancient warrior covered in green patina. The hero’s spear currently faces north, but controls in the large marble base of the statue allow it to be rotated to the other cardinal positions. Turning the statue to the south will open a small room in the base.
Visiting Settlements When your adventurers visit an underwater settlement, the following tables provide interesting things to see and hear and places to visit.
Things to Overhear in an Underwater Settlement d10
Things to Overhear
1
A vast migration of sharks of every type seems to be headed towards a deep hole nearby. Folks wonder what it means.
2
The nation of Xolen must be stopped before their machine creations destroy Vodari. If you want to hear more about our plan, we are meeting at the base of the coral column just before the light fades.
3
I overheard the siren bard Calypso say that they swam under a sinking ship on their way here. Maybe we should go find it so that we can get some drylander treasure for ourselves.
4
A few of us were going to go explore a deep trench after the light fades. Ondo said that he saw a sea dragon down there, but Caol says he should prove it by leading an expedition.
5
Are you going to the sea horse races later? I heard that a visiting sea elf owns a sea horse that swims faster than any ever seen.
6
Thresher the wereshark told me he saw a gnomish undersea boat exploring the blue hole past the seabed farms. Why can’t those surface dwellers just stay up where they belong?
7
I heard that some young ones went missing near the coral tube maze and that the elders are calling for search parties to help find them. They are offering a big reward for finding them, because that’s close to merrow territory.
8
Nearly everyone is talking about the arrival of the sahuagin ambassador. Most fear this means there will be a formal declaration of war. A few believe the sahuagin must have encountered a problem tough enough to seek help.
9
Ronda said that she would take us to the coral head where she saw the frozen water. That must be near where the ice sea serpent lives and its horde.
10
We should encourage trade with the surface dwellers. Both cultures would grow richer with the exchange.
What appeared at first to be a canyon on the seafloor turns out to be a sunken necropolis with streets and mausoleums stretching in every direction. In the midst of this city of the dead lies a wrecked galleon with dim light shining from within
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Locations in an Underwater Settlement d12
Location
d8
Sights and Sounds
1
An abandoned residence in a seedy neighborhood is actually a secret lodge of an evil cult of Dokahi.
1
2
A curio shop inside a large cerith shell buys and sells rare, unusual, or intriguing objects. The shop also offers loans in exchange for collateral held in pawn.
Some children are playing with a pod of bottlenose dolphins. You can hear the dolphins’ excited clicks and whistles amongst the laughter of the youths.
2
Multiple swarms of jellyfish form a huge, bright multi-colored cloud that blocks your way.
3
You can feel and hear the rumble of seismic activity, as you see a bright orange gout of lava explode out of a nearby seamount. The volcanic activity creates a crazed rush of wildlife escaping the area.
3
A jewelry shop housed within the disconnected captain’s quarters from a long-lost brigantine.
4
A vegetable stand selling wakame, dulse, spirulina, taro, nori, and other undersea vegetables grown just outside the settlement.
4
Three old lava tubes and a patch of acropora rosaria coral with numerous small tunnels through it are the main features of a community playground housed in a small grotto.
An impromptu song from a seasinger compels nearly everyone to stop and watch their performance. In the meantime, a pair of scoundrels can be spotted “working” the crowd. The trio are working together.
5
Small bits of luminescent algae rain slowly down from the surface of the water as a ship cuts through some bioluminescent sargasso while it sails silently along. Tiny glowing dots slightly illuminate the darkened water.
5
6
A collection of low flat buildings at the base of a seamount include the jail, the tax collector, the land office and other governmental offices.
7
A small shop where custom-fitted armor is hand-crafted from the spines, scales, and bones of deep-sea creatures.
6
A quiet garden of long lost statuary and ship’s figureheads artfully arranged around five small sea knolls that are covered in bright and colorful coral.
8
A large structure made from the bones of an ancient whale shark is both the home and the workshop of the harpoon maker.
7
Everything below you is suddenly obscured as a large group of manta rays passes between you and the seafloor.
9
In a small cave near the edge of the settlement lives the ropemaker and his family. Just outside the cave is a large kelp forest.
8
10
An eye-catching, three-floored complex is the trade guilds hall. Workers of all trades mingle together here.
The area darkens around you, as overhead a pod of blue whales and their calves swim by and block most of the light coming from the surface. Lowing whalesong echoes through the deep.
11
12
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The Coral Head Casino is built around a tall coral pillar. The casino is very posh and provides luxury gaming, dining, and sleeping. A general store housed in the wreck of a sloop. It sells mundane surface items found in shipwrecks, such as barrels of alcohol, statues, chains, anchors, cannons, etc.
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Undersea Settlement Chase Complications d20
Complication
1
A colorful merchant’s stall blocks your way. Make a DC 15 Dexterity (Acrobatics) check to get past the obstacle. On a failed check, the obstacle counts as 15 feet of difficult terrain.
2
A crowd has gathered on a street corner to watch a bard perform. Your quarry swims its way through the crowd with ease. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the spectators unimpeded. On a failed check, the crowd counts as 15 feet of difficult terrain.
3
A pair of children, fighting over a toy, stumble into your path. Make a DC 10 Dexterity (Acrobatics) check to avoid the skirmish without delay. On a failed save, avoiding the children requires traveling an extra 15 feet.
4
The path takes a quick turn into a construction site. A maze of barrels, crates, and tools obstruct your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence check to avoid delays. On a failed check, the construction site counts as 10 feet of difficult terrain.
d20
Complication
d12
Plot Hook
5
An overzealous guard believes you to be someone else. If you move more than 15 feet, the guard makes an opportunity attack against you with their spear.
4
6
You stumble into a back-alley mugging, three bandits are bullying a commoner. Make a DC 15 Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimdation) check (your choice) to slip past the muggers unimpeded. On a failed save, you take 2d6+3 bludgeoning damage and the scene counts as 10 feet of difficult terrain.
Kai and Selena, a pair of young voda children, plead for your help. They say their father is currently being held as a prisoner and that he is soon to be executed, but he’s trapped in the form of a half-elf and cannot get free.
5
Rumors of an ancient Dokahi ruin in the deep trench incited us to send a group to investigate. We have not heard from them and they are now overdue in returning. The council fears the worst.
6
A few years ago a chain of devastating storms swept through the trade routes between Veraci and the Faraway chain. During that time, hundreds of ships were lost. A rich noble wants your party to find them and will share what they know for a cut.
7
A colorful notice written in goblin reads: Grindylow Fight Club - Scrapper Today / Gladiator Tomorrow. Train Here - Cheap & Good - Red Warehouse on the Floating Docks.
8
Oona, a selkie sea guardian druid is recruiting help to find a troop of kallidu that are raiding unprotected coastal settlements from Dann to Njord. Locating and destroying their home base is her plan.
9
Kyrel Liradon (N male elf dreadmask) is looking for a group to accompany him on an expedition into the deep trench to find an ancient city that sank into the sea during the Godwar.
10
Local merchants are willing to pay a hefty bounty in gold and gems to the group that brings them the head of a young sea dragon plaguing both miners and merchants in the area.
11
You notice a voda youth, named Ondo, playing with an oddly-shaped gold token. He says that he knows where a whole undiscovered city is, but you have to take him with you.
12
A trio of children, two Quessari and a half-elf, have recently gone missing. Friends say they went in search of a shipwreck and most think they are probably lost in the nearby maze of underwater canyons.
7
8
9
10
11-20
Workmen carrying a 30-foot tall marble statue lengthways block your path. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to swim under or over the barrier and keep going. On a failed check, you are knocked prone and need to stablize yourself. Your path is blocked by a most insistent street merchant determined to make you a customer. Make a DC 15 Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check (your choice) to slip by the vendor. You succeed automatically if you buy something from the vendor. On a failed check, the merchant counts as 10 feet of difficult terrain. You are forced to make a sharp turn to avoid running into a large coral column. Make a DC 10 Dexterity saving throw to successfully navigate the turn. On a failed save you collide with the column and take 1d6 bludgeoning damage. The chase suddenly cuts through the open market stall of a net maker. Make a DC 15 Dexterity (Acrobatics) check to successfully navigate all of the nets hanging on display in the stall. On a failed save you become entangled in a net. Rules for escaping nets are in Chapter 5 of the PHB. No Complication.
