The Beams

Reunion-Lore Notes

The Shambler

[spoiler=Character Name the Character Class]
Hero Name: (<—-)><—-)>

Score Increase[/b]

Each of your stats increases by +1.


+2 to one stat, and +1 to 2 separate stats.

Aventi are the shortest lived aquatic species-they age much like humans, reaching a measure of maturity at 15, and rarely living longer than a century.

Most Aventi have strong lawful good ties, in honor of the God who saved them.

Aventi usually stand from 5 feet to a little over 6 feet in height and weigh from 125 to 250 pounds, with men noticeably taller and heavier than women.

Your base walking speed is 25, and your swim speed is 35.

Aquan, One Free Language of your choice

[spoiler=Sea Elf]
As a Sea Elf, you likely live in an underwater community, close to large reef-no lovers of the deep sea, your people prefer to be close to the sun, with potent stocks of fish and game to hunt. Sea-Elves are typically boisterous and arrogant-enjoying combat, revels, and excitement for it’s own sake-this often brings them in conflict with their neighbors, though not always intentionally.

Sea elves (or Quessari, as you call yourself) have greenish-blue skin on your back, with much lighter skin on your belly, ranging from white to soft pink. You have striking black markings on the side of your body-these symbols are called a “Ques’Leyan”, or ‘lifelines’-and are made of smoothly flowing, dark black lines, loops, curves, dots, dashes and starbursts-among other symbols. They mirror each side of your body, and as you grow, the figures become more intricate and detailed. A Quessari who lives to a healthy age (around 200) will have a Lifeline from the bottom of their feet to the top of their head, whereupon it loops back around, and begins to grow downwards in a new configuration. The very oldest of the Sea Elves can have five or more of these of these-usually one fully developing every 200 years or so.

Your ears are delicately pointed like those of land elves, and in most ways you embody their slim frames, and exceptional beauty and grace. You have webbed fingers and toes, and a strong, lithe body adapted to swimming. Often, you will usually wear clothing woven from undersea plants, decorated with coral, shells, and pearls.

Sea Elf adventurers are fairly common-with no borders and no hidebound society to hold them back, the only thing that really holds a Sea Elf to home is his family and clan. They can be found ranging the width and depths of the Deep Reaches at will, often traveling for no other reason than to see something new or fighting something exciting. Few are truly nomadic, however-many have a strong attachment to home and family.

Your peoples recent history has been quite…exciting, to say the least. Your people have been fleeing across the sea for many generations, mostly from the Tritons. When the Tritons attempted to conquer the Deep Reaches, however, around 30 years ago…the Sea-Elf Tribes finally banded together and inflicted a crushing defeat on their legions, eventually sacking their city of Scyllus, enforcing a tenuous peace that holds only just, to this day. The losses in the war were so severe that none of the old clans were left-five new major clans rose from the muck, claiming a portion of the Deep Reach for themselves, while many smaller or much reduced clans merged, and joined under their banners. How long this present era of peace will last is unknown…but, when it does, your people will be ready.


Score Increase[/b]

Your Dexterity score increases by 2

Sea-Elves can live easily twice as long as normal Elves, though they mature at much the same speed initially-reaching physical maturity at 20, and being considered an adult by 120, and living anywhere from 600 to a 1000 years afterwards.

Most Sea-Elves are strongly chaotic, reveling in freedom and only paying token attention to things like ‘law’ and ‘order’-most of them are also goodly aligned, though sometimes their pride turns their hearts to darker aims. Sea-Elves tend to be creative and inquisitive, making natural artists or explorers-they hardly need a reason to do these things, however, and are often ultimately aimless-living in the moment, rather than caring for a distant future.

About the size and weight of a typical human, from 5-6 feet and 100-200 pounds, Sea-Elves only lack the imposing frames of their land bound cousins, but not any of their other gifts.

Your base walking speed is 25, and your swim speed is 35.

Fey Ancestry
You have advantage on saving throws against being Charmed, and magic can’t put you to sleep.


You can see in dim water within 60 feet of you as if it were lit by a bright light, and in dark water as if it were dim light. You can’t discern color in Darkness, only shades of gray. This ability only works underwater.


