Triton
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 seafloor to the ocean’s surface. Tritons have webbed hands and feet, small fins on their calves, gills on their necks, and coloration that favors blues and greens. Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, the noble tritons have gradually become increasingly active in the world above. Nowadays finding a civilization of tritons living on a series of incredibly large boats and rafts sailing together as one across the ocean’s surface isn’t an unnatural sight. Tritons have a very stoic and poised personality, seeing themselves are protectors and destroyers of evil. Tritons are incredibly skilled sailors.
Most Common Classes: Barbarian, Fighter, Paladin, Waveborn Sorcerer
Ability Score Increase. 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. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium.(5-5.5 feet)
Age. Triton mature at 20 years and live 190-200 years.
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.
Emissary of the Sea. You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.
Guardian of the Depths. Adapted to the frigid ocean depths, you have resistance to cold damage.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
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