Underwater Settlement Plot Hooks d12
Plot Hook
1
You overhear two palace guards talking in hushed tones. “They found an intellect devourer in the warehouse. You know that means that at least one person at court isn’t who they claim to be. We need to find the imposter.”
2
A harried messenger thrusts a fancy scroll case into your hand and hurries off on her next delivery. The message inside the case is NOT addressed to you, but it is an invitation to a fancy masquerade ball.
3
An Aurirn named Magmel is looking to hire someone to clear out an old mine that was abandoned long ago due to volcanic activity. The volcano is now dormant and Magmel wants to make certain the tunnels are free from monsters before sending his miners back to work.
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Wild Sea Encounters The Encounters in the Wild Seas table provides a list of encounters for your adventurers. This list offers a variety of hazards, monsters, and other oddities. The encounters provide a wide range of difficulties, so feel free to scale the encounters or select ones that best match your party’s level.
Encounters in the Wild Seas d20
Encounter
d20
Encounter
1
A sudden and massive eruption of lava from the seabed has frightened the local wildlife and caused an underwater stampede. Make a Dexterity (Acrobatics) check at DC 15 to avoid being swept up in the tide of frightened creatures.
12
You notice a triton leviathan chaser moving stealthily along a ridge. The triton is searching for a group of chuuls and their aboleth master.
13
On a colorful coral-covered rock outcropping, near the surface, you see a group of siren sea singers fighting. Upon closer observation, you realize they are not fighting, but rather dancing and singing in competition for rights to the rock.
2
A crack opens in the seafloor and a great cloud of bubbles rise towards the surface. All vision beyond the bubbles is obscured. Swimming through the area requires a DC 15 Strength (Athletics) check.
14
3
A trio of sea draga sea hunters and two quessari knights riding on giant sea horses appear to be in some kind of conflict. They are floating over a dead crushing sea serpent that is wearing a gold-studded collar.
A massive earthquake caused some now unknown city to slide into the sea centuries ago. Below you on the seafloor lay the broken remains of a once-bustling port city.
15
4
A vast field of bones stretches out across the seafloor at the base of a tall sea wall. About 75 feet up from the seafloor, in the craggy and uneven surface of the sea wall, is a large cave opening.
You come across a sudden dropoff that stretches for miles in either direction. Beyond the dropoff is the inky blackness of the Midnight Depths.
16
A group of dwarven miners are traveling with their tools and lunch boxes to a vent in the seafloor. They are singing and in good spirits because they are starting a new dig.
The wreck of a dwarven ironclad ship, named Vulcani Dawn, has become the new home of a group bandits that are currently “laying low” from civilized areas.
17
A pulsing multi-colored glow emanates from a cave. Inside is a cave filled with bioluminescent mushrooms are a group of cecaelia druids performing a magical ritual.
As you come over the top of a sea knoll, you look down and see a tiburon sea hunter chasing after a mixed group of half-elves, quessari, and voda who seem to be fleeing in terror.
18
You spot a colorful underwater caravan that turns out to be the entourage, servitors, and slaves of a marid. The underwater genie is happy to entertain well-mannered guests.
19
A massive sea battle is occurring on the surface. Here in the deep it is slowly and silently raining dead sailors and broken ships upon the group from the surface fight above.
20
At the base of a small spire covered in multi-colored coral are a group of voda seem to be performing a ritual dance. A small number of voda guards stand apart from the dancers on the watch for trouble.
5
6
7
8
120
A group of merfolk warriors escort a cage containing a a grindylow and an injured merrow. The group is escorting these dangerous prisoners to a new holding facility outside the main settlement. Emerging from a dark cave on the ocean floor, you spot a deep terror shark on the hunt. If what they say about these monsters is true, then the ruin that it protects must be inside that cave.
9
Striding across the seafloor you see a storm giant merchant leading a giant hermit crab whose shell is covered in strapped-down barrels, boxes, and multi-colored tarps. Voratriel the Fair deals with many different undersea communities and is a fantastic source for both rare items and gossip.
10
You spot a group of sahaugins sneaking through a kelp forest near a Quessari outpost. Between them, they carry a large box, or is it a coffin?
11
In a shallow canyon you notice a locathah herder camp. These fishfolk have just finished building a corral to hold their aggregation of manatees while they rest. They’d pay for help drive the manatees to their next feeding area in the morning.
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Chapter VIII: Allies & Adversaries The undersea world is filled with sprawling cities, quaint villages, unexplored wild seas, and other locations. This chapter provides gamemasters with new monsters, beasts, and nonplayer characters (NPCs) to challenge their players, in addition to those already found in published materials. You’ll find stat blocks and other details needed to run each monster, beast, and nonplayer character.
Monsters This section provides statistics for monsters mentioned in this book and additional monsters to challenge your PCs. Use these monsters to create encounters to challenge your players as they travel Under the Seas of Vodari or your campaign world. These stat blocks are organized alphabetically.
Brain Coral
This coral-like monster has been mistakenly called a coral due to its appearance. This creature is actually a dangerous psionic aberration that lurks in the shadows of isolated coral reefs in the Wild Seas. Their psionic abilities allow them to become a danger to even the most intelligent of sea creatures, as well as explorers and caravans who enter its domain. Brain corals are not fast or stealthy, but are surprisingly durable and strong for their size. A brain coral uses its psionic abilities to stun, making its prey defenceless. Brain corals prefer to attack targets who are alone. When hunting as a group, brain corals can be incredibly devastating to entire parties of adventurers. Patient Hunters. These aberrations are patient hunters who can only satisfy their hunger by feasting on the brains of intelligent prey. A brain coral will often choose to starve for numerous days while waiting for an intelligence meal to arrive. When a brain coral detects sentience, it will remain absolutely still until its prey is within reach of its psionic blast. Once its prey is stunned, the brain coral will close in and attach itself to the head of its victim with its tendrils and suck out the grey matter. Corpse Animators. While a brain coral does not consume the flesh of its prey once the brain has been devoured, the corpse is still useful. When needed, a brain coral will animate a corpse to make a quick escape or long distance travel.
Brain Coral Small aberration Armor Class 15 (natural armor) Hit Points 78 (12d6 + 36) Speed 10 ft., swim 10 ft. STR
DEX
CON
INT
WIS
CHA
14 (+2)
14 (+2)
16 (+3)
16 (+3)
12 (+1)
6 (-2)
Condition Immunities blinded, charmed, deafened Senses blindsight 60 ft., passive Perception 11 Languages Challenge 4 (1,100 XP) Detect Sentience. The brain coral can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. False Appearance. When the brain coral remains motionless, it is indistinguishable from other coral. Magic Resistance. The brain coral has advantage on saving throws against spells and other magical effects. Water Breathing. The brain coral can breathe only underwater.
Actions Tendrils. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 13) and must succeed on a DC 14 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +5 to hit, reach 5 ft., one incapacitated creature grappled by the brain coral. Hit: The target takes 17 (5d6) piercing damage. If this damage reduces the target to 0 hit points, the brain coral kills the target by extracting and devouring its brain. Animate Dead. As an action, the brain coral can animate the body of a creature that has 0 hit points that it has grappled. The creature gains 20 temporary hit points and can move up to half of its movement. On each of its turns, the brain coral can use its action to control the grappled creature, moving up to the creature’s full movement and taking any action the creature has available. If the brain coral drops to 0 hp, it releases its grapple and the body is no longer animated. Psionic Blast (Recharge 5-6). The coral magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 14 Intelligence saving throw or take 13 (4d4 + 3) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Deep Angler
Few have seen a terrifying deep angler up close and survived the encounter. The most distinctive features of this monster are its massive maw full of long teeth and the lure which protrudes from the top of its head and ends in a bulb. Due to the dark color of its scales, these sea monsters can hide with ease in the Midnight Depths. A deep angler will float motionlessly for hours or even days, waiting for prey to swim close enough, at which time it will light its lure. Prey who fall under the lure’s enchantment are drawn close enough for the deep angler to strike quickly and swallow its prey whole. Touched By Shadow. While they are called fish and resemble them, these monsters are far from natural. These monsters are blind and seek out their prey by sensing the warmth of their life. The most experienced guardians and leviathan hunters believe deep anglers first arrived from the Shadowlands, entering Vodari where the planes overlap in the darkest depths.