You have proficiency in the Perception skill.

Aquan, Sea-Elven

Seadwarves resemble Land-Dwarves in most ways, being short (at least when young), stocky, and grumpy- prone to hoarding wealth (though their idea of wealth is in something different than what you’d think), working crafts, and hiding in their fortresses. Typically, as a Seadwarf you will have greenish-blue, dark blue, or even purple skin-with hair and a perhaps a beard colored mustard yellow, bright red or dark green, akin to the hues of exotic seaweed. You will never truly stop growing in your life-you have tough, rocky skin that attracts various commensal organisms as you age, such as barnacles, anemones, starfish, and eventually corals that house small fish, crabs and others. These are considered more as treasured pets, or a part of your own body and soul, than nuisances to be scraped off, and the oldest of the Seadwarves have a near ecosystem of marine life living on and around their bodies. The life itself has social meaning-six armed starfish are good luck, while those who attract eels are said to be untrustworthy. When you die-hopefully at a ripe age-your greatest honor will be for your body to be the edifice and progenitor of the new life that you once carried.

You call your race the ‘Aurirn’-but, you are called sea dwarves by surface dwellers. Your people can be found in a communities spread through all the layers of the ocean, from the deepest depths to the shallows.

Seadwarves most prized weapons and armors (along with their clothing and a good deal of architecture) are typically formed from what they call ‘living stone’-coral and metal aggregates grown over decades with the utmost care and attention. This material bonds to their user and develop over time based on the capabilities of the wielder. As long as the Living Stone is kept submerged in salt water from time to time, it will repair any incidental damage over night, and is otherwise immune to any of the wear and tear the sea would normally impose.

Seadwarves do not often venture from their Deephomes in search of adventure until they are mature and experienced, ready to face anything-young Seadwarven adventurers are often those who don’t fit into their society, for whatever reason. Leaving the safety of their cities requires a good deal of courage, in any case.

As for historical matters, the Seadwarves can truthfully claim they were in the Deep Reaches first-before the Sea-Elves came here fleeing the Tritons, and the Tritons came (not pursuing them, exactly, but spreading inexorably as Empires do), and the Aventi came in their sinking ships to build their tall castles that stretched above the waves. Before them all, they were here, carving ever deeper into the rocks. They played little role in the recent war between Triton and Sea-Elf, though it’s still whispered they provided the supplies and weapons the Sea-Elves used to defeat them. Their isolation has continued in these days, much the same as it ever has.

Score Increase[/b]

Your Constitution score increases by 2

Seadwarves live even longer than their land-based cousins, considered young until they reach the age of 150, they can live about 450 years.

Most Seadwarves are strongly lawful, tending to neutrality in moral matters-their natures are often solitary, and those raised strictly in the confines of the Oceanhomes often have a streak of Xenophobia and ingrained mistrust towards other thinking species. They are much more akin to Elves, however, toward the natural world-valuing and venerating all living things of the waters.

Seadwarves are taller and lighter than their land kin-standing between 5 and 5.5 feet tall and average about 100 pounds-as they age, they continue to grow larger and heavier, with tales told of those eventually reaching 12ft and 2000 pounds or more, at the terminus of their life. Your size is Medium, however-if you were that old, you’d be far too massive to be an adventurer.

Your base walking speed is 20 feet, and your swim speed is 30 ft. Your speed is not reduced by wearing heavy armor.


Accustomed to life under the sea, you have superior vision in dark and dim waters. 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 can’t discern color in darkness, only shades of gray. This ability only works under water.


You have advantage on saving throws against poison, and you have resistance against poison damage

Combat Training[/b]

You have proficiency with the pike, trident and depth-club.


You gain proficiency with the artisan’s tools of your choice: Coralshaping tools, cooking
supplies, or mason’s tools.

Whenever you make an Intelligence check related to the construction of stone, shell, or coralwork buildings or crafts, you are considered proficient in the check and add double your proficiency bonus to the check, instead of your normal proficiency bonus

Sea-Dwarves are effectively amphibious. They can breathe air and water.

