Homebrew Eldritch Spawn Species Details

The children of otherworldly horror of the deep. the eldritch spawn, aren't born in the traditional sense, its more like they, appear form breaks in reality on the sea floor. Once "born" they are free to explore with the ocean there play thing, Water moves at their will and they have wings that let them soar above the ground, the rain is their ally. 

They are pale-blue or grey skinned humanoids with hair often made form tentacles. To an Eldritch spawn their physical form is a suggestion rather than hardline, being able to gain the ability to change shape at high levels. 
Their desires vary wildly but many have an affinity towards the Fathomless

They have disadvantages to radiant and fire damage as the holy and infernal forces wish to "cleanse" them

Eldritch Spawn Traits

Eldritch spawns are amphibious able to survive both under water and on land. They have command over water being able to propel themselves through water at high speeds and even launch themselves out up to 30 ft. They have wings that let them fly but they can't take off without speed. They have an affinitty, being able to accelerate themselves through the air extremely fast when its raining. Because form is a suggestion to them at level 3 they gain the ability to completely transform into an beast

Amphibious

they can breath on land and under water, are immune to all factors of being deep underwater, and have uninhibited sense underwater

Between the sea and sky

when underwater then can move by simply pushing the water around them allowing them to reach high speeds, this ability aids them in flying, that can't take off while stationary so in the water they can use this speed to launch themselves into the air and take off flying. When its raining this ability allows them to accelerate through the air faster than normal acting as an airdash

Shift

For a duration of 1 minute they can transform into a beast. At level 3 they can only transform into larger version of themselves with claws and teeth. At level 4 they get 2 options for a beast used once per 2 long rests until level 10

Sea Speaker

 


Sea Speaker Companion

Small or Tiny beast (aquatic or semi-aquatic), unaligned

You choose the creature’s appearance when you bond with it. It uses the following stat block, with minor cosmetic differences depending on its type (bird, reptile, crustacean, or cephalopod).


Armor Class 12 + your proficiency bonus

Hit Points 5 + five times your Eldritch Spawn level

Speed 20 ft., swim 30 ft. (and fly 30 ft. if a sea bird)


STR 8 (-1)

DEX 14 (+2)

CON 12 (+1)

INT 3 (-4)

WIS 12 (+1)

CHA 6 (-2)


Senses

Darkvision 60 ft., passive Perception 11

Languages

Understands the languages you speak but cannot speak


Traits

Eldritch Bond

Your companion adds your proficiency bonus to its AC, attack rolls, damage rolls, saving throws, and skills.

It shares your initiative and acts immediately after your turn. It obeys your commands to the best of its ability.


Amphibious Nature

Your companion can breathe both air and water.


Sea Speaker Command

On your turn, you can use a bonus action to command your companion to take one of the following actions:

  • Attack

  • Help

  • Dash

  • Disengage

  • Dodge

If you do not command it, it takes the Dodge action.


Actions

Natural Weapon

Melee Weapon Attack: your spell attack modifier to hit
Reach: 5 ft.
Hit: 1d6 + proficiency bonus piercing, bludgeoning, or slashing damage (depending on form)

  • Crustacean: bludgeoning (claws)

  • Cephalopod: bludgeoning + grapple attempt (ink/limb wrap)

  • Reptile: piercing (bite)

  • Sea Bird: slashing (beak or talons)


Special Variants (Flavor Only, no extra power)

Choose one when you bond:

  • Sea Bird: gains fly speed 30 ft. but cannot swim faster than 20 ft.

  • Crustacean: advantage on Strength (Athletics) checks to resist being moved or grappled.

  • Amphibious Reptile: can burrow briefly through sand or mud (DM discretion, 10 ft. at a time).

  • Cephalopod: advantage on Dexterity (Stealth) checks in water and can release ink cloud (purely narrative unless DM allows a 1/long rest obscure effect).


Protection of the Deep

If your companion drops to 0 HP, it vanishes into an eldritch oceanic space instead of dying. It returns at full HP when you finish a long rest.


Balance Note (important for your design)

This sits roughly between:

  • Beast Master companion (stronger combat presence)

  • Find Familiar (more utility-focused)

So it’s strong but not action-economy breaking because it only acts off your bonus action.


If you want next step polish, I can:

  • Make “Sea Speaker” scale at higher levels (new abilities at 5, 11, 17)

  • Add “deep sea evolution” forms (kraken-adjacent companion upgrade)

  • Or tighten this into official WotC subclass wording consistency for your full race document

    Below is a 5e-style companion stat template for your Sea Speaker feature, designed to work like a simplified Ranger companion / familiar hybrid. It stays flexible so players can flavor it as a bird, reptile, crustacean, or cephalopod without breaking balance.