Deep Angler Large monstrosity Armor Class 14 (natural armor) Hit Points 90 (12d10 + 24) Speed swim 30 ft. STR
DEX
CON
INT
WIS
CHA
16 (+3)
10 (+0)
14 (+2)
12 (+1)
11 (+0)
16 (+3)
Skills Perception +3, Stealth +3 Senses blindsight 120 ft., Passive Perception 13 Languages -Challenge 8 (3,900 XP) Light Lure. When a creature that can see the deep angler’s light lure starts its turn within 60 feet of the deep angler, the deep angler can force it to make a DC 14 Charisma saving throw if the deep angler isn’t incapacitated and can see the creature. On a failure, the target becomes charmed until the end of its turn. While charmed, the target considers the deep angler its ally and is forced to use all its movement on its turns to get as close to the deep angler as possible. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the deep angler until the start of its next turn, when it can avert its eyes again. If the creature looks at the deep angler in the meantime, it must immediately make the save. Touched by Shadow. The deep angler has advantage on Dexterity (Stealth) checks made to hide. Water Breathing. The deep angler can breathe only underwater.
Actions Multiattack. The deep angler uses flash, followed by two bite attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+3) piercing damage. Flash. The deep angler flashes its light lure. Each creature within 30 feet of the deep angler gets affected by the Light Lure, forcing them to look towards it. Swallow. The deep angler makes one bite attack against a Medium or smaller target that is charmed. If the attack hits, the target is swallowed, and the creature is no longer charmed. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the deep angler, and it takes 10 (3d6) acid damage at the start of each of the deep angler’s turns. The deep angler can have only one target swallowed at a time. If the deep angler dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
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Deepmantle
A deepmantle clings to the walls of trenches and ceilings of undersea caves as it waits for its prey. If it remains perfectly still, it can appear as stone from a distance. When the deepmantle senses a creature swimming beneath, it will quietly descend, surrounded in magical darkness. When a darkmantles reaches its prey, it is usually able to envelope and squeeze the life out of it without much struggle. From the Shadows. Deepmantles are found throughout the Twilight Waters and Midnight Depths. Guardians and leviathan hunters believe these monsters are actually from the Shadowlands, and slipped into Vodari’s seas where the planes overlap in the darkest depths.
Deepmantle Medium monstrosity Armor Class 12 Hit Points 52 (8d8 + 16) Speed 10 ft., swim 30 ft. STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
14 (+2)
2 (-4)
10 (+0)
5 (-3)
Skills Stealth +4 Senses blindsight 60 ft., passive Perception 10 Languages — Challenge 1 (200 XP)
Giant Zombie Shark
These zombies are created by necrotic magic to be more resilient and ferocious than a living giant shark. This undead monster can be over 30 feet long, is endlessly hungry, and will prey on anything that crosses its path. While these undead are rare, high numbers of them are found in the Grey Wastes, a lifeless wasteland that they seem drawn to.
Giant Zombie Shark Huge undead Armor Class 12 (natural armor) Hit Points 150 (12d12 + 72) Speed 0 ft., swim 50 ft. STR
DEX
CON
INT
WIS
CHA
22 (+5)
9 (-1)
24 (+6)
1 (-5)
8 (-1)
3 (-2)
Saving Throws Wis +2 Skills Perception +2 Damage Immunities poison Damage Resistances cold, necrotic Condition Immunities charmed, exhaustion, frightened, poisoned Senses blindsight 60 ft., passive Perception 12 Languages — Challenge 6 (2,300 XP)
Water Breathing. The deepmantle can breathe only underwater.
Blood Frenzy. The zombie has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
False Appearance. While the deepmantle remains motionless, it is indistinguishable from the ceiling of a cave or the wall of a trench.
Turn Resistance. The zombie has advantage on saving throws against any effect that turns undead.
Actions Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) bludgeoning damage. The deepmantle attaches to the target If the target is Medium or smaller and the deepmantle has advantage on the attack roll, it attaches by engulfing the target’s head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the deepmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions Multiattack. The zombie makes two bite attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Darkness Aura (1/Day). A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the deepmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
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Kallidus
Kallidus are found in a wide variety of colors and appearances and vary from two to three feet in length. Naturalists have found that the only physical difference between a kallidu and a typical tropical fish is the abnormally large size of a kallidu’s skull. This large skull houses a powerful mind capable of building magic-powered machines. These intelligent fish are nearly defenseless, but make for powerful foes while operating one of their machines. Gather & Build. Kallidus appear to have only two objectives in mind: gather resources and build magical machines. Their need to aggressively gather resources has led them to slaughter of surface dwellers trying to protect their property. The technologically-advanced people of Xolen have been heavily targeted, and pay a bounty for any kallidus that are captured or killed. A Mad Wizard’s Creation. Kallidus were created by a renegade wizard. The wizard was hunted down by the Arcane Council, but the kallidus continue to grow in numbers and efficiently gather and build. Whether they have minds of their own or are just pawns in their creator’s plan is still unclear. Sea Commanders. Kallidus have few physical gifts, but they can accomplish great things by commanding lesser creatures with their psionic abilities. Kallidus typically order their minions to gather materials from shipwrecks, underwater ruins, and even surface communities.
Kallidu Small monstrosity Armor Class 11 Hit Points 3 (1d6) Speed swim 30 ft. STR
DEX
CON
INT
WIS
CHA
6(-2)
12(+1)
10(+0)
16(+3)
10(+0)
6(-2)
Senses darkvision 120 ft., passive Perception 10 Languages understands Aquan and Common; telepathy 60 ft. Challenge 0 (10 XP) Water Breathing. The kallidu can breathe only underwater. Sea Commander. The kallidu can issue commands to any creature of CR 1 or lower with an intelligence of 4 or less that has a swimming speed. Minor Telekinesis. The kallidu can move or carry up to 10 pounds of objects in a 30-foot radius with its mind. It can manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. This trait can’t be used to attack, or to activate magic items.
Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
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Kallidu Walker
Minor Telekinesis. While in the walker, a walker can move or carry up to 10 pounds of objects in a 30 ft radius with its mind. It can manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. This trait can’t be used to attack, or to activate magic items.
Large construct Armor Class 15 (natural armor) Hit Points 76 (9d10 + 27) Speed 30ft., swim 20 ft. STR
DEX
CON
INT
WIS
CHA
16 (+3)
10 (+0)
17 (+3)
16 (+3)
10 (+0)
6 (-2)
Skills Athletics +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks, poison Senses darkvision 120 ft., passive Perception 10 Languages understands Aquan and Common; telepathy 60 ft. Challenge 4 (1,100 XP) Nowhere to Run. The walker can make one morningstar attack as a bonus action against a creature it has grappled. Sea Commander. While in the walker, While in the crawler, a kallidu can issue commands to any creature of CR 1 or lower with an intelligence of 4 or less that has a swimming speed.
Siege Monster. The walker deals double damage to objects and structures. Glassed Protection. While in the walker, a kallidu can breathe normally, even when out of water and it can’t be the target of spells.. If the walker reaches 0 hp, the kallidu inside is ejected 5 ft in a random direction.
Actions Multiattack. The walker makes two attacks: one with its hook and one with its morningstar. Hook. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 14 (2d10 + 3) slashing damage, and the target is grappled (escape DC 14). Morningstar. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage.
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Kallidu Crawler
or pour the contents out of a vial. This trait can’t be used to attack, or to activate magic items.
Large construct
Glassed Protection. While in the crawler, a kallidu can breathe normally, even when out of water and it can’t be the target of spells. If the crawler reaches 0 hp, the kallidu inside is ejected 10 feet in a random direction.