You can speak, read, and write Aquan and Merdwarvish.

one of these subraces.[/size][/u][/b]

Shoal Dwarf[/b]
Troubles with the Tritons and Blackwater scourgs have pushed some Merdwarves away from the deeps-they have adapted to live in relatively shallow waters, constructing elaborate living forts and castles out of such places as living coral rock, giant discarded shells or sunken landwalker ruins-many of which eventually become artificial islands that attract land-based humanoids to live with them. Shoal Dwarfs are far more friendly than the rest of their kind, more kin to introspection and creativity, and living in the open air has made them more resilient and handy with weaponry usually favored by landwalkers.

Ability Score Increase
Your Wisdom score increases by 1.

Landwalking Adaptation
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.


Deep Dwarves primarily reside in the darker waters, far from shore, residing in forts and cities constructed deep under the sea from either Living Stone or into the bedrock of the abyss itself, in undersea mountain ranges, where they make fantastic gardens of underwater life. Withstanding extreme pressures has made them stronger over time, and due to the many threats they face, they have a wider ranger of skills taught to them in underwater combat.

Ability Score Increase
Your Strength score increases by 2.

Merdwarven Militia Training
You have proficiency with light and medium armor, and shields. You gain +1 to-hit with all undersea weapons, and gain an advantage against all checks that would be used to impair your movement, or bind you physically.[/spoiler]
Longline Republic
The coming of the Triton Empire pushed many species out of their ancestral waters-many of these people would eventually form the Longline Republic, based around the Three Sisters Islands. Nearly every species can be found here, living in at least uneasy harmony-both landwalkers and seagoers living in close cohabitation.

Atropa: The Northernmost Sister, Atropa is home to many of the Darfellan remnant. A mostly calm place, at ease with the land and sea-remarked for natural beauty, both above and below.

Clothos: The Central Sister, Clothos is rapidly growing into an urban sprawl both underwater and overland-it houses many of the leaders of it’s various member races from time to time. A trade junction since ancient times, you can find almost anything here if you look for it.

Lahke: The Southernmost Sister, Lahke is a rough place-it’s people often trade with the people of Mireloud and the Veldt-insults, goods, and occasionally blades and fists.

Island of Dragons: Dragonkind all throughout the region visit this island for nesting their eggs and ‘racial diplomacy’-which usually includes fighting and mating, sometimes both-so, it’s mostly uninhabited by sentient beings, aside from Dragons and those who serve them-anyone else here is expected to be a troublemaker, and trespassers are usually eaten on sight. Technically part of the Longline Republic, if only because no one is interested in telling them to leave. Still, that never entirely discourages fortune hunters and adventurers from trying their luck at looting rumored Dragon treasure hoards…



+1 STR, +1 CON, +1 WIS, +1 INT
Summon Natures ally?
Proficient with all weapons
Natural Armor

