Aquatic

Characters 1.0

Character Options for every Race in 5e
Dungeons and Dragons


The oceans and waterways of Dungeons and
Dragons are largely unknown territory for adventurers. Players only get a few hints at what might be in those depths through interactions with generic Merfolk, the occasional Sahuagin, and even the elusive Tritons.

But what about characters who live in the depths of the Ocean? What about those Merfolk adventurers, or those rumors of water spirits in the waterways of the world. With this document, you can build characters who were born in the murky depths, and play with those who adventure in a new world beneath the waves.

This PDF includes 12 different subraces for each base race in the Players Handbook, in addition to a variant for Dragonborn, Human, Half-Elf, Half-Orc, and Tiefling. Additionally, there are 2 full monstrous races at the end- the Sahuagin and Kuo-Toa. The two backgrounds, Tribal Mer and Drowned Soul, are unique to underwater characters, and their ideals, personality traits, and flaws are designed to help flavor any background with an aquatic feel.

Table of Contents

Page Section
3 Aquatic Subraces Overview
5 Aquatic Dwarves
6 Aquatic Elves
7 Aquatic Halflings
8 Human Variant: Merfolk
9 Dragonborn Variant: Draketail
10 Aquatic Gnomes
11 Half-Elf Variant: Nereid
12 Half-Orc Variant: Kamograft
13 Teifling Variant: Deepbound
15 Sahuagin
17 Kuo-Toa
18 Backgrounds
21 Appendix A: Deities of Penumbra
22 Appendix B: Special Items
23 Appendix C: World Assumptions
Changelog

Version 1.0- Release!
















Preface

As opposed to my previous PDF, Aquatic Subclasses, this document assumes that the characters will be able to have access to water for most of the campaign. Playing a Merfolk warrior in the Dark Sun setting, which is a Desert World, doesn't make much thematic sense and will not work very well for your character. I would suggest that these characters at least starting out in a Coastal area or underwater.

These races have not all been tested yet. If you find any issues or have any questions, send me a message at /u PaganGoldfish on Reddit. I'd love to hear feedback on any of these.

Lore and Unusual Content

You might notice that, littered throughout this PDF, are references to deities, races, and other cultural names that are not in the D&D general lore. That is because these Character Options were made to supplement my larger goal of creating an entirely aquatic campaign setting. Most of these cultural references don't make much difference in the flavor or lore of the subraces, but I will likely put notes in green explaining with the intro "Penumbra Lore:" where neccessary. The campaign and world setting I am working on is currently called Penumbra, although that could change.

Appendix A: Deities of Penumbra, also gives an overview of several aquatic Pantheons you could choose for your character's religion. These deities will be explored in more detail in another PDF and when the full guide is released.

Credits

Artwork used has been created by Ekaterinya Vladinakova, Mariana Ruiz Villarreal, David L. Johnson, Earl Geier, Luigi Castellani. All their works are found on DM's Guild, some under the author of Arcana Games.

Some artwork was compiled by Kevin Crawford.

PART 1 | RACIAL OPTIONS

Part 1: Racial Options

Conversion of Land Races

When starting out in the world of Penumbra, a character might choose to become an aquatic version of a race in the Player’s Handbook, either out of necessity or preference.

While it is possible for a standard land race to survive underwater for long periods of time, it can be difficult for low-level adventurers to explore underwater environments. As such, it is suggested that you apply the Universal and Constant Subrace Features described here for an aquatic campaign even if you are using the statistics from the Player's Handbook.

Nomenclature and Culture

There are unique names for every creature and subrace, as well as different descriptions for their appearance, features, and some other traits. DMs can make their own to fit their own setting as they see fit, as the ones here are just suggestions.

When naming certain subraces (Dwarves, the Magma Elves, and some others) I used the syllables and meanings of words in the Forgotten Realms setting.

Universal Features

Every aquatic race has these properties.

Aquatic

This race can breathe fresh and salt water and survive 2-3 miles of watery depth without being damaged by pressure (when inside the Deep, which is 4 or more miles beneath the waves, they are subject to the Deep Pressure affliction, described in Appendix C: Basic World Assumptions).

They can move their regular swimming speed (as determined by Constant Subrace Features) and can speak/understand others while underwater. Verbal components for spells can be spoken underwater. Unless stated otherwise by another feature, a creature who is Aquatic cannot breathe air without magical or technical support.

Mer Weapon Fighting

While you are fighting with a weapon you are proficient in that was crafted for underwater combat, there is no penalty to attacks or range using that weapon. Most Mer weapons are forged of coral, driftwood, or other light materials that don’t rust.

Constant Subrace Features

Mer Tail

Required for Merfolk, Kamograft, Draketails, Nereids, and Brightfin Halflings (who do not have Tentacles)


Penumbra Lore: "Mer"

The word "Mer" in Penumbra, and this document, does not just refer to Merfolk. It includes any humanoid who lives underwater as opposed to land, including Tritons, Aquatic Elves, Aquatic Dwarves, and more.

Sometimes Elves will differentiate themselves from "Mer", thinking it distasteful to associate themselves with Aquatic Dwarves and Merfolk. Sahuagin and Kuo-Toa are generally considered monsters and therefore not called Mer in society.

You have a long, fish-like tail instead of legs. You have advantage on checks that would knock you prone or forcibly move you while you are swimming, and your swimming speed is 5 feet more than your walking speed.

However, to walk on land you must perform a 1 minute transformation ability, which gives you two legs instead of your tail. While you have these legs, you can breathe clean air.

You are clumsy with your transformed feet, and any Stealth or Acrobatics check you make with these legs are at disadvantage. You maintain these legs for a number of hours equal to your level. If you are touched by more than a liter of water while you have maintained feet, you must make a Constitution saving throw with a DC equal to (20 - your level) or 10, whichever is higher, or you immediately revert to your aquatic form. Dispel Magic immediately reverts you back to your aquatic form.

Once you use this transformation ability, you cannot use it again until you complete a long rest.

Tentacles

Required for Deepbound and Brightfin Halflings (who do not have Mer Tail)

You have 6 (1d4 + 4) octopus or squid-like tentacles instead of legs which propel you forwards in small bursts. Your swimming speed equals your movement speed, but your movement speed is halved on land. If a tentacle is severed, it will regrow in 1d4 days provided that you are not dead or prevented from healing. While a tentacle is severed, your swimming speed is reduced by 5 feet for each tentacle severed, to a minimum of 10 feet.

With an action, you can use your tentacles to grab onto a steady surface, granting you advantage on any checks to avoid being moved or knocked prone. You can breathe air and water equally, although spending more than a few days out of water might make you begin to accrue exhaustion depending on if you are submerged in water for any length of time while above ground.

Webbed Limbs

*Required for Ocean, Lake, and Deep Dwarves; for River, Ocean, and Magma Elves; Bogling and Tidedrifter Gnomes; for Sahuagin and Kuo-Toa**

PART 1 | RACIAL OPTIONS

You have webbed hands and feet which allow you to swim through the water and land with relative ease. your swimming speed equals your movement speed and you can handle most objects easily with your arms.

  If your arms are preoccupied (such as holding something in both hands or having them tied up), your swimming speed is reduced by 5 feet. You can breathe air and water equally, although spending more than a few days out of water might make you begin to accrue exhaustion depending on if you are submerged in water for any length of time while above ground.

Aquatic Subraces Overview

Dwarves

The Wurnxoth, or Ocean Dwarves, are deep, ocean dwelling dwarves who delve into the ancient mountain ranges near ancient trenches. Wurnxoth are known for their craftsmanship and strength in battle, as well as their ability to manipulate tides and the silt of the ocean floor.

The Glordelvar, or Lake Dwarves, are a freshwater race who live simultaneously on land and in the lakes or fens of their homeland, traveling through these small bogs into expansive, underwater cistern-kingdoms. They are known to be more lighthearted than most dwarves, with a similarity to halflings and an affiliation with nature, although they are also master jewelers in their own rights. They are one of the few Dwarf races who are also culturally adept with wooden weapons and furniture.

