Homebrew Drowned One (revised) Species Details

Originally from the Elemental Plane of Water, many tritons entered the Material Plane centuries ago in response to the growing threat of evil elementals. Those tritons spread across the worlds’ oceans, protecting the surface from terrors in the deep. Over time, triton have extended their stewardship over the sea floor to the ocean’s surface.

Tritons have webbed hands and feet, small fins on their calves, and coloration that favors blues and greens.

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character..

Creature Type

You are an Undead.

 

Life Span

Drowned Ones are undead and therefore do not age.

Height and Weight

Your height and weight should be that of your character when they were alive.

Drowned One (revised) Traits

As a Drowned One, you have the following racial traits.

Creature Type

You are a Humanoid.

Size

You are Medium.

Speed

Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Amphibious

You can breathe air and water.

Control Air and Water

You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this trait. Starting at 5th level, you can also cast the water walk spell with it. Once you cast any of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

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 discern colors in that darkness only as shades of gray.

Barnacles

You have hardened barnacles all over your body that provide protection to you. When you aren’t wearing armor, your base 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.

Reborn from the Depths

Adapted to the frigid ocean depths, you have resistance to cold damage.

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