Ice Cubes (Acid Splash)
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You hurl a hail of solid ice. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Saints Fire (Dancing Lights)
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of phosphorus, or a small bioluminescent creature, like a deep sea glowworm)
Duration: Up to 4 hours
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10- foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
You can program the lights to behave in a certain way for a duration of up to four hours, choosing it’s direction, intensity of brightness, and color. You can have only one Saints Fire active at any one time.
Seacraft (Druidcraft)
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:
You create a tiny, harmless sensory effect that predicts what condition the sea will be at your location for the next 24 hours. The effect might manifest as a golden pearl for calm waters, a fish for strong currents, a sinking ship for a storm, and so on. This effect persists for 1 round.
You instantly cause small seaplants around you to grow to maturity.
You create an instantaneous, harmless sensory effect, such as a strong current, the sound of a small sea creature, or the faint odor of blood in the water. The effect must fit in a 5-foot cube.
You instantly cause the waters around to grow slightly warmer or colder.
Steam Bolt (Firebolt)
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a gout of steam through the water at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)..
Mage Claw (Mage Hand)
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute A spectral, floating appendage appears at a point you choose within range, shaped like a seabird or crabs claw. The claw lasts for the duration or until you dismiss it as an action. The c;aw vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the claw up to 30 feet each time you use it.
The hand can’t attack, activate magic items, or carry more than 10 pounds. Requires an DC10 arcana check every minute to sustain the claw above water.
Saltwater Spirit (Minor Illusion)
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (The wingbones of a seagull or similar seabird)
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Landdwelling creatures take a disadvantage on this save.
Poison Spine (Poison Spray)
Conjuration cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a poison spine from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Sacred Light (Sacred Flame)
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A holy radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Murigheadh (Shillelagh)
Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (A sharktooth, a seaweed bulb, and a spear, trident or javelin)
Duration: 1 minute
The spear or trident, or any other piercing weapon you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.
Fan of Steam (Burning Hands)
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, fan of stem shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Farswimmer (Longstrider)
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small gemstone, worth no more than 10gp)
Duration: 1 hour
You touch a creature. The target’s swimming speed increases by 10 feet until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Steam Bolt: As Fire Bolt spell.
Salt Spirit: As Minor Illusion spell. Has an advantage for saves, against any non-water dweller.
Sea Strike: As true strike, can only be used when in water, on other beings also in the water.
Mage Claw: As the mage hand spell, but shaped like the claw of a sea-bird or crab. Can be used out of water, but requires an DC10 arcana check every minute to sustain.
Lantern Lure: As the friends spell, it beckons others into a state of easy agreement with a mystical light on the tip of your finger.
Saints Fire: As Dancing Lights spell, but you can choose to ‘program’ how the lights act for a period of time up to 4 hours, choosing it’s direction, intensity of brightness, and color. Tricky Sea-Elves love fooling land-walkers into thinking their wooden ships are on being engulfed in flames.
Ice Block: As acid splash, but does bludgeoning damage instead. As a pressurized sphere of solid ice, it’s quite useful against the undead who often rise from the Blackwater rifts-the damage comes from it’s weight and heft, not the cold.
Tide Ward: As blade ward, the tidal currents shield you from frost, piercing, and bludgeoning damage.
Icicle Blast: As Ray of Frost, hurls an icy stream of pain at foes, slowing them down. Halved range and damage if used above water.
Aquamancy: Advanced version of the Shape Water spell-it can be used to push your hero or other things a small distance, give them an advantage to stealth or to increase your AC, among many other uses-most of these abilities work when immobile, but require a concentration check to allow them to move with you.
Tidal Clap: As Thunderclap spell, but affects every being around 5ft of you in a sphere, and does bludgeoning damage.

Spellcasting in the Lonely Deeps
Some simple rules to keep in mind, as an entire overhaul of the spell system is not in the cards, obviously…

The elements of Acid and Lightning do not ‘work’ under the sea-casting the sorts of spells landwalkers use underwater tends to backfire on the caster-melting the users skin, or frying them.

Most spells that use these elements can be reckoned to have equivalents, using bludgeoning (in place of acid, solid ic), frost (works much the same) or piercing (In place of Lightning, Piercing damage works well underwater, and so goes many of the most effective spells.) When you research a new spell, I’ll give you the pertinent information on it’s exact differences-or you can make your own.

Fire spells use the element of steam instead, which obviously does not ignite anything.

Thunder spells use entirely sonic effects-generating powerful sound waves.

Unless otherwise stated, most damaging spells you know are designed to work underwater work at half the regular damage, and half the range when used above water.

It should be noted you can potentially learn Landwalker-unique spells, in addition to your own watery variants. They are only useful underwater if you wish to harm everyone (including yourself) when casting them, and self cast damage ignores all resistances you may have. They may be much more useful if you manage to find a source of immunity, however…

New Armors
Emeraldin: Emeraldin seagrass is used for everything in the undersea realms-from tools, to food, to clothing-for some, it doubles as armor, woven into comfortable suits and leggings. It retains water nicely, making it fairly popular for those who wish to have extended excursions on land.
AC: 10+DEX mod
Misc: Allows you to stay above water five additional hours before suffering damage from drying out-after five hours, the armor dries up entirely and falls apart. Rewetting the armor requires at a long rest.
Cost: 5 Krys

Seacord: A thick coat of tough kelp, along with other materials (like old sailcloth and ropes), Seacord armor is extremely light, and somewhat uncomfortable to swim in. It’s ideal for those that wish to maintain a balance of mobility and defense, however.
AC: 12+DEX mod
Misc: Disadvantage to stealth checks
Cost: 50 Krys