The Norughlor, or Deep Dwarves, are a race of Duergar who have adapted to sunken caverns and fell shipwrecks who are known for working with feral sahuagin and taming terrible creatures such as Dire Deepfish and large squids to hunt for them as they travel nomadically along the inky darkness of the Deep.

Elves

The division of elves into High, Wood, and Dark elves on the surface did not occur the same way in the Mer holds, leading to all subspecies of Mer elves being more friendly with each other than on the surface. The Mer elves evolved differently solely due to their locations, forging three different subraces- the Naiads, the Oceanids, and the Fetekeyrm.

Penumbra Lore: Nomenclature

There are different names for every creature and subrace, as well as different descriptions for their appearance, languages, and some other features. Players can make their own, but here are some suggestions. When naming certain races (Dwarves, the Magma Elves, and some others) I used the syllables and meanings of words in the Forgotten Realms setting, and they are not set in stone if you wish to call them by another name.

The Naiads, or River Elves, were a race of elves who lived amongst the rivers and lakes of the islands, often confused with nymphs and other fey creatures. They have much in common with the Eladrin, and often worship Ler or other nature gods.

The Oceanids, or Ocean Elves, are a race of elves who live on the continental shelf, often alongside Merfolk. These creatures have webbed fingers and feet, with slitted blue or purple eyes and gills filtering salt water through their necks. Oceanids are often worshipers of the Eadro or Deep Sashalas, and are lore-keepers who are adept at religious magic.

The Fetekeyrm, or Magma Elves, are rather different when compared to the other two Aquatic Elves. Often found deep in the ocean, they thrive near volcanic vents at the bottom of the ocean floor and Deep trenches, with pale skin and a single, opaque color for their eyes, usually black or red. Fetekeyrm build great cities alongside the Maggavor Gnomes, combining pyromantic magic and gnomish technology to craft constructs powered by the steam vents.

Halflings

The Undine, or Primordial Halflings, are partially combined with the water around them, their light blue or white hair often fading slightly into the ocean, with either green or blue tinged skin and webbed fingers and feet. Undine, like many aquatic halflings, are known as trickster creatures, but they are also known to be fearless warriors and friendly to most. There is some academic speculation that Undine are related to the similarly primordial Tritons.

The Brightfin Halflings, also known as Coral Halflings, are more akin to Merfolk than the Undine, with their legs being replaced either by brightly colored fish fins or several octopus-like tentacles they can use to propel themselves through the coral reefs they call home. Their hair and faces are often colored bright purple, red, or pink to blend into the Coral around them, and they are known to vividly change colors with powerful emotions.

Humans

The conversion of humans to Merfolk was a blessing by Eadro, some say. Some say it was Makara who gave them their similar fins before she was trapped, or others say that it is the beginning of a horrible racial transformation, like the monster Scylla.

Regardless of origin, it is known that Merfolk are the most common creature in the Grand Oceans of Penumbra. They come in all shapes and sizes, but they all have a few features in common- they have human torsos, gills on their necks, and two human hands, although some have some fish-like features such as frills along their heads or spines. Merfolk are known to be able to transform back to their human form for a time, but they are clumsy and soon fall back into their hybrid forms.

Merfolk often live in the Mer holds alongside Brightfin Halflings and Oceanids, creating large trade networks underneath the ocean.

PART 1 | RACIAL OPTIONS

Dragonborn

The sea drakes are all but extinct, but their blood still percolates through the ranks of the Merfolk. Occasionally a Merfolk is born with serpentine scales and a long tail betraying a draconic heritage. Known as Draketails, they are often feared by others in Mer society, especially if their scales betray a chromatic heritage.

Draketails often take up adventuring more than other races, either to prove themselves or to leave their hometowns. Many find their way to Coralhold, either by coincidence or to fight the Deep.

Gnomes

Tricksters and illusionist at heart, Bogling Gnomes are usually not any serious issue. They live in freshwater lakes and rivers, building their small, barnacle-like homes clustered lax oxbows or armored against the rushing rapids above them. Adept swimmers, Boglings are small even for gnomish standards, with copper or black skin and usually bright green or blue eyes. Like many aquatic races, they have webbed feet and hands, but also often craft small claw-like extensions to their boots to clutch onto rocky floors of rivers.

Conversely, the nomadic Tidedrifter Gnomes live near the surface of the ocean water, building cities onto giant pieces of drifting algae or the underbellies of ancient, complacent dragon turtles. Tidedrifters are rare to see, and often they never leave their closely knit communities, only leaving if exiled or if their city is destroyed. Tidedrifters have tanned skin with bleached white or blond hair that is usually laced with seashells and coral jewelry, with a penchant for crafting jewelry and quick contraptions due to their life on the move.

Deep under water, the third race of gnome lives, a race of svirfneblin who found their way to sunken caverns on the ocean floor the much like Norughlor did. They quickly found themselves wanting for allies, and found one in the Fetekerym elves, who had lived there for millenia. These gnomes, now known as Maggavor Gnomes, live with incredible ingenuity, creating constructs and golems to protect their domed cities from the terrors of the Deep. Maggavor Gnomes often tailor mechanical suits to help them traverse the deep waters, since they have not developed webbed hands or feet like other races.

Half-Elf

When a Merfolk has a child with one of the Elves, the half-elv born is known as a Nereid. Beautiful combinations of elf and human, nereids can magically morph between their Merfolk tail and elven legs at ease, and retain some similarities to both parents.

Half-Orc

There once was a group of orcs who came in contact with a strange shrine, glowing with a sickly magic. In the fell light of this shrine to Sekolah, the tresspassing orcs were transformed into half orc, half shark hybrids, with feral instincts and dreadful teeth. They usually have
shark tails similar to a Merfolk’s fishtail.
These half-orcs are known as the Kamograft.

Most Kamograft stay in their own tribal, nomadic societies, preferring to worship Sekolah or Gruumsh as they always have, and using their feral abilities to raid the Mer Holds. However, some come to the Mer holds, preferring to redeem themselves from their ancestors' savage ways. These often follow the shark god Kamohoalii, who was said to have saved those who were shipwrecked or lost at sea.

Tieflings

No one is quite sure where the Deepbound come from, although they seem to have a curse of demonic or devilish heritage upon their blood. From afar, they appear to be monsters, their strangely colored skin and pale horns protruding from their heads, and the eight long, squid-like tentacles that replace their legs. Long markings sprawl across their bodies, portraying their binding with a creature of the Abyss or the Nine Hells, or worse, their binding to the chained god of the Deep, Tharizdun.

Many Deepbound are incredibly cold to the touch, and they have no issue staying at the bottom of the ocean. Despite their appearance, Deepbound are not inherently evil, although the prejudice of Mer society often forces them away from civilized waters.

PART 1 | RACIAL OPTIONS

Aquatic Dwarves

"Have you ever heard a low song, echoing through the waves when you thought you were alone? Or have you seen them strange lights glimmering deep beneath the waves?" The old sailor leaned back in his seat, addressing the bustling tavern. "Well, you've then sailed over a kingdom of the Dwarves, you have."

"Pah, that's likely. What kind of would Dwarves live in the ocean? The same that breed unicorns and trade in sweet rolls?" The young man laughed as he pulled his drink back towards his sodden beard.

"Aye, aye, laugh all you want, kid. But when them Dwarves drag your ship to the Drowner because you trespassed over their mountains, you'd be wishing you listened to me."

Dwarves on land are industrious and gruff, living on mountains and hills, mining and forging away. But the Dwarves in the water are different. They are split from their worship of Moradin and the Dwarven Pantheon, often mining only to expand their underwater kingdoms.

