You are the mortal champion and emissary of the undersea fey, such as the Coral Court, and the Atlantean Empire, beholden to the lords of the hidden realms. With such a mantle comes responsibility and power.
- You have a pool of Champion Dice made up of a number of D6 equal to your proficiency modifier. You recover all spent Champion Dice when you complete a long rest.
- You are acclimated to the intense pressure and stygian darkness of the deep sea. You have resistance to cold damage, and darkvision to 60 feet. If you already have darkvision, its range is increased by 60 ft
- You gain a swimming speed of 30 feet. In addition, you can spend one of your champion dice to grant yourself the ability to breath underwater for 1 hour.
- When you cast a spell that inflicts acid, lightning or thunder damage, you may spend one of your champion dice to reroll any number of acid, lightning or thunder damage dice once. You must use the new roll.
- You learn one of the following cantrips: acid splash, shape water, shocking grasp, thunderclap. You also learn one of the following spells and may cast it once without material components, regaining the use when you finish a long rest: Call lightning, tidal wave. Charisma is your spellcasting modifier for these spells. When you cast tidal wave, you may spend one of your champion dice to heighten the spell. Roll the die: the DC increases by half the number rolled (rounded up).
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