Armor Class 17 (natural armor) Hit Points 104 (11d10 + 44) Speed 30 ft., swim 20 ft. STR
DEX
CON
INT
WIS
CHA
18 (+4)
17 (+3)
19 (+4)
16 (+3)
10 (+0)
6 (-2)
Skills Acrobatics +6, Athletics +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks, poison Senses darkvision 120 ft., passive Perception 10 Languages understands Aquan and Common; telepathy 60 ft. Challenge 7 (2900 XP) Nowhere to Run. The crawler can make one beam attack as a bonus action against a creature it has grappled. Sea Commander. While in the crawler, a kallidu can issue commands to any creature of CR 1 or lower with an intelligence of 4 or less that has a swimming speed. Magic Resistance. The crawler has advantage on saving throws against spells and other magical effects. Minor Telekinesis. The crawler can move or carry up to 10 pounds of objects in a 30 ft radius with its mind. It can manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container,
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Actions Multiattack. The crawler makes three attacks: two with its claws and one with a beam. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The crawler has two claws, each of which can grapple only one target. Eldritch Beam. The crawler targets a creature it can see within 60 feet. The target rolls a DC 14 Dexterity saving throw, taking 35 (6d10) force damage on a failed save, or half as much damage on a successful one. Fear Beam. The crawler targets a creature it can see within 60 feet. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened until the start of the crawler’s next turn. Paralyzing Beam (Recharge 5-6). The crawler targets a creature it can see within 60 feet. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Lightning Jelly
Certain creatures in Vodari have developed a connection to the elemental planes. Lightning jellies are one example, created when touched by lightning from the Plane of Air. While they may have once been jellyfish, these elementals grew to a monstrous size and gained the ability to channel elemental energy directly from the Plane of Air. Lightning jellies can unleash devastating lightning to immobilize their targets. These elementals are aggressive hunters who will quickly close in on prey until in range of its lightning strike. Limitless Power. Xoleni scientists have recently learned to channel the lightning energy of these sea jellies into something called electricity. Deep pocketed patrons from Xolen have started to recruit undersea adventurers to capture these monsters alive to power their inventions.
Lightning Jelly
Sahuagin Malenti Medium humanoid (sahuagin) Armor Class 12 Hit Points 22 (4d8 + 4) Speed 30 ft., swim 30 ft. STR
DEX
CON
INT
WIS
CHA
12 (+1)
14 (+2)
12 (+1)
13 (+1)
12 (+1)
16 (+3)
Skills Deception +5, Investigation +3, Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Elvish, Sahuagin Challenge 1 (200 XP) Amphibious. The sahuagin can breathe air and water.
Huge monstrosity
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Armor Class 14 (natural armor) Hit Points 114 (12d12 + 36) Speed 0 ft., swim 30 ft. STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
17 (+3)
3 (-4)
14 (+2)
3 (-4)
Skills Stealth +6 Damage Resistances lightning, poison Damage Vulnerabilities slashing Condition Immunities charmed, frightened, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages -Challenge 4 (700 XP)
Cunning Action. On each of its turns, the sahuagin can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). The sahuagin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the sahuagin that isn’t incapacitated and the sahuagin doesn’t have disadvantage on the attack roll. Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
Water Breathing. The jellyfish can breathe only underwater.
Actions
Actions
Multiattack. The sahuagin makes two dagger attacks.
Multiattack. The jellyfish makes two tentacle attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (3d10) lightning damage. Lightning Strike (Recharge 5-6). The jellyfish moves all its tentacles at high speed towards the targets, shooting a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.
Sahuagin Malenti
Sahuagin are cunning predators who have fought an endless war against the sea elves. There is a secret that few outside of the sahuagin know. Sahuagin can mutate into something called a malenti. Within a few months of hatching, rare pups will take the physical form of an elf, while keeping their sahuagin mind. Malenti tend to hatch among sahuagin who live in close proximity to elves, especially after a costly defeat. While seen as hideous, malenti are prized among sahuagin leaders and receive the best training and instruction available. Most malenti infiltrate elven society, spending months or years to gain intelligence or assassinate key leaders. From time to time, a malenti will find elven society agreeable and try to live out their life among the sea elves.
Seaflower
Seaflowers are undersea predators that spend most of their time anchored to hard undersea surfaces. Seaflowers have a plantlike appearance and come in many colorful varieties. These creatures have a simple structure, consisting of a large body with a top covered in tentacles that surround a mouthlike opening. Despite its harmless appearance, seaflowers are deadly predators who poison and swallow prey whole. Paralyzing Venom. When prey is sensed by a seaflower’s tentacles, it will strike out with one of its many tentacles, injecting a paralyzing venom. With its prey poisoned, it uses its tentacles to guide its meal into its maw to be swallowed and digested whole. Many seek out the powerful venom of seaflowers to create poisons. Of those who hunt these creatures, more than a few end up becoming the prey themselves. Opportunistic Predators. Seaflowers are patient and opportunistic predators who usually wait for their prey to come to them. These creatures are known for their ability to attack while hidden among other plants and coral to pick off a hunter or adventurer focused on other enemies.
Sea Serpents
Tales of immense sea serpents have been told above the waves since the first ships sailed, and for even longer by undersea people. Those few who survive the initial wave of attacks by a sea serpent will find themselves left with a shattered ship or an obliterated seafloor village, while the sea serpent picks off the remaining survivors. This results in few living to tell the tale of these creatures, believed to be only a legend by some. Sea serpents are known to come in two varieties, but rumors of additional forms exist. Ice Sea Serpent. This variety of sea serpent lives in the magma vents beneath the sea floor. Exactly how these monsters can survive this harsh environment is unknown. More concerning is when these monsters leave their home to eat whatever it can find. Its freezing breath blasts wreck havoc on Aurirn mining crews, settlements, and can even freeze a ship’s hull solid. Crushing Sea Serpent. This variety of sea serpent rests between hunts in deep sea caves, wrecks, and ruins. Once hunger stirs this monster, few things will stop it from filling its belly. Its preferred method of hunting is to wrap itself around ships and undersea buildings, crushing and gobbling up whatever comes out.
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Seaflower Large monstrosity Armor Class 13 (natural armor) Hit Points 75 (10d10 + 20) Speed 5 ft., swim 5 ft. STR
DEX
CON
INT
WIS
CHA
16 (+3)
10 (+0)
14 (+2)
4 (-3)
10 (+0)
2 (-4)
Skills Stealth (+2) Condition Immunities blinded, deafened, prone Senses blindsight 30 ft., passive Perception 10 Languages -Challenge 3 (700 XP) False Appearance. When the seaflower remains motionless, it is indistinguishable from other undersea plants and coral. Water Breathing. The seaflower can breathe only underwater.
Actions Multiattack. The seaflower makes two attacks with its tentacles. Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage plus 5 (1d10) poison damage. On a hit, the target must succeed on a DC 13 Constitution saving throw or be paralyzed and pulled within 5 ft. of the seaflower. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Swallow.The seaflower makes one tentacles attack against a Medium or smaller creature that is paralyzed.If the attack hits, the target is swallowed. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the seaflower, and it takes 22 (4d10) acid damage at the start of each of the seaflower’s turns. The seaflower can have only one target swallowed at a time. If the seaflower dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Ice Sea Serpent
Crushing Sea Serpent
Gargantuan monstrosity
Gargantuan monstrosity
Armor Class 17 (natural armor) Hit Points 230 (20d12 + 100) Speed 30 ft., burrow 20 ft., swim 40 ft.
Armor Class 15 (natural armor) Hit Points 149 (13d12 + 65) Speed 30 ft., swim 40 ft.
STR
DEX
22 (+6) 16 (+3)
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
21 (+5)
3 (-4)
12 (+1)
1 (-5)
25 (+7)
14 (+2)
21 (+5)
3 (-4)
14 (+2)
1 (-5)
Skills Perception +6, Stealth +8 Damage Immunities cold, fire Condition Immunities prone Senses blindsight 60 ft., passive Perception 15 Languages -Challenge 13 (10,000 XP)
Skills Perception +7, Stealth +7 Damage Immunities poison Condition Immunities poisoned, prone Senses blindsight 60 ft., passive Perception 15 Languages -Challenge 11 (5,900 XP)
Legendary Resistance (1/Day). If the sea serpent fails a saving throw, it can choose to succeed instead.
Amphibious. The sea serpent can breathe air and water.
Water Breathing. The sea serpent can breathe only underwater.
Siege Monster. The sea serpent deals double damage to objects and structures.
Actions
Actions
Multiattack. The sea serpent makes two bite attacks.
Multiattack. The sea serpent makes two melee attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage and the target must succeed on a DC 18 Constitution saving throw or take 11 (2d10) extra cold damage. If the saving throw fails by 5 or more, the target is also covered in ice and restrained. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) piercing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 22 (3d10 + 6) piercing damage. Frost Breath (Recharge 5–6). The sea serpent exhales freezing water in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) cold damage on a failed save, or half as much damage on a successful one.
Legendary Actions The sea serpent can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sea serpent regains spent legendary actions at the start of its turn. Detect (Costs 1 action). The sea serpent makes a Wisdom (Perception) check. Tactical Maneuvering (Costs 1 action). The sea serpent can swim up to half its swimming speed without receiving opportunity attacks. Tail Attack (Costs 2 actions). The sea serpent makes a tail attack.