Often equally gruff but very isolated, some Aquatic Dwarves might never see another race or even another type of dwarf for the entirety of their lifetime. Despite this schism, Aquatic Dwarves usually look upon other races with curiosity rather than caution.

Wurnxoth, The Ocean Dwarves

As an Ocean Dwarf, you’re intelligent and hard-working. Years of working underwater and mining in high pressure areas have made you shorter than most dwarves, but definitely stockier and of stronger build. You would have lighter skin than most dwarves, with deep blue or grey eyes and hair tones.

Ability Score Increase. Your Intelligence Score increases by 1.

Minesense. You can sense tremors and movements in mines and similar caverns, tracking the movement of the earth and water currents. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks while inside a cavern or mine.

Glordelvar, the Lake Dwarves

As a Lake Dwarf, you’re charismatic and kind. The lax life of a Glordelvar has shown with very tan skin and tall stature (for a dwarf). You spend time learning crafts and creating things that other dwarves often do not have the time for, working with what is nearby and what comes in through land trade.

Ability Score Increase. Your Charisma Score increases by 1.

Natural Artisan. You have proficiency in either Woodcarver’s Tools or Jeweler’s Tools. Using these tools, you can spend some gold creating a single simple wooden weapon or a simple piece of jewelry, granted you have access to materials or you can find and purchase materials.

The amount of gold spent crafting is equal to the gp cost of the weapon or jewelry - (2 x your Intelligence modifier), to a minimum cost of 5 silver pieces. The time required to craft a single item is 1 hour.


Norghlor, the Deep Dwarves

As a Deep Dwarf, you’re cunning and hardy. Raiding and the life of the pirating Norghlor often scars a dwarf and ensures only the largest survive, as well as being adapted to endure the treks along the Ocean floor.

Ability Score Increase. Your Strength score increases by 1.

Superior Darkvision. Your darkvision has a radius of 120 feet.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, your target, or whatever you are trying to perceive is in direct sunlight.

Deep Acclimation. Due to your familiarity with the Deep, you are not effected by the Deep Pressure condition (see Appendix C: World Assumptions).

However, the pressure difference in air or shallow water (to a depth of 100 feet), will eventually harm you. After every 24 hours in shallow water or air, you must make a DC 10 Constitution saving throw or gain 1 level of exhaustion.

Depth Stalker. You can cast Invisibility once per long rest using this trait, and you make no sound while moving with Invisibility this way. Constitution is your spellcasting modifier for this spell.

PART 1 | RACIAL OPTIONS

Aquatic Elves

"Okay, you can come out now!" Jennifer waited
for a while by the riverside, calling for her friend
to come of the river. "Come on, Faen."

"I knew it. You'd just imagined this Faen, Jen. Naiads don't exist, least of all here." The red haired girl spun around. "I'm heading home. There's no reason to chase after a fairy tale."

"Wait, Mary..." Jennifer stopped in place, looking at her reflection on the water. She knew that she saw the Naiad here- his lithe form forming out of the river waters. Maybe she was mistaken.

After all, what fool looks for elves in a riverbank?


The Aquatic Elves of Dungeons and Dragons are rare creatures who are linked to the Feytides, the mysterious realm that connects the Material Plane with the Feywild's waterways.

Most Aquatic Elves live far away from society, but, unlike land Elves, have no hard feelings towards any other type of elf.

Naiads, the River Elves

As a River Elf, you’re light-hearted and bound with the nature around you, with the beguiling influence of the Feytides infused in your speech. Your swimming movement is propelled by your languid manipulation of gentle magics.

Most River Elves have fair skin and hair with tinges of blue or green. Generally, Naiads are skittish and careful around humans, rarely revealing themselves to them and using their Water Step to stay hidden.

Ability Score Increase. Your Charisma Score increases by 1.

Naiad Weapon Training. You have proficiency with the net, blowgun, spear, and pike.

Water Step. As an action, you can disappear and reappear in a body of water within 30 feet of you that you can see. This movement still provokes attacks of opportunity if you teleport away from someone within melee range of you.

You can use this ability a number of times equal to your Charisma modifier, to a minimum of once. You regain all uses of this ability after completing a short or long rest.

Oceanids, the Ocean Elves

As an Ocean Elf, you have an aura of regality around you only paralleled by the land-walking High Elves and the deep-dwelling Tritons. Ocean elves are often integrated into Mer society as lore-keepers and esteemed clerics. An Ocean Elf’s skin is generally a deep blue, purple, or green, with webbed feet and hands and gills sprouting on either side of your neck.

Ocean Elves are also known simply as Aquatic Elves in some settings, and are considered as such for the purposes of the Malenti subrace of Sahuagin.

Ability Score Increase. Your Wisdom Score increases by 1.

Oceanid Weapon Training. You have proficiency with the spear, trident, light crossbow, and heavy crossbow.

Lore Keeper. As an Oceanid, you gain proficiency in 2 skills, choosing from Arcana, History, Religion, Nature, Investigation, and Medicine.























Blessed Cantrip. You know one cantrip of your choice from the Cleric spell list. Wisdom is your spellcasting ability for it.

Fetekeyrm, the Magma Elves

As a Magma Elf, you have pale skin, usually with streaks of obsidian-black pigment through your veins, and a single, opaque color for your eyes, usually a deep red or black. You have webbed hands and feet, and many Magma Elves shake their heads constantly to blow the silt from the gills on their necks.

Adept at pyromancy and manipulation of the steam vents, Magma Elves are always seeking out more vents to build their cities around.

Ability Score Increase. Your Constitution Score increases by 1.

Fetekeyrm Weapon Training. You have proficiency with the war pick, sickle, hand crossbow, and longbow.

Superior Darkvision. Your darkvision has a radius of 120 feet.

Sunlight Sensitiviy. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, your target, or whatever you are trying to perceive is in direct sunlight.

Deep Acclimation. Due to your familiarity with the Deep, you are not effected by the Deep Pressure condition (see Appendix C: World Assumptions).

However, the pressure difference in air or shallow water (to a depth of 100 feet), will eventually harm you. After every 24 hours in shallow water or air, you must make a DC 10 Constitution saving throw or gain 1 level of exhaustion.

Pyromancy. You know the Control Flames cantrip. When you reach 3rd level, you can cast the Burning Hands spell once per day. When you reach 5th level, you can also cast the Scorching Ray spell once per day. Constitution is your spellcasting ability for these spells.

Aquatic Halflings

PART 1 | RACIAL OPTIONS


"I was searching for yer pearls, out in the reef nearby, you see? And when I did, I found myself a black pearl near the bottom, when a little halfling did come and snatch it away, you see-"

The rich man held his hand up, interrupting the diver. "Wait, halfling? I've not seen halflings who live in reefs before."

"Well, you see, this wasn't a normal halfling. She was, um, like bright pink and blue, with tentacles instead of legs?"

The man looked down at the pearl hunter with a scything look of disdain. "Of course you did. I should have never trusted you divers." He said as he walked away.

"Bu-but its true, milord, I swear it!" Of course, who would believe that?


Aquatic Halflings are almost unheard of. Only distantly related to their comfort-loving kin, the Aquatic Halflings were forced to live in the harsh conditions of the continental shelves, drastically changing to fit their environment.

Undine, the Primordial Halflings

As a Primordial Halfling, you have small manipulation of water and tides at your side, and parts of your body will occasionally fade into the water around you. You’re more serious than other Halflings, switching between two modes- merry trickster and brave warrior.

Undine often have blue or green skin, and their hair and ends of their feets fade into the water around them, although they appear if they are taken out of the water.

Ability Score Increase. Your Strength Score increases by 1.

Fade Into Water. You can use your action to fade
into the water around you. So long as you are
surrounded by water that isn’t
brightly lit, you can
attempt to hide. This
includes natural
and magical
phenomena such as
mist or heavy rain.