    Sea Speaker Companion

    Small or Tiny beast (aquatic or semi-aquatic), unaligned

    You choose the creature’s appearance when you bond with it. It uses the following stat block, with minor cosmetic differences depending on its type (bird, reptile, crustacean, or cephalopod).


    Armor Class 12 + your proficiency bonus

    Hit Points 5 + five times your Eldritch Spawn level

    Speed 20 ft., swim 30 ft. (and fly 30 ft. if a sea bird)


    STR 8 (-1)

    DEX 14 (+2)

    CON 12 (+1)

    INT 3 (-4)

    WIS 12 (+1)

    CHA 6 (-2)


    Senses

    Darkvision 60 ft., passive Perception 11

    Languages

    Understands the languages you speak but cannot speak


    Traits

    Eldritch Bond

    Your companion adds your proficiency bonus to its AC, attack rolls, damage rolls, saving throws, and skills.

    It shares your initiative and acts immediately after your turn. It obeys your commands to the best of its ability.


    Amphibious Nature

    Your companion can breathe both air and water.


    Sea Speaker Command

    On your turn, you can use a bonus action to command your companion to take one of the following actions:

    • Attack

    • Help

    • Dash

    • Disengage

    • Dodge

    If you do not command it, it takes the Dodge action.


    Actions

    Natural Weapon

    Melee Weapon Attack: your spell attack modifier to hit
    Reach: 5 ft.
    Hit: 1d6 + proficiency bonus piercing, bludgeoning, or slashing damage (depending on form)

    • Crustacean: bludgeoning (claws)

    • Cephalopod: bludgeoning + grapple attempt (ink/limb wrap)

    • Reptile: piercing (bite)

    • Sea Bird: slashing (beak or talons)


    Special Variants (Flavor Only, no extra power)

    Choose one when you bond:

    • Sea Bird: gains fly speed 30 ft. but cannot swim faster than 20 ft.

    • Crustacean: advantage on Strength (Athletics) checks to resist being moved or grappled.

    • Amphibious Reptile: can burrow briefly through sand or mud (DM discretion, 10 ft. at a time).

    • Cephalopod: advantage on Dexterity (Stealth) checks in water and can release ink cloud (purely narrative unless DM allows a 1/long rest obscure effect).


    Protection of the Deep

    If your companion drops to 0 HP, it vanishes into an eldritch oceanic space instead of dying. It returns at full HP when you finish a long rest.


    Balance Note

    This sits roughly between:

    • Beast Master companion (stronger combat presence)

    • Find Familiar (more utility-focused)

    So it’s strong but not action-economy breaking because it only acts off your bonus actions

    Here’s a clean scaling progression for Sea Speaker, written in a style that matches official 5e racial feature upgrades.


    Sea Speaker (Improvement)

    Eldritch Spawn trait

    Your bond with the deepens as your eldritch nature awakens further. Your Sea Speaker companion grows in strength and gains new abilities at 5th, 11th, and 17th level.


    5th Level: Tidebound Coordination

    Your companion becomes more instinctively linked to your movements and intent.

    • Your companion can take the Attack action when you use your bonus action to command it.

    • When your companion hits a creature with an attack, that creature cannot take reactions until the start of its next turn.

    • Your companion’s movement no longer provokes opportunity attacks.


    11th Level: Abyssal Adaptation

    Your companion mutates further under your influence, becoming partially unreal.

    • Your companion gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

    • It can move through spaces as narrow as 1 inch wide without squeezing.

    • When your companion deals damage to a creature, you can choose for it to deal extra psychic damage equal to your proficiency bonus (once per turn).


    17th Level: Depth-Leashed Horror

    Your companion is no longer merely a creature of the sea—it is an extension of the same eldritch abyss that empowers you.

    • Your companion gains a flying speed equal to its swimming speed (if it does not already fly), as it partially phases through water and air alike.

    • Once per long rest, when your companion hits a creature with an attack, it can force the target to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failure, the target is frightened of your companion for 1 minute (it can repeat the save at the end of each of its turns).

    • While your companion is within 60 feet of you, you can use your reaction to have it take the Help, Attack, or Disengage action immediately.

Oceansight

 

You possess an unnatural sense of perception attuned to the depths of the sea. Whether through warped vision, pressure sensitivity, or eldritch awareness, you can see through the ocean’s gloom as easily as others see through darkness.

You can see in dim light underwater within 60 feet of you as if it were bright light, and in darkness underwater as if it were dim light. While using this sense underwater, you can discern shapes, movement, and objects clearly even through murky or sediment-filled water that would normally obscure vision.

This ability functions only while you are submerged or viewing underwater environments; it does not enhance your vision in air or other environments.

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