Constrict. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage, and the target is grappled (escape DC 21). Until this grapple ends, the creature is restrained. Swallow. The sea serpent makes one bite attack against a Medium or smaller restrained creature. If the attack hits, that creature takes the bite’s damage and is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the sea serpent, and it takes 21 (6d6) acid damage at the start of each of the sea serpent’s turns. If the sea serpent takes 30 damage or more on a single turn from a creature inside it, the sea serpent must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which exit prone in a space within 5 feet of the sea serpent. If the sea serpent dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Legendary Actions The sea serpent can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sea serpent regains spent legendary actions at the start of its turn. Detect (Costs 1 action). The sea serpent makes a Wisdom (Perception) check. Swallow (Costs 2 actions). The sea serpent makes a swallow attack. Tactical Maneuvering (Costs 1 action). The sea serpent can swim up to half its swimming speed without receiving opportunity attacks.
Strangling Seaweed
These carnivorous aquatic plants sit patiently among other kelp and seaweed, waiting for prey. While resting, it appears like a large patch of regular seaweed, usually colored green, brown, or red. Strangling seaweeds are ambush predators, remaining inconspicuous until prey wanders near. When it attacks, several long fronds protrude, exposing its bulbous body. A typical strangle seaweed’s body is nearly 10 feet in diameter and its fronds can stretch out to lengths of 20 feet. This predator will attack anything it can reach, even dragging creatures on land below water. Any prey caught by a strangling seaweed will find itself quickly crushed and slowly absorbed by its fronds.
Strangling Seaweed Large plant Armor Class 13 (natural armor) Hit Points 75 (10d10 + 20) Speed 5 ft., swim 5 ft.
This section provides statistics for beasts mentioned in this book and additional beasts to challenge your PCs. Use these beasts as allies, adversaries, animal companions, or beast shapes for druids to assume. These beasts should be found living among beasts found in the core roles such as crabs, giant octopuses, killer whales, reef sharks, and seahorses. These stat blocks are organized alphabetically.
Dire Stingray
Stingrays are normally passive bottom dwellers who only defend themselves when cornered or injured. Dire stingrays are larger and territorial, willing to hunt anything smaller than them using a form of electrolocation to see through sand and silt. These fish are disc shaped with a flexible, tapered tail ending in a sharp, barbed stinger. The poisonous sting from a dire stingray kills most prey instantly, including people in most cases.
STR
DEX
CON
INT
WIS
CHA
Dire Stingray
14 (+2)
10 (+0)
14 (+2)
1 (-5)
10 (+0)
1 (-5)
Large beast
Condition Immunities blinded, deafened, exhaustion, prone Senses blindsight 30 ft., passive Perception 10 Languages -Challenge 2 (400 XP) False Appearance. When the seaweed remains motionless, it is indistinguishable from other seaweed.
Actions Multiattack. The seaweed makes two attacks with its fronds. Fronds. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: The target takes 9 (2d6 + 2) bludgeoning damage, and it is grappled (escape DC 13). Until this grapple ends, the target is restrained. The seaweed can only grapple two targets at a time. Entangling Strands (1/Day). The seaweed can animate strands of normal kelp and seaweed in a 10-foot cube within 30 feet of it. These plants turn the area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by the entangling strands of plants. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the seaweed dies.
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Armor Class 13 (natural armor) Hit Points 60 (8d10 + 16) Speed 0 ft., swim 40 ft. STR
DEX
CON
INT
WIS
CHA
10 (+1)
14 (+2)
14 (+2)
1 (-5)
12 (+1)
4 (-3)
Skills Stealth +4, Perception +3 Senses blindsight 30 ft., passive Perception 13 Languages — Challenge 1 (200 XP) Stealthy. When buried in sand, the stingray has advantage on Dexterity (Stealth) checks made to hide. Water Breathing. The stingray can breathe only underwater.
Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 2) piercing damage. Stinger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. The target must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.
Dolphins
Dolphins are peaceful and social aquatic mammals that are found in temperate and tropical Sunlit Seas. They use echolocation to see with sound. The dolphins found in the western seas are important allies of the elves. Bottlenose Dolphin. These larger dolphins are powerful, especially when they charge their enemies at full speed. These dolphins are a popular choice of mount for elves who are looking to scout or war against sahuagin. Common Dolphin. Smaller than bottlenose dolphins, common dolphins make up for their size by hunting as a group. This stat block can also be used for spotted and striped dolphins.
Bottlenose Dolphin Large beast
Common Dolphin Medium beast Armor Class 13 (natural armor) Hit Points 11 (2d8 + 2) Speed 0 ft., swim 60 ft. STR
DEX
CON
INT
WIS
CHA
14 (+2)
14 (+2)
12 (+1)
5.(-3)
12 (+1)
7 (-2)
Skills Acrobatics +4, Perception +3 Senses blindsight 60 ft., passive Perception 13 Languages — Challenge 1/8 (25 XP) Pack Tactics. The dolphin has advantage on an attack roll against a creature if at least one of the dolphin’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.
Armor Class 13 (natural armor) Hit Points 19 (3d10 + 3) Speed 0 ft., swim 60 ft. STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
12 (+1)
6 (-2)
12 (+1)
7 (-2)
Skills Acrobatics +4, Perception +3 Senses blindsight 60 ft., passive Perception 13 Languages — Challenge 1/2 (100 XP) Charge. If the dolphin moves at least 30 ft. straight toward a creature and then hits it with a slam attack on the same turn, that target takes an extra 4 (1d8) bludgeoning damage.
Echolocation. The dolphin can’t use its blindsight while deafened. Hold Breath. The dolphin can hold its breath for 15 minutes.
Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4 + 1) piercing damage. Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.
Echolocation. The dolphin can’t use its blindsight while deafened. Hold Breath. The dolphin can hold its breath for 20 minutes.
Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
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Fish
In an underwater world, adventurers will encounter countless fish of all shapes, sizes, and colors. The following are stat blocks for sample fish found in an undersea world. Bladefish. These pack hunters are known for their razor-sharp teeth and long and narrow blade-like bodies. Even one of these fish can take down an adventurer. As a group, bladefish are even deadlier. Common Fish. These fish include many varieties from the colorful fish in the tropical south to the durable fish found in the frigid northern seas. They are often found swimming in large schools. Nuku Nuku. These fast and agile fish are most known for being both delicious and tough to catch. The effort can be worth the challenge, but many hunters and fishers will give up before netting their prize. Remora. Sleek, dark-colored fish that travel with whales, turtles, rays, sharks, and even shivers of tiburons. A remora attaches itself to their host and removes dead skin and parasites in exchange for the free ride and food scraps. Remoras are popular pets, familiars, and even used to hunt.
Common Fish Tiny beast Armor Class 11 Hit Points 1 (1d4 - 1) Speed 0 ft., swim 60 ft. STR
DEX
CON
INT
WIS
CHA
2 (-4)
12 (+1)
9 (-1)
1 (-5)
12 (+1)
2 (-4)
Senses darkvision 60 ft., passive Perception 11 Languages — Challenge 0 (10 XP) Water Breathing. The fish can breathe only underwater.
Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Bladefish Medium beast Armor Class 13 (natural armor) Hit Points 22 (4d8 + 4) Speed 0 ft., swim 60 ft.
Nuku Nuku Small beast
STR
DEX
CON
INT
WIS
CHA
8 (-1)
14 (+2)
12 (+1)
1 (-5)
10 (+0)
3 (-4)
Skills Perception +2, Stealth +4 Senses darkvision 60 ft., passive Perception 12 Languages — Challenge 1/4 (100 XP) Keen Hearing and Smell. The bladefish has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The bladefish has advantage on an attack roll against a creature if at least one of the bladefish’s allies is within 5 ft. of the creature and the ally isn’t Incapacitated. Water Breathing. The bladefish can breathe only underwater.
Actions Multiattack. The bladefish makes two attacks with its bite. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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Armor Class 14 (natural armor) Hit Points 9 (2d6 + 2) Speed 0 ft., swim 60 ft. STR
DEX
CON
INT
WIS
CHA
12 (+1)
16 (+3)
12 (+1)
2 (-4)
12 (+1)
3 (-4)
Saving Throws Dex +5 Skills Acrobatics +5, Athletics +3, Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 1/8 (100 XP) Fast and Agile. The nuku nuku can take the Dash or Disengage action as a bonus action on each of its turns. Keen Hearing and Smell. The nuku nuku has advantage on Wisdom (Perception) checks that rely on hearing or smell. Water Breathing. The nuku nuku can breathe only underwater.
Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Giant Hermit Crab
Remora
These crabs have adapted to occupy the scavenged shells of giant snails, which protect their fragile exoskeletons. They can be found both above and below the waves in temperate and tropical areas. Giant hermit crabs can be aggressive if they feel their territory is threatened.
Small beast Armor Class 11 Hit Points 3 (1d6) Speed 0 ft., swim 40 ft. STR
DEX
CON
INT
WIS
CHA
6 (-2)
12 (+1)
10 (+0)
1 (-5)
8 (-1)
4 (-3)
Senses darkvision 60 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Water Breathing. The remora can breathe only underwater.
Actions Attach. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: If the target is medium or larger, the remora can attach to it. The remora can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the remora by succeeding on a DC 13 Strength check.
Giant Hermit Crab Large beast Armor Class 14 (natural armor) Hit Points 39 (6d10 + 6) Speed 30 ft., swim 30 ft. STR
DEX
CON
INT
WIS
CHA
14 (+2)
14 (+2)
12 (+1)
1 (-5)
10 (+0)
2 (-4)
Skills Perception +2, Stealth +4 Senses blindsight 30 ft., passive Perception 12 Languages — Challenge 1/2 (100 XP) Amphibious. The crab can breathe air and water. Shell Defence. The crab can use a bonus action to take the Dodge action.
Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. The target is grappled, escape DC 12 The crab has two claws, each of which can grapple only one target.
Reactions Tuck. The crab tucks itself into its shell, adding 2 to its AC against one melee attack that would hit it.
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Giant Sea Turtle
Giant sea turtles are found in the Sunlit Seas and grow to be 10 feet or more in diameter. These creatures rarely venture onto land other than to lay eggs. Underwater, they’re fast swimmers and aggressive hunters. When raised from an egg in captivity, these turtles make excellent mounts and can be quite gentle.
Giant Sea Turtle Large beast
Gargantuan beast Armor Class 16 (natural armor) Hit Points 203 (14d20 + 52) Speed 10 ft., swim 60 ft. STR
DEX
CON
INT
WIS
CHA
22 (+6)
14 (+2)
18 (+4)
3 (-4)
11 (+0)
2 (-4)
Skills Perception +4, Stealth +6 Senses darkvision 60 ft., passive Perception 14 Languages — Challenge 10 (5,900 XP)
Armor Class 16 (natural armor) Hit Points 45 (6d10 + 12) Speed 10 ft., swim 40 ft. STR
DEX
CON
INT
WIS
CHA
16 (+3)
10 (+0)
14 (+2)
2 (-4)
12 (+1)
5 (-3)
Senses darkvision 60 ft., passive Perception 11 Languages — Challenge 2 (450 XP) Hold Breath. The turtle can hold its breath for 4 hours.
Siege Monster. The squid deals double damage to objects and structures. Water Breathing. The squid can breathe only underwater.
Actions
Actions
Multiattack. The squid makes three attacks with its tentacles or two attacks with its bite.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Squids
Though rarely seen, squids can grow to tremendous size and are feared by people who dwell above and below the waves. While most likely to be found hunting the depths, giant and colossal squids can be driven to the Sunlit Seas and the surface by hunger. These creatures have eight arms and two longer feeding tentacles, all of which have suckers found on the underside. Their heads contain massive eyes, the size of dinner plates or even larger. Stories tell of sailors being ripped from the deck of their ship or even ships being crushed and pulled under the waves. These creatures are somewhat better understood by undersea people and well-trained caravans guards usually can fend off an attack from the smaller variety while crossing the wild seas. Colossal Squid. These massive squids generally keep to the depths, hunting whales and other massive creatures. When these creatures do surface, they have been known to crack a ship in two and pull the wreck into the depths to feed. Giant Squid. While relatively smaller, these squids are still big enough to present a problem for boats and caravans. While incapable of taking down sloops or larger ships, these creatures can quickly strip a fishing boat of its crew or a caravan of its guards.
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Tentacles. Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained. The squid has two tentacles, each of which can grapple only one target. Ink Cloud (Recharges after a Short or Long Rest). A 40-foot-radius cloud of ink extends all around the squid if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the squid can use the Dash action as a bonus action.
Giant Squid Large beast Armor Class 14 (natural armor) Hit Points 85 (10d10 + 30) Speed 10 ft., swim 60 ft. STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
16 (+3)
2 (-4)
10 (+0)
2 (-4)
Skills Perception +2, Stealth +4 Senses darkvision 60 ft., passive Perception 12 Languages — Challenge 4 (1,100 XP) Water Breathing. The squid can breathe only underwater.
Actions Multiattack. The squid makes two attacks with its tentacles. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 4) piercing damage. Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. The squid has two tentacles, each of which can grapple only one target. Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the squid if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the squid can use the Dash action as a bonus action.
Jellyfish
Jellyfish, or sea jellies, are aquatic animals with bodies that are almost entirely composed of water. The bodies of these simple, blob-like creatures feature an umbrella-shaped bell and trailing tentacles which can sting. Giant Jellyfish. Giant jellyfish are much larger and thicker skinned than common jellyfish. These jellyfish are also more aggressive and will go after bigger prey such as humanoids. Jellyfish Swarm. An individual jellyfish is rarely a threat to an adventurer, unless it surprises them with a sting. A swarm of jellyfish is a deadly obstacle that’s difficult to fight through. In the open seas, multiple swarms can create near impassable wall with only small breaks between swarms to swim through.
Giant Jellyfish Large beast Armor Class 12 (natural armor) Hit Points 75 (10d10 + 20) Speed 0 ft., swim 15 ft.
Swarm of Jellyfishes Huge swarm of Tiny beasts Armor Class 11 Hit Points 86 (10d12 + 20) Speed 0 ft., swim 15 ft. STR
DEX
CON
INT
WIS
CHA
12 (+1)
12 (+1)
14 (+2)
1 (-5)
10 (+0)
1 (-5)
Damage Vulnerabilities slashing Condition Immunities blinded, charmed, deafened, frightened Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages -Challenge 2 (450 XP) Water Breathing. The swarm can breathe only underwater.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
14 (+2)
15 (+2)
1 (-5)
10 (+0)
1 (-5)
Damage Vulnerabilities slashing Condition Immunities blinded, charmed, deafened, frightened Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages — Challenge 1 (200 XP) Water Breathing. The jellyfish can breathe only underwater.
Actions Tentacle. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d8) acid damage. The target must make a DC 12 Constitution saving throw, taking the 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Actions Tentacles (swarm has more than half HP). Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) acid damage plus 14 (4d6) poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Tentacles (swarm has half HP or less). Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (1d6) acid damage plus 14 (2d6) poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Manta Ray
Manta rays have large, flat, diamond-shaped bodies. These friendly and intelligent fish feed on plankton using a form of echolocation. Manta rays only attack when forced to defend themselves. When raised to be mounts, manta rays provide smooth and fast transport.
Manta Ray
Seal
Seals are found throughout the seas, but are most common in colder waters, especially those surrounding Nordaa. Selkies who have the ability to shapeshift into seals and often live in pods with seals.
Seal Medium beast
Huge beast
Armor Class 12 Hit Points 13 (3d8) Speed 20 ft., swim 50 ft.
Armor Class 12 (natural armor) Hit Points 33 (6d12 + 6) Speed 0 ft., swim 40 ft. STR
DEX
CON
INT
WIS
CHA
15 (+2)
12 (+1)
12 (+1)
4 (-3)
12 (+1)
6 (-2)
Skills Stealth +4, Perception +3 Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13 Languages — Challenge 1/2 (100 XP) Charge. If the manta ray moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage. Water Breathing. The manta ray can breathe only underwater.
Actions Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 2) bludgeoning damage.
Sea Otter
These marine mammals are found along the coasts where kelp forests and sea urchins can be found. They are insulted by their thick fur and spend nearly all of their time in the water.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
14 (+2)
10 (+0)
3 (-4)
12 (+1)
6 (-2)
Senses darkvision 60 ft., passive Perception 11 Languages — Challenge 1/8 (25 XP) Hold Breath. The seal can hold its breath for 15 minutes. Keen Smell. The seal has advantage on Wisdom (Perception) checks that rely on smell.
Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Whales
This group of air breathing aquatic mammals are found throughout the seas. Whales communicate with each other using vocalizations called songs, which can travel massive distances underwater. Blue Whale. These massive whales feed by swallowing large mouthfuls of plankton and other tiny creatures. Their lungs are capable of collapsing under pressure, which allows long dives as deep as the Midnight Depths. While gentle creatures, blue whales will defend themselves if they (and especially their calves) are endangered.
Sea Otter
Blue Whale
Small beast
Gargantuan beast
Armor Class 12 Hit Points 4 (1d6 + 1) Speed 30 ft., swim 30 ft.
Armor Class 12 (natural armor) Hit Points 217 (15d20 + 60) Speed 0 ft., swim 50 ft.
STR
DEX
CON
INT
WIS
CHA
STR
10 (+0)
14 (+2)
12 (+1)
3 (-4)
12 (+1)
7 (-2)
26 (+8)
DEX
CON
10 (+0) 18 (+4)
INT
WIS
CHA
3 (-4)
12 (+1)
5 (-3)
Senses darkvision 60 ft., passive Perception 11 Languages — Challenge 0 (10 XP)
Senses blindsight 120 ft., passive Perception 11 Languages — Challenge 7 (10 XP)
Hold Breath. The otter can hold its breath for 10 minutes.
Echolocation. The whale can’t use its blindsight while deafened.
Keen Hearing and Smell. The otter has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Hold Breath. The whale can hold its breath for 90 minutes.
Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4) bludgeoning damage.
Actions Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 35 (3d10 + 8) bludgeoning damage.
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Nonplayer Characters
Dreadmask
This section contains statistics for various humanoid nonplayer characters (NPCs) mentioned in this book and to challenge your PCs. Use these NPCs as allies or adversaries for your PCs to encounter as they travel through Vodari’s undersea world or your campaign world. These stat blocks can be used to represent both human and nonhuman NPCs and are organized alphabetically by name.
Artisan Artisans are individuals who have learned the skills of a trade as an apprentice or on their own. Proficient artisans are often part of a guild. Undersea artisans include coralcarvers, engravers, tinkers, weavers, and other tradespeople.
The tradition of the Dreadmask comes from rogues borrowing the visages of the unsettling creatures found in the deepest parts of the ocean, including fish and the monsters of Dokahi’s brood. They craft or alter masks, which they wear into battle; the terrors that they bind to these masks give them great power over the fears of their allies and enemies – even enemies who are hardened against dread. At its founding, the Dreadmasks believed they were bearers of holy dread, reminding people to seek solace from the gods. It was all too easy for corruption to seep into their ranks, as they exulted in the fear and deference of the masses. Nowadays, only a rare few aspire to any sort of greater cause.
Dreadmask
Artisan
Medium humanoid (any race)
Medium humanoid (any race)
Armor Class 15 (sharkskin armor) Hit Points 78 (12d8 + 24) Speed 30 ft.
Armor Class 11 Hit Points 9 (2d8) Speed 30 ft. STR
DEX
CON
INT
WIS
CHA
12 (+1)
12 (+1)
10 (+0)
12 (+1)
12 (+1)
10 (+0)
STR
DEX
CON
INT
WIS
CHA
10 (+0)
16 (+3)
14 (+2)
12 (+1)
14 (+2)
16 (+3)
Skills Insight +2, Investigation +3, Persuasion +2 Senses passive Perception 11 Languages any one language (usually Common) Challenge 1/8 (25 XP)
Saving Throws Dex +5, Int +3 Skills Deception +6, Intimidation +6, Perception +5, Stealth +6 Senses blindsight 60 ft., passive Perception 15 Languages any one language (usually Common) Challenge 4 (1,100 XP)
Tool Proficiency. The artisan is proficient with one type of artisan’s tools.
Cunning Action. The dreadmask can use a bonus action to take the Dash, Disengage or Hide action.
Actions
Mask of Horrors. As a bonus action, the dreadmask forces one creature that can see it to roll a DC 14 Wisdom saving throw. On a failure, the creature is frightened of the dreadmask until the beginning of its next turn.
Light Hammer. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Sneak Attack (1/Turn). The dreadmask deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the dreadmask that isn’t incapacitated and the scoundrel doesn’t have disadvantage on the attack roll.
Actions Multiattack. The dreadmask makes two weapon attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage
Reactions Uncanny Dodge. When an attacker that the dreadmask can see hits it with an attack, the dreadmask can use its reaction to halve the attack’s damage against it.
Deep Dreamer
Deeps Druid
Deep Dreamers perform powerful songs to maintain the slumber of monsters that are too immense and powerful to slay. These bards must be fearless, for it falls to them to visit the incomprehensibly vast resting-places of Dokahi’s brood, knowing that one false note might doom whole cities.
Deeps druids are mainly drylanders that find a connection to the lightless depths. As a member of the Circle of the Deeps, they are provided with gifts that are frightening and unfamiliar to other surface-dwellers. Sea dwellers who belong to this Circle usually take a protective stance toward the Deeps, but a few embrace Dokahi’s malice against the sunlit lands.
Deep Dreamer Medium humanoid (any aquatic race)
Deeps Druid
Armor Class 15 (sharkskin armor) Hit Points 66 (12d8 + 12) Speed 30 ft., swim 30 ft.
Medium humanoid (any race)
STR
DEX
CON
INT
WIS
CHA
10 (+0)
16 (+3)
12 (+1)
12 (+1)
12 (+1)
18 (+4)
Saving Throws Dex +6, Cha +7 Skills Arcana +4, Animal Handling +4, Performance +7 Senses passive Perception 11 Languages any one language (usually Common) Challenge 4 (1,100 XP)
Armor Class 14 (seaweave armor) Hit Points 55 (10d8 + 10) Speed 30 ft., swim 30 ft. STR
DEX
CON
INT
WIS
CHA
10 (+0)
16 (+3)
12 (+1)
12 (+1)
18 (+4)
10 (+1)
Singer. The deep dreamer has advantage on Charisma (Performance) checks to sing.
Saving Throws Int +3, Wis +6 Skills Nature +6, Perception +6, Survival +6 Damage Resistances cold Senses blindsight 60 ft., passive Perception 16 Languages any one language (usually Common), Telepathy 60 ft. Challenge 3 (700 XP)
Spellcasting. The deep dreamer is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +7 to hit with spell attacks). It has the following bard spells prepared:
Child of the Deeps. The druid has resistance to cold damage and ignores any of the drawbacks caused by a deep, underwater environment.
Cantrips (at will): dancing lights, light, vicious mockery 1st level (4 slots): animal friendship, cure wounds, healing word, heroism, sleep 2nd level (3 slots): animal messenger, enthrall, silence 3rd level (3 slots): fear, hypnotic pattern 4th level (2 slots): compulsion, freedom of movement
Crushing Pressure (3/Day). When the druid hits a creature within 120 feet with a spell attack or a creature fails a saving throw against a spell it casts, the druid can use its bonus action to knock the target prone and reduce its speed by half until the beginning of its next turn.
Actions
Spellcasting. The druid is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared:
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Speargun. Ranged Weapon Attack: +5 to hit, range 80/120 ft., one target. Hit: 16 (1d8 + 2) piercing damage. Song of the Sea (3/Day). The seasinger can choose a creature other than itself within 60 feet that can hear it. As a reaction, that creature can make a weapon attack and add 1d6 to the attack roll.
Cantrips (at will): druidcraft, guidance, poison spray 1st level (4 slots): cure wounds, faerie fire, thunderwave 2nd level (3 slots): barkskin, hold person, protection from poison 3rd level (3 slots): dispel magic, protection from energy, water breathing, wind wall
Actions Multiattack. The druid makes two weapon attacks. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
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Leviathan Chaser
Scavenger
Leviathan Chasers specialize in hunting dangerous and unusual monsters from the deepest seas. Their obsessive pursuit of krakens, monstrous whales and sharks, or any other legendary leviathans is driven by revenge, thrill-seeking, or glory. Through their endless hunt, these rangers protect the seas, acting as shining bastions against threats from the darkest depths. Their reckless resolve in the face of danger is often contagious, bolstering companions and increasing all of their chances of surviving a deadly chase.
Life isn’t easy for everyone under the seas. Scavengers are resourceful survivalists forged through scratching out survival on the edge. There are many ways to be pushed into life as a scavenger and few are by choice. These rogues are known for being excellent at both hiding and seeking. Scavengers make good criminals, but truly shine when asked to put their unique skill sets to the test as adventurers.