Brightfin, the Coral Halflings

As a strange and brilliant Brightfin Halfling, you are merry and light-hearted illusionists who live amongst the bright coral reefs which dot the Grand Ocean and the Shadowed Shelf. Brightfin Halflings have more in common with Merfolk than the Undine, as they have their legs replaced either by a brightly colored fish’s tail or by several similarly colored, short octopus tentacles. You can choose either Mer Tail or Tentacles for this subrace.

A Brightfin’s skin is usually a brilliant red, purple, or pink, although their skin color changes whenever the Brightfin feels a strong emotional change, making some of them exceptionally bad liars.

Ability Score Increase. Your Intelligence Score increases by 1.

Colorful Charm. Due to your natural colorations, you can choose to flare up your inherent colors and create very minor illusions to reroll any Persuasion or Intimidation check you make, and you must use the second roll. You can choose to use this feature after you know your score but not after you know the result of the roll. The creature you are conversing with must not be immune to charm or the attempt fails.

Once you use this feature, you have disadvantage on any Deception checks you make for 1 minute, as your colorations show very vibrantly whenever you are lying. You cannot use this ability again until 1 minute has passed.

PART 1 | RACIAL OPTIONS

Human Variant: Merfolk

The fish-folk of Sondor's Landing are not the savage animals that the fishermen have made them out to be. They are beautiful craftsmen, with a culture and hunger for trade not unlike our own. They believe in the holy power of coral and their goddess Eadro- and their temples are a sight to behold. So long as you respect the Merfolk's traditions, and do not present them with metal objects, you shall find them quite amiable.

Guide to the Shadowed Shelf, by Tyriok the Cartographer


Merfolk are widely thought to have been humans at one point, but at some point in their long history they were transformed into the half-fish, half-human hybrids they are known as today. Most believe it to be a blessing of Eadro, the goddess they pledge fealty to, but others find that an arcane explaination is more applicable- and they dedicate their lives to searching for it.

Regardless of origin, Merfolk are very much like their land-walking counterparts. Ambitious and relatively short-lived, they often do not have the ability to make large Cities, although the Mer Holds are an exception. Their societies are largely theocratic, with most authorities deferring to the High Priestess of Eadro. Clerics, although rare, make up leading members of the Merfolk's caste system.

Merfolk have a variety of appearances, but they all share in common their human torso and head and their long, fish-like tail. Some cases have found that the human torso retains some fish-like features, such as deep blue skin, scales and frills down the back of thier spine.

Merfolk, the Transformed People

Most Merfolk are adept at magical power and crafting of coral weapons and objects. This is due to their unnatural distrust for metallic weapons and armor and the blessings of their High Priestess.

When using this variant, you replace the Ability Score Increase of the Human with these traits.

Ability Score Increase. Your Dexterity Score increases by 2, and a score of your choice increases by 1.

Traditional Training. You gain proficiency in either 2 kits of your choosing or 3 simple or martial weapons.

You do not gain proficiency from this feature if the kit or weapon you are using is made of metal.

Magical Adept. You know one cantrip of your choice from any spell list. Wisdom is your spellcasting modifier for that spell.


PART 1 | RACIAL OPTIONS


Dragonborn

Variant: Draketail

"Alright men, I've got three rules on this here ship. First, no one's to shirk their duties while on deck. Second, you eat what cook gives you. No complaining if it squeals.

"And thirdly, any mutineers will be thrown overboard, where ye can be food for them Draketails of Blackpearl Bay. You understand? Good."


Dragonborn of the surface world are born of True Dragons, powerful beings who take to the skies and mountains. While there are no True Dragons who dwell in the oceans, there are the ancient Sea Drakes, who supposedly went extinct long ago.

Draketail, the Ancient Dragonborn

From the water came many things. Even the great winged dragons which roam the landscape today came from the waves- from giant serpents of the sea known as Sea Drakes.

These ancient incarnations of dragons had no elemental breath, but were strong and inspired great fear in all those around them, before they were hunted to presumed extinction by the Fishermen. Their blood, however, still lingers in the genes of Merfolk today, and Draketails are a consequence of that.

If you use this “subrace” for Dragonborns, you would replace the Charisma point increase, the Draconic Ancestry, Breath Weapon, and Damage Resistance with the features listed below.

Ability Score Increase. Your Constitution Score increases by 1.

Drake Ancestry. You have Drake ancestry, granting you a modicum of effects listed below. Additionally, your terrifying visage gives you proficiency in the Intimidation skill.

Powerful Tail. Your tail is reminiscent of the drakes of old, granting it great strength. Your movement speed while underwater is 40 feet (or higher, if you have another ability which grants you a higher swimming speed), and you cannot be knocked prone while conscious and in the water.

Dread Aura. As an action, you exude a pulse of bone-chilling energy. Any creature within 15 feet of you must make a Wisdom saving throw with a DC equal to 8 + your proficiency modifier + your Constitution modifier, or be afraid of you for 1 minute. If you are in the water and the creature is at least one size smaller than you, they make the saving throw at disadvantage.

A creature affected by this fear may re-make the saving throw at the end of their turn. On a successful saving throw, the effect ends for that creature and they cannot be affected by your Dread Aura again for another 24 hours.

You can use this feature once per long rest.

PART 1 | RACIAL OPTIONS


Aquatic Gnomes

The pearl necklace rested on my dresser, its strange designs of coral and black seaweed, had washed up on my doorstep two years ago. It was three weeks after a giant Dragon Turtle had passed by our small hamlet, and that was such an event I had forgot entirely about the piece of jewlery. Perhaps now I should get it appraised?

But the jewler wasn't making any sense. "Cast it back into the ocean." He'd said. "The Gnomes won't tolorate theives. Give it back."

But Gnomes don't live in the Ocean. However, when I'd placed the necklace back into the bay, I'd found a gold coin lying by my doorstep. I wonder...


Gnomes are elusive tricksters, and that is ever more true for their Aquatic kin. Living in inhospitable conditions, Gnomes do not adapt physically to their surroundings, but adapt with thier wits and natural improvisation.

Bogling, the River Gnome

As a River Gnome, you are used to danger and the swift movement of the river rapids from your home. You are intelligent and strong to withstand the rapids, granting you some modicum of survival instincts.

Boglings have webbed hands and feet, and they often craft claw-like contraptions for their feet to cling onto rocks at the bottom of the rapids.

Ability Score Increase. Your Strength Score increases by 1.

River Folk. While moving through water, you are not hindered by difficult terrain caused by currents or rapids, and you cannot be moved by water pushing against you.

Bogling Skills. You gain proficiency in two skills, choosing from Arcana, Animal Handling, Nature, Stealth, and Survival.

Tidedrifter, the Drifting Gnome

As a Drifting Gnome, you attuned to the natural world and tides, and can call on that for guidance. Drifting Gnomes are tanned with white or light blond hair.

Most Tidedrifters have training as fighters or religious spellcasters, ever trying to find the path to the colony’s next destination.

Ability Score Increase. Your Wisdom Score increases by 1.

Drifter's Blessing. You know the Guidance cantrip. Wisdom is your spellcasting modifier for it.

Nomad's Sense. While moving along a path, you may spend time during a short rest sitting down and focusing on the surroundings. You can attempt to find a path to a destination in mind that is no further than 10 miles away, one that is safe enough for others to have travelled before, though it is not guaranteed to be safe.

Additionally, you can search for a specific item or resource, but the feature fails if you are not specific enough.

When you use this feature, the DM rolls a d100. On a roll 10 or lower, you are fed false information, although you do not know that the information is wrong. If you use this feature 2 or more times before a long rest, you have a cumulative 10% chance that this feature will mislead the party.

Maggavor, the Steam Gnome

As a Steam Gnome, you are resourceful and cunning, able to make use of whatever is nearby to survive. Although they can breathe underwater, the Steam Gnomes are amongst the few races to not develop webbed hands or feet, since they craft large mechanical suits to go out and explore the ocean in.

As such, they are very adept at crafting constructs such as Golems and other animated constructs. Most Maggavor Gnomes in an Aquatic Setting start with a Small-sized Deepdiver Suit (See Appendix C: Special Equipment) along with their starting equipment.

Ability Score Increase. Your Dexterity Score increases by 1.

Superior Darkvision. Your darkvision has a radius of 120 feet.

Master Craftsman. When you attempt an Intelligence (History) or an Intelligence (Arcana) check related to the origin or mechanisms of a construct, you are considered proficient in the skill, and you add double your proficiency modifier to that skill while using it.

Additionally, you are considered proficient with Tinker’s Tools or Smith’s Tools when attempting to use them to repair or activate a construct.

PART 1 | RACIAL OPTIONS


Half-Elf Variant: Nereid

"You see Gerric today?" The young adventurer helped Bronson out of his boat, carrying a net full of red-white fish over his back.

"Course, he came out with me." Bronson fixed his hat on his head. "He won't be coming back until sundown though. Never does."

"Eh? How? You're saying the man's been swimming out there for hours?"

"Heh, I don't know how he does it either." Bronson looked out into the open sea. "Its like he's half fish or something..."

The word Nereid is synonomous with entrancing beauty, and is found in the songs of coastal bards and skalds all over the world. However, not many believe the Nereid exist, even though they often hide in plain sight inside human coastal cities using their Nereid Tail abilitiy.

Nereid, the Feytouched Mer

Nereids are the rare, beautiful offspring of Elves and Merfolk. Known as symbols of beauty worldwide, Nereids have the unique ability to easily switch between a Mer Tail and their elven legs.

However, many Nereids are distraught, neither at home on the earth or in the water, feeling uneasy in both and wanting both at the same time. They often flock to cities, both Mer and land.

The feature here would replace the Skill Versatility feature of the Half-Elves.

Nereid Tail. As a Nereid, you can use an action to transform your Mer Tail into elven legs. While you have legs, you can walk easily on land, not incurring penalties to acrobatics and stealth checks due to being clumsy.

Additionally, you do not have to make any saving throws to revert when you come in contact with water. You can voluntarily change your legs back to your Mer Tail as a similar action. You can change your form any number of times a day.

PART 1 | RACIAL OPTIONS

Half-Orc Variant: Kamograft

"Sharks of Unusual Size? I don't believe they exist."

– A Fisherman's last words before a Kamograft attack


Empty Mer holds and ruins litter the bottom of the continental shelf, with sharks and corpses littering the silt and dust. This is the result of a Kamograft warpath.

Many do not believe Kamograft exist as there is little evidence of their society, but that could easily be due to the fact that none speak with a Kamograft raider and leave their camp alive.

Kamograft, the Sharkblood Orcs

Kamograft are Orcs who were cursed with a binding curse from Sekolah, the shark deity of the Sahuagin. As such, the Kamograft were given the lower half of a shark, with sharpened teeth and a mindless sense of bloodlust always boiling away at their consciousness just beneath the surface.

Most Kamograft are raiders who occasionally join bands of Sahuagin in pillaging and attacking the Mer Holds or other underwater civilizations. Some attempt to redeem themselves by adventuring or protecting the world against the Deep or some other threat. These Kamograft often find respite in the worship of Kamohoalii, a shark titan who was the savior to those shipwrecked and lost at sea.

These features replace the Relentless Endurance and Savage Attacks features of the Half-Orc.

Shark Maw. You gain proficiency with an unarmed strike with your bite, since your mouth is filled with sharp, jagged teeth. You can only make one Maw attack per turn, and it is a Strength-based attack which deals 1d8 + your Strength modifier piercing damage.

Bloodfrenzy. If you reduce an enemy to 0 HP, you can use your reaction to go into a feeding frenzy. You make a Maw attack against every creature within range. You regain a number of hit points equal to half the total damage dealt in a Bloodfrenzy, with any excess recovery past your maximum hit points being lost.

Once you use this feature, you cannot use it until you complete a long rest.

PART 1 | RACIAL OPTIONS

Teifling Variant: Deepbound

"The witches of Brinehollow Sea had come in to town years ago." The old man reminiced. "They were black and red, with legs like squids and horns like a rams. Their eyes were a piercing wall of shadow."

"And what did these so called 'witches' actually do." The inquisitor sat on a high stool, trying to retain his authority even with his Gnomish height undermining it.

"Well- strangest thing really. They were hiding from them fish-folk, you see. Talked awfully kind, those witches. Awfully kind."


Deepbound are born to Merfolk as either the offspring of a Devil or Demon, or the result of a pact the parents made in which they tainted their bloodline.

Either way, the Deepbound are widely feared and often exiled, although these Tieflings are not inherently inclined towards evil.

Deepbound, the Drowned Tieflings

Quite the sinister appearance, Deepbound have eight long, cephalopod tentacles instead of feet, akin to a large squid or octopus. Their bodies are often marked by symbols of chains or claw marks, and their skin is usually a dark color, such as black, purple, deep blue, or scarlet. Most Deepbound have small horns which protrude from their heads.

While most Tieflings are attributed to the realm of fire and flame, the cold allure of the Deep in the ocean has a greater pull to Deepbound, causing their blood to run ice cold and for them to become quite adept at cryomancy as a result. Additionally, the Deepbound have slow if not noticeable heartbeats, which has led suspicious Merfolk to call them Drowned Tieflings, and try to ward against them as if they were undead (these wards have no effect).

These features replace the Infernal Legacy and Infernal Resistance features of the Tiefling. If you wish to use the Tiefling Variants in the Sword Coast Adventurer’s Guide, you would treat Cold Blood as Infernal Resistance and Drowned Legacy as Infernal Legacy for the purposes of switching
                                              out racial features.


    Cold Blood. You have resistance to cold damage.

Drowned Legacy. You know the Ray of Frost cantrip. Once you reach 3rd level, you can cast the Shatter spell once per day. Once you reach 5th level, you can cast the Mirror Image spell once per day. Charisma is your spellcasting ability for these spells.

Deep Acclimation. Due to your familiarity with the Deep, you are not effected by the Deep Pressure condition (see Appendix C: World Assumptions).

However, the pressure difference in air or shallow water (to a depth of 100 feet), will eventually harm you. After every 24 hours in shallow water or air, you must make a DC 10 Constitution saving throw or gain 1 level of exhaustion.

PART 1 | RACIAL OPTIONS

Part 2: Monstrous Races

Preface

Monsters are the most prevalent creatures in the Oceans of D&D. Not many are particularly interesting- most are large, leviathans or Lovecraftian abberations- but several would be fascinating to play. As such, I decided to write up two monstrous races- the Sahuagin and the Kuo-Toa.

Volo's Guide to Monsters has other lists of monstrous races and plenty of ways to integrate them into your party.

PART 2 | MONSTROUS RACES

Sahuagin

"Its the gulls, you know. When they go silent, you know then that they are coming. The Sea Devils."

Often feared as the “sea devils” and known only as bloodthirsty raiders, Sahuagin are the ancient enemies of the Oceanids (known in the Forgotten Realms setting as Aquatic Elves) and the Mer. They often take to worshipping the Shark goddess Sekolah, who demands that they prove themselves in raiding and bloodshed, but that is not the case for all Sahuagin. Some wanderers, who lived away from the tribe either because they were lost as a child or exiled, and can learn to want to protect the world like any Mer.


Additionally, some Sahuagin are born as Malenti- mutants who magically have the form of an Oceanid or Merfolk, although a Dispel Magic, Truesight, or another similar effect that sees through magical transformations will reveal their true form for a moment. These Sahuagin are known to be used as spies and informants to the larger raids, yet some use the gift to simply live in peace, away from the other hordes and their barbaric lives.

Features

Ability Score Increase. Your Constitution score increases by 2.

Age. Sahuagin can live up to a century old, yet are considered full-fledged adults at age 10 and, due to their violent lifestyle, rarely live past their fortieth year.

Alignment. Sahuagin society is built around the bloodthirsty commands sent by their goddess Sekolah, making their society inherently Lawful and mostly Evil, although there are some rare exceptions of Good Sahuagin among the Malenti and outcasts.

Size. Sahuagin are between 5 to 6 feet tall, and weigh 130 to 180 pounds. Your size is Medium.

Speed. Your base walking speed is 30 ft., and your base swimming speed is 40 ft.

Superior Darkvision. 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.

Limited Amphibiousness. The Sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid Suffocating.

Sekolah’s Blessing. As an Action, the Sahuagin can Command a single beast within 120 feet of it, as with the Command spell. A shark automatically fails their saving throw. The DC is equal to 8 + your proficiency bonus + your Wisdom modifier.

Once you use this trait, you cannot use it again until you have finished a short or long rest. The beast does not need to understand you to obey your command. This ability fails on a creature with an Intelligence higher than 4.

Language. Sahuagin know Common and Sahuagin. Sahuagin is a rough, strangely resonant language that unnerves most and has roots in both Aquan and Abyssal.

Subrace. Extreme genetic mutations, as are common in Sahuagin societies, have divided the population into three general groups- Bloodseekers, Malenti, and Barons.

Bloodseekers

These sahuagin are what make up the bulk of the raiding and general population, but they are not any less terrifying. Ranging from basic shock troopers to the powerful priestesses to Sekolah, Bloodseekers are known for their kinship with the sharks the Sahuagin train and idolize. They craft bone and coral weapons and raid civilizations along the coast, making the tides run red when they arrive…

Ability Score Increase. Your Dexterity score increases by 1.

PART 2 | MONSTROUS RACES

Claws. Bloodseekers use whatever they have available to them, and their natural webbed claws are potent enough when they need them to be. You are considered proficient with your unarmed strikes, and they deal 1d4 + your strength modifier slashing damage on a hit.

Blood Fury. If the Sahaugin has damaged an enemy already in their turn, any other attack rolls against that enemy have advantage until they miss.

Malenti

Born near to the colonies of the Oceanids, the Malenti appear to look the same as any other Aquatic Elf. Malenti are put to good use in Sahuagin communities, sent out to spy and assassinate others inside an Aquatic Elf world, although some will come to love and covet the elven lifestyle, and will try to live amongst them as best they can.

Ability Score Increase. Your Intelligence score increases by 1.

Extra Language. You can speak, read, and write Elvish or Aquan, your choice. If there is a specific dialect of Elvish attributed to the Aquatic Elves in your campaign setting, you speak that dialect.

Malenti Skills. Due to your insidious nature, you are naturally proficient in one of these skills- Persuasion, Deception, Stealth, Sleight of Hand, Insight, or Perception.

Malenti Facade. The Malenti looks, feels, and appears in every way a regular, albeit slightly taller, Aquatic Elf (see Oceanids entry above). This mutation is magical in nature, however. If the Malenti is subjected to an effect or spell that cancels enchantments or spells, such as Dispel Magic, the true form of the Malenti is revealed- that of a tall, thin Sahuagin. When the form is dispelled in this way, it is revealed for 1 minute. You can choose to drop your form for any amount of time as an action, although it is a free action to re-assume your facade. Truesight reveals your form to the seer, but does not dispel it. When you are not concentrating on revealing your facade, you fade back into your Aquatic Elf form.

Baron

The giant Barons are pinnacles of Sahuagin evolution. Creature of Goliath Size with four powerful arms, Barons often are tyrannical leaders of Sahuagin communities. Barons are usually male, although female Barons have been recorded. Imposing figures, Barons stand at around 8-9 feet tall and can weigh an excess of 300 lbs.

Ability Score Increase. Your Strength score increases by 1.

Powerful Build. You are considered one size larger for the purposes of carrying and moving objects.

Baron Arms. You can simultaneously hold four objects or weapons, although having more than one shield equipped has no additional effect on armor class. If are wielding 3 or more weapons simultaneously, you can attempt to attack with any of those weapons as a bonus action, following two-weapon fighting rules. You cannot use a bonus action, offhand attack if you are using a shield to increase your armor class.

Additionally, you can have two characters grappled simultaneously, since you have two pairs of arms.

PART 2 | MONSTROUS RACES

Kuo-Toa

"The folly of the fish-priests knows no bounds,
yet you can't fail their tenacity."


The bizarre Kuo-Toa are creatures of the greatest madness, for they build their own gods. The insanity which effects the Kuo-Toa is the result of years of psychic control from the Illithid empires, and they now search desperately for anything to pray to and to lead them.

From this fervent creation of deities, of the most important is Blibdoolpoolp, a creature envisioned to have the body of a woman but the head and hands of a crab. As such, every Kuo-Toa has fervent obsession with their crafted god, even displaying clerical magic from that belief. As characters, Kuo-Toa are not inherently evil- in fact, if their “god” has a good bent, then they can be great, albeit insane champions for light. Kuo-Toa appear to be fish-headed humanoids with slimy blue skin and bulbous eyes.

Features

Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1.

Age. Kuo-Toa can live into their second century, granted their environment is favorable to them. They are considered an adult at 15, and Kuo-Toa begin to be considered old at the end of their first century. Kuo-Toa rarely die of old age.

Alignment. Kuo-Toa society is based on the fervor of their crafted god or goddess, who are generally Lawful and have Evil bents, but that can change depending on the crafter of the deity.

Size. Kuo-Toa are smaller than most humanoids, around 4-5 feet tall and weighing around 120-160 lbs. Your size is Medium.

Speed. Your base walking speed is 30 ft., and your base swimming speed is 30 ft.

Superior Darkvision. 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.

Sunlight Sensitivity. While in sunlight, you have disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Slippery. You have advantage on any ability check or saving throw made to escape a Grapple.

Amphibious. You can breathe air and water.

Otherworldly Perception. As an action, you can begin to perceive things around you with a perception similar to a sixth sense. For one minute, or until you move, you can sense if there is any creature that is invisible or on the Ethereal plane within 30 feet of you (you do not know which). If the invisible or ethereal creature moves while you are using this ability, you can pinpoint the location only so long as that creature is moving.

PART 3 | BACKGROUNDS

Part 3: Backgrounds


These backgrounds are designed to allow your character to fit better into an aquatic campaign. You can use many of these Ideals, Personality Traits, and Flaws to better fit another background to an Aquatic Character.

Drowned Soul

You were part of an unfortunate accident- such as a sailor whose ship was wrecked at sea or a child swept away by the rivers, and you were brought to near death from the harsh waters of your home. However, a creature of the depths saved you, bringing you back from near-death of drowning (or occasionally the very real death of drowning), and bestowing the blessing of the Mer or Feytides upon you. You were brought up in the water from then on, and a small part of your soul became partially embedded into the tides.

Choose an aquatic savior. It can be any of the above Character Races, or it could be a more powerful aquatic entity such as a Kraken or Dagon, or even a God from the aquatic pantheons. For one reason or another, you were bestowed with the gift of aquatic life, although usually at a cost. Work with your DM to figure out the cost of your resurrection. Were you raised as a psychic thrall to an Aboleth, only to escape by the skin of your teeth? Or were you revived in a Merfolk temple of Eadro and now owe your life to the old High Priestess? Regardless, the water was a strange but now familiar home, one you are now used to traversing.

Skill Proficiencies: Nature, Survival
Languages: One of your choice.
Tool Proficiencies: Vehicles (Water)
Equipment: A set of traveler’s clothes made from sewn seaweed or other aquatic materials, a gift from your savior (either a holy symbol or a Trinket), an iron flask, fishing tackle and line, and a rough belt pouch containing 10 GP.