Seahide: Seahide armor can come from many sorts of undersea creatures. It’s best trait is it’s cheapness.
AC: 12+DEX mod (max 2)
Cost: 10 Krys

Sharkskin: Made from the scales of the most ferocious of carnivores, sharkskin armor is slightly heavier and more cumbersome to wear, but it gives you all the advantage of it’s predatory nature.
AC: 14+DEX mod (max 2)
Misc: Disadvantage to stealth checks
Cost: 10 Krys

New Weapons
Depth-Club: To the uninitiated, this weapon resembles a magic wand of some sort-it usually resembles a long cylinder of metal, bone, rock, or wood-with two prongs on the end, each in the shape of a half moon, forming a sort of wedge. This is the Depth-mace, pun perhaps intended. When the user wishes, they can tap the hilt of their weapon to produce a sphere of roiling, pressurized water at the very tip of the mace-this can be applied in the usual matter to anyone you wish to pulverize.

However, a user doesn’t need strength to manipulate the pressure sphere-it entirely relies on it’s wielders dexterity.

Depth-Clubs are somewhat new to the undersea races, adopted in desperation-such a weapon allows one to wield a heavy blunt edge underwater, which is particularly useful against certain Blackwater blight creatures who are resistant to the piercing weapons, that are much more common in this realm. They are almost completely useless above water, however-the tip cannot maintain a proper pressure sphere unless the weapon is completely submerged.

Simple, one handed weapon
Damage: 1d4 Bludgeon (only 1 damage if used as a straight bludgeon)
Special Properties: Light, Usable only under water, No benefit from STR score

Similar in design to the mace, the staff combines four sets of prongs on a single, slender pole, one on each end-a simple weapon, and mass produced to fight the Blackwater blight-you can find them in the hands of every kelp farmer, cove fisher and shark hunter these days, though many Monks and Clerics have also adopted them. It’s perfectly acceptable to use a Depth-staff in a single hand, with say a shield or spear-at which point it pretty much becomes a ‘Depth-Mace’, as the ends can be activated independently of one another.

Simple, one or two handed weapon
Damage: 1d6 Bludgeon (only 1 damage if used as a straight bludgeon)
Special Properties: Usable only underwater, No benefit from STR score, Versatile (1d8)

Similar in design to the mace and the staff (etc, etc) the Depth-Hammer is typically a heavier and thicker hilt, topped with four or more half-moon prongs. The resulting pressure sphere is much larger, and does more damage in a single blow.

Martial, two handed weapon
Damage: 2d6 Bludgeon (only 1 damage if used as a straight bludgeon)
Special Properties: Heavy, Usable only underwater, No benefit from STR score

Stingray Whip
Designed to be wielded in one hand and flicked overhead like it’s namesake, the Stingray Whip is a well known weapon in the underwater realms. It serves a role as you can imagine-inflicting a small deal of damage, and a large deal of pain due to the toxin. It’s innate cruelty has earned it a reputation as being primarily used by foul persons. Still, the effect in itself is usually not fatal, just debilitating-of course, specialized stingray whips can be modified with a wider variety of poisons.

Martial, one handed weapon
Damage: 1d4 Piercing
Special Properties: Finesse, Reach, Enemies who take damage suffer Status effects until the end of their next turn. DC and effects determined by the type of poison used.

Venoms are common in the sea-chemical warfare being highly effective no matter what your size. Most ocean going races are fairly practical-they don’t view the use of poison as inherently evil, merely useful.

Fire Coral Extract: Despite it’s name, Fire Coral more resembles a jellyfish than a coral-while a sessile organism, it’s possessed of a potent sting and lashing tentacles that can easily slow and overwhelm prey who wander too close. Snippings of the Fire Coral are often harvested at great risk by shady sorts wishing to harvest their toxin.
Damage Type: Contact
Save DC: 12
Effects: On first failed save, gain poisoned condition, and take 1d6 poison damage. On each failed save after, take an additional 1d6 damage. One successful save needed to pass, but you still take poisoned condition even if you avoid any damage. Lasts for 1 minute.
Cure: Heal check DC10 to cure poison.

Conesnail Venom: One of the most venomous creatures in the