Medium humanoid (any race)
Leviathan Chaser
Armor Class 14 (seaweave armor) Hit Points 55 (10d8 + 10) Speed 30 ft.
Medium humanoid (any aquatic race) Armor Class 16 (fishscale shirt) Hit Points 104 (16d8 + 32) Speed 30 ft., swim 30 ft. STR
DEX
CON
INT
WIS
CHA
18 (+4)
16 (+3)
14 (+2)
10 (+1)
16 (+3)
10 (+0)
Saving Throws Str +8, Dex +7 Skills Athletics+8, Perception +7, Survival +7 Senses passive Perception 17 Languages any one language (usually Common) Challenge 5 (1,800 XP) Chaser’s Quarry. As a bonus action, the leviathan chaser can mark a creature as it quarry. When the leviathan chaser hits a quarry with a weapon attack, it deals an extra 9 (2d8) radiant damage. Leviathan Lore. The leviathan chaser has advantage on Wisdom (Survival) and Intelligence checks to track or recall information about a creature that is Huge or larger.
Actions Multiattack. The leviathan chaser makes two weapon attacks. Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack. Heavy Speargun. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Reactions Relentless Pursuit. If a hostile creature that the leviathan chaser can see moves out of its reach, the leviathan chaser can move up to its movement speed towards the creature, without provoking opportunity attacks.
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chapter viii | allies & adversaries
STR
DEX
CON
INT
WIS
CHA
10 (+0)
16 (+3)
12 (+1)
12 (+1)
14 (+2)
10 (+0)
Saving Throws Dex +5, Int +2 Skills Investigation +3, Stealth +5, Survival +4 Senses passive Perception 12 Languages any one language (usually Common) Challenge 2 (450 XP) Hide and Seek. On each of its turns, the scavenger can use a bonus action to take the Hide or Search action. The scavenger has advantage on Dexterity (Stealth) checks made to hide and Intelligence (Investigation) checks made to search for a creature. Sneak Attack (1/Turn). The scavenger deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the scavenger that isn’t incapacitated and the scavenger doesn’t have disadvantage on the attack roll.
Actions Multiattack. The scavenger makes two attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage Hand Speargun. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Sea Guardian Druid Druids from the Circle of the Sea connect with the creatures, plants, and natural energy of the sea, to protect the underwater world. These guardians protect the seas against threats from the surface above and Midnight Depths below.
Sea Hunter
Sea Guardian Druid
Far from civilization, sea hunters connect with the primal nature of the Wild Seas to become true predators. They have learned to channel their fury and unleash it in a display of brutal power or precise control from afar.
Medium humanoid (any aquatic race) Armor Class 15 (hide armor) Hit Points 97 (15d8 + 30) Speed 30 ft., swim 30 ft. STR
DEX
CON
INT
10 (+0)
16 (+3)
14 (+2)
12 (+1)
WIS
CHA
18 (+4) 10 (+0)
Saving Throws Int +4, Wis +7 Skills Acrobatics +6, Nature +7, Perception +7, Survival +7 Senses passive Perception 17 Languages any one language (usually Common) Challenge 5 (1,800 XP) Spellcasting. The druid is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, guidance, resistance, shillelagh 1st level (4 slots): cure wounds, entangle, speak with animals 2nd level (3 slots): darkness, locate animals or plants, pass without a trace 3rd level (3 slots): daylight, plant growth, speak with plants 4th level (3 slots): control water, ice storm 5th level (2 slots): commune with nature, mass cure wounds
Actions Multiattack. The druid makes two attacks with its club. Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 13 (3d8) cold damage. Living Seas (2/Day). The druid can create an aura in a 30-foot radius around it, which appears as dimly glowing sea creatures and lasts for 1 minute. The druid’s aura gains one of the following benefits for the duration:
Sea Hunter Medium humanoid (any aquatic race) Armor Class 16 (sharkskin armor) Hit Points 120 (16d8 + 48) Speed 30 ft., swim 30 ft. STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
16 (+3)
10 (+0)
14 (+2)
10 (+0)
Saving Throws Str +7, Dex +4 Skills Athletics +7, Perception +5, Survival +5 Senses passive Perception 15 Languages any one language (usually Common) Challenge 6 (2,300 XP) Hunter’s Strike. Once per turn, the sea hunter deals an extra 14 (4d6) damage to a creature it hits with a weapon attack.
Actions Multiattack. The sea hunter makes three attacks. Trident. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 9 (1d10 + 4) piercing damage. Heavy Speargun. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 10 (1d12 + 4) piercing damage.
Reactions Relentless Pursuit. If a hostile creature that the leviathan chaser can see moves out of its reach, the leviathan chaser can move up to its movement speed towards the creature, without provoking opportunity attacks.
• Sunlit Seas. Each creature of the druid’s choice has advantage on saves made against being charmed or frightened while in the aura. • Twilight Waters. Each creature of the druid’s choice gains an additional 10 feet of movement when starting its turn in the aura. • Midnight Depths. Each creature of the druid’s choice gains blindsight while in the aura.
Reactions Protection of the Sea. When an enemy that the druid can see makes a melee attack against it, the druid can impose disadvantage on the attack by calling to the sea for aid. This aid is delivered as grasping seaweed, crashing waves, swirling currents, or another form.
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Sea Singer Seasingers are known for their powerful and skilled vocalizations. While capable of captivating an audience with only their voice, these bards use magic to enhance their performances, boost allies, and distract foes.
Sea Singer Medium humanoid (any aquatic race) Armor Class 14 (sharkskin armor) Hit Points 55 (10d8 + 10) Speed 30 ft., swim 30 ft. STR
DEX
CON
INT
WIS
CHA
10 (+0)
14 (+2)
12 (+1)
10 (+0)
12 (+1)
16 (+3)
Saving Throws Dex +4, Cha +5 Skills Acrobatics +4, Performance +5, Persuasion +5 Senses passive Perception 11 Languages any one language (usually Common) Challenge 3 (700 XP) Spellcasting. The seasinger is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following bard spells prepared: Cantrips (at will): dancing lights, minor illusions 1st level (4 slots): faerie fire, healing word, heroism, sleep 2nd level (3 slots): enhance ability, enthrall, suggestion 3rd level (3 slots): hypnotic pattern, major image Singer. The seasinger has advantage on Charisma (Performance) checks to sing.
Actions Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Speargun. Ranged Weapon Attack: +5 to hit, range 80/120 ft., one target. Hit: 16 (1d8 + 2) piercing damage. Song of the Sea (3/Day). The seasinger can choose a creature other than itself within 60 feet that can hear it. As a reaction, that creature can make a weapon attack and add 1d6 to the attack roll.
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Tidal Sorcerer A tidal sorcerer’s power comes from the tides and the moon that controls them. The sea holds an inescapable longing for them, especially if they are forced by circumstance to live inland.
Tidal Sorcerer Medium humanoid (any race) Armor Class 12 (15 with mage armor) Hit Points 33 (6d8 + 6) Speed 30 ft, swim 30 ft. STR
DEX
CON
INT
WIS
CHA
10 (+0)
14 (+2)
12 (+1)
14 (+2)
10 (+0)
14 (+2)
Saving Throws Con +3, Cha +4 Skills Insight +4, Deception +4, Persuasion +4 Senses passive Perception 10 Languages any one language (usually Common) Challenge 2 (450 XP) Spellcasting. The sorcerer is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: Cantrips (at will): acid splash, mending, shocking grasp 1st level (4 slots): burning hands, mage armor, thunderwave 2nd level (3 slots): gust of wind, mirror image, shatter 3rd level (3 slots): lightning bolt, water breathing, water walk Sorcery Points. The sorcerer has 6 sorcery points. It can spend 2 sorcery points when it casts a spell to gain one of the following benefits: High Tide. Creatures targeted by the spell must roll a Strength saving throw or be pushed 10 feet in a direction of the sorcerer’s choice. The sorcerer’s allies can voluntarily fail this saving throw. Flood Tide. Creatures targeted by the spell gain temporary hit points equal to 3 + the level of the slot expended for 1 minute. Ebb Tide. Creatures targeted by the spell take 3 acid damage in addition to any damage the spell normally deals. Low Tide. Creatures targeted by the spell can’t use reactions until the beginning of the sorcerer’s next turn.
Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
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