Aquatic Savior

There are many types of saviors who can grant the gift of aquatic breath. Regardless of their benevolence, you owe your life to this being. Most of the time, the type of savior greatly affects the Drowned being’s profession under the sea, since they are their only sense of undersea life for a while.

d8 Savior d8 Savior
1 Aboleth or Kraken Priest 5 Merfolk Explorer
2 Kuo-Toa High Priest 6 Nymph or some other Fey Creature
3 Sea Hag 7 Swimming Metallic Dragon
4 Tidedrifter Gnome 8 Blessing of an Aquatic Deity

Feature: Call of the Tides

After being saved by the sea, you know how to sense the ebb and flow of the tides. Granted the ocean is not actively dangerous or difficult to maneuver, you can find shelter and food for yourself and up to five people in your surroundings.

Additionally, you listen to the instinctual whispers between schools of fish, large fields of coral, and other living things in the ocean, and their behavior can tell you important information about the surrounding waters, such as if there is a particularly dangerous creature in a certain direction or if there is civilization nearby.

Suggested Characteristics

A Drowned Soul has partially become one with the ocean around them, for good or worse. They often take on the personality traits of their savior or their savior's race, and their connection with the tides can sometimes seem to be spacy or more fish-like in their behavior.

d8 Personality Trait
1 I speak too softly in the air, since my voice travels so much further in water.
2 I refer to random fish or corals by name as if they were old friends.
3 I am constantly distracted by sounds from animals, especially those on the surface.
4 My vocabulary contains phrases from a long-drowned empire that no one can seem to translate, and are often applicable in seemingly unrelated situations.
5 I hate being out of the water.
6 I am completely fearless, facing death even when I should be terrified.
7 I speak to my savior under my breath when I think I’m not being watched.
8 I can meditate and trace the tides for hours.

PART 3 | BACKGROUNDS

d6 Ideal
1 Help. The sea is harsh and difficult. I need to do what I can to help those who do not know it as well as I do. (Good)
2 Balance. There is a precious balance that must be maintained within these tides. (Neutral)
3 Freedom. No one rules the sea, and neither shall anyone rule me. (Chaotic)
4 Order. I know my place in this ocean’s pecking order, and I know the place of others, too. (Lawful)
5 Fervor. The Deep calls to each of us, and I shall make others hear its call! (Evil)
6 Serenity. The tides keep flowing no matter what we do, so why rush so much? (Any)
d6 Bond
1 I am wholly indebted to my savior.
2 I have only a small trinket from my family back on land, and it is the most important possession I own.
3 I fell in love with a sailor who passed through my ocean, though I do not know where they are now.
4 The sea where I was revived has become part of me, and I must see that it is protected.
5 My savior is a terrible, malicious creature. I barely escape their grasp, and their servants have been hunting me ever since.
6 I will get revenge on the man who drowned me.
d6 Flaw
1 I distrust landstriders, and would rather avoid them altogether.
2 The reanimation ritual has left my mind split and broken.
3 I often forget that my friends cannot breathe underwater..
4 I am plagued by nightmares of my drowning, and I’m always afraid diving too deep lest my water breath fade.
5 I am easily distracted by shiny objects and bubbles.
6 I am secretly envious of those who walk on land.

Tribal Mer

Although the creation of the Mer Holds was alluring to most, many tribes of Merfolk and other creatures still adhere to their life of nomadic movement, adept in crafting of coral and driftwood and living in disjunct tribal societies.

Disorganized and scattered, the Tribal Mer, also called a Wave Wanderer, is a free spirit who knows how to live off of the waters around, learning the tides and reef formations while keeping to the ancient social customs of the Mer.

While you are creating a Tribal Mer, you often must think of what your tribe was like. Were they a traveling band of tradesmen and crafters? Or an ancient society set off to protect your ancestral waters? Or perhaps you are a conglomeration of people pushed together due to circumstance, refuges from a destroyed town or wanderers who needed to band together for protection, if only for a short while. Your tribe is often a crucial part of a Wave Wanderer’s life, where local elders or officials take precedence. Why did you leave, if you had a choice? Was it a job from your local elder? Or perhaps you are an heir to the tribe, and a rival tribe is hunting you down? Either way, it is often quite an ordeal for Wave Wanderers to leave home, for adventurers usually step into uncomfortably large cities at some point in their adventure.

Skill Proficiencies: Animal Handling, Medicine
Tool Proficiencies: Herbalism Kit, one type of musical instrument.
Equipment: A set of traveler’s clothes made from seaweed and coral, a hooded cloak lined with fish scales, a coral keepsake from your tribe, a small weapon crafted of coral or driftwood (usually a dagger or shortsword), a waterskin, an herbalism kit, and a rough belt pouch containing 5 GP or 10 small pearls (each worth 5 SP).

Feature: Tribal Sense

Due to your background with a wandering Mer tribe, you can see if there are any similar tribes in the area by observing the disturbances of coral, fish behaviors, or silt, and you can find lodging, food, and protection with a tribe for yourself and up to five other people so long as you are not a threat to them or a tribal rival. They are not willing to risk their lives or fight for you, but they will hide you from minor threats.

PART 3 | BACKGROUNDS

Suggested Characteristics

Tribal Mer are considered eccentric to some. Their ideas are deeply rooted in freedom and independence for the Mer people, and they often find most people of other races and outsiders to be dishonest at best and monsters at worst.

However, a tribe has deep-seated loyalties to its family, and family is determined by trust, not by blood in a Mer society. As such, they can be stalwart and strong allies.

d8 Personality Trait
1 I am constantly swimming back and forth, and get annoyed when I have to stand still.
2 I refuse to write things down. Writing is for dim-witted landstriders.
3 I am wary, constantly looking behind me, as I believe something is always stalking me.
4 I must perform very intricate rituals every day.
5 I speak rarely in Common, preferring to use my native tongue and letting others figure out what I mean.
6 I am overly excited when arriving at a new city or settlement, to the point of being excessively annoying.
7 I distrust those who wield iron weapons or armor, and I refuse to trade in coin.
8 I absentmindedly whistle a rhythmic tune my tribe is known for.
d6 Ideal
1 Beauty. The world is beautiful, and should be preserved as such. (Good)
2 Nature. The encroachment of civilization should never have come to the oceans, and it will never expand on my watch. (Chaotic)
3 Loyalty. My family is in those I trust. I will not let them down. (Good)
4 Conquest. The sea is dangerous. To destroy, to consume, to war- that is the natural order of things, and I will prevail. (Evil)
5 Exploration. The world is wonderful and expansive, and the fun is in discovering what it has to offer. (Any)
6 Tradition. Tribal tradition must be preserved. (Lawful)
d6 Bond
1 Beauty. The world is beautiful, and should be preserved as such. (Good)
2 Nature. The encroachment of civilization should never have come to the oceans, and it will never expand on my watch. (Chaotic)
3 Loyalty. My family is in those I trust. I will not let them down. (Good)
4 Conquest. The sea is dangerous. To destroy, to consume, to war- that is the natural order of things, and I will prevail. (Evil)
5 Exploration. The world is wonderful and expansive, and the fun is in discovering what it has to offer. (Any)
6 Tradition. Tribal tradition must be preserved. (Lawful)
d6 Flaw
1 I absolutely cannot hold my liquor.
2 I don’t quite understand the importance of gold and silver, but I try to find and wear as much of it as I can to fit in with the city folk.
3 My tribal dialect has many idioms and analogies that simply do not translate over the same way in Common.
4 I abhor metal and metalworkers. Mer should not be using earth blades.
5 My oral history has granted me a vast knowledge of many myths and legends- which I believe are entirely factual and treat them as such.
6 If someone complains about a problem, I have a song or fable for that. And I will recount it. Every time. Regardless if I was asked or not.

APPENDIX A | DEITIES OF PENUMBRA

Appendix A: Deities of Penumbra

Preface

This is only a brief overview of the alignments, titles, and suggested domains the deities that inhabit Penumbra, to give you a reference for some of the Character Options.

The Fair Court

Deity Alignment Domains Symbol
Eadro, Mer Deity of the sea N Nature, Tempest Spiral design, usually of Coral
Tlaloc, god of thunders and rains CN Tempest, War Red eyes coupled with fangs of lightning
Belisama, goddess of crafts NG Knowledge, Forge A spider over a sprawling web
Ler, god of magic and the Feytides CG Nature, Trickery Three swans taking flight out of a cupped hand
Nantosuelta, goddess of earth and fertility NG Life, Nature A jade cornucopia
Ao Guang, the last sea dragon king LN Light, War, Tempest A coiled, silver sea serpent
The Five Immortal Kings, gods of sailing LG Light, War Five kelp wreaths surrounding a blue orb

The Primordials

Deity Alignment Domains Symbol
Circe, the ancient enchantress N Knowledge, Trickery A staff crossed with a sprig of nightshade
Proteus, god of the ever-changing tides CG Nature, Trickery Two waves crashing against each other
Orochi, the 8-headed beast of violent waters CE War, Tempest Eight serpent heads drinking from a trough
The Graeae, the first hag coven NE Knowledge, Trickery An eye held up by three hands
Makara, the Mer deity of love and matrimony NG Life, Light A fish with an elephant’s head
Saga, the goddess of wisdom and foresight LN Knowledge A waterfall flowing into a silver chalice

The Drowned Titans

Deity Alignment Domains Symbol
Scylla, the transformed goddess of sea monsters and poison CE War A spring of purple water
The Morrigan, goddess of death and war NE War, Death, Grave A crow perched atop a cracked shield
Kamohoalii, shark deity of the lost and shipwrecked NG Life, Light A shark’s tail breaching water
Ran, the goddess of nets, traps, and drowning CE Trickery, Death, Grave, Forge A net pulling down a skeletal hand
Tiamat, dragon goddess of evil LE Trickery Dragon head with five claw marks
Sekolah, sahuagin god of the hunt LE Nature, Tempest A shark
Tharizdun, chained god of eternal darkness and the Deep CE Trickery A dark spiral or inverted ziggurat

Other Faiths of Penumbra

Deity Alignment Domains Symbol
Deep Sashalas, elf god of the sea CG Nature, Tempest A dolphin
Blipdoolpoolp, kuo-toa goddess NE Death Lobster head or black pearl
Vecna, arch-lich of evil secrets NE Knowledge A hand with an eye in the palm
The Order of Leviathan, cult of chaos and terror CE War, Death Two serpents biting each other
Davy Jones, god of wrecked ships NE Death An anchor with a snake wrapping around it

APPENDIX B | SPECIAL ITEMS

Appendix B: Special Items

Preface

This small section is to elaborate on several special items used by the subraces earlier (such as the Deepdiver Suit), or that would make Aquatic Campaigns more accesible.

Pendant of Siphoned Breath

Wondrous Item, Common

A relatively easy item to enchant, and commonly made by the Tidedrifter Gnomes and human divers, this silver pendant has a symbol of a cloud engraved on it. The pendant has a slot for a single pearl. When a black pearl is placed inside this pendant, it can store air for the user for an amount of time determined by the value/rarity of the pearl, as described determined in the table below.

Cost Rarity Breath
1 gp Common 20 minutes
5 gp Common 1 hour
25 gp Uncommon 6 hours
100 gp Rare 12 hours
300 gp Very Rare 24 hours
1000 gp Very Rare 1 week, or 24 hours in the Deep
5000 gp Legendary Indefinitely, or 1 week in the Deep

When you put on the necklace, you may speak its command word while in the air to begin siphoning its breath. You may then breath underwater as a magical bubble of air appears around your mouth.

However, when you cast spells with a Verbal component while using this item, the magical strain on the bubble forces it to loose 10 minutes of stored air per level of spell cast. If casting this spell would deplete your stored air, you still manage to cast the spell before the enchantment ends. Cantrips do not deplete your air supply.


When you run out of stored air, the bubble dissapears. You must bring the pendant back up to the surface and leave the black pearl in open air for at least 1 hour before it can recharge its air supply. It can then be used as normal.

Deepdiver Suit

Mundane armor (any metal armor), uncommon (ring mail, chain mail, chain shirt, scale mail), rare (breastplate, splint), very rare (half-plate, full plate)

A combination of a reinforced helmet and body suit, the Deepdiver's suit is weighted to allow regular creatures to move about underwater. It consists of an breastplate and a bowl-like helmet, as well as large, rubber or steel flippers.

While you wear this suit, you are unaffected by the Deep Pressure condition. You also have a swimming speed equal to your walking speed or 25 feet, whichever is slower.

This armor is incredibly heavy and cumbersome outside of water. While youside of water, your walking speed is reduced by 10, regardless of your Strength score. This is not cumulative with the penalty recieved when wearing heavy armor without the prerequisite Strength.

Every Deepdiver Suit is unique, built to a specific person. A suit that is found would need to be heavily tailored and fitted to a new owner, which could possibly cost more than building a suit from scratch.

Potion of the Hydromancer

Potion, uncommon

You can cast verbal components for spells while underwater for 1 hour after drinking this potion. This potion mixes with a potion of water breathing with no ill-effects, and can be combined into one vial for a single use. This potion is a thick purple with a small, squirming squid tentacle inside. When mixed with a potion of water breathing, it turns into a deep green with a squid-like bubble floating around inside.

APPENDIX C | WORLD ASSUMPTIONS

Appendix C: World Assumptions

Preface

This document assumes many things about your world while describing how your characters behave underwater. This section aims to address some of those assumptions.

The Unexplored Depths

As hinted in many of the Subrace's flavor text, Aquatic Races are assumed to be a rare sight to land-walkers. As such, it is assumed there is a cultural or physical barrier between the two, as reflected in the seperate Pantheons and suspicion around many subraces. This can easily be changed for a world without much impact on the mechanics of the classes.

Additionally, this document also assumes that the oceans, like the wilderness on land, are littered with monsters, beasts, and ruins, and that ancient civilizations (such as the ruined Aboleth Empires) contain magical items and ancient monsters inside. It is assumed that all these magical items will work underwater, even if their land-based counterpart does not.

Verbal Spellcasting Restrictions

At several point in this document, it refers to the inability of creatures to cast spells underwater, even if they are magically able to breathe it. This is to pose some danger for mages fighting underwater, since they are not inhibited by ill-suited armor or weapons.

This restriction also works the opposite way, with Aquatic creatures finding it difficult to speak clearly above water if they cannot breathe air at that time. They must find some way to speak properly, such as finding a way to breathe air or using a nearby water source.

The Deep

One of the largest assumptions of this document is that after 4 or more miles of depth underwater you enter a realm known as the Deep. The Deep is inky black, where no light can pass to, and many terrible things lurk in the shadows.

There are several restrictions while in the Deep. Creatures who do not have the Deep Acclimation trait are afflicted with Deep Pressure (see Sidebar). There is usually no sunlight at all in the Deep.


Condition: Deep Pressure

While in the Deep, the cold and pressure close in around you.

  • If you are using a method other than the spell Water Breathing to breathe air, you must spend 4 minutes of air for every 1 minute spent in the Deep. If you have a supply of air that is greater than 48 hours before you enter the Deep, it instead is considered to be 24 hours of air. If you have an Indefinite amount of air, that Indefinite amount becomes 1 week for the duration of your stay in the Deep.

  • Whenever you would attempt something that requires intricate movement and handwork, such as a Sleight of Hand check or casting a spell with a Somatic component, you must make a DC 10 Strength saving throw before attempting the action or you immediately fail on that action. Spells lost in this way do consume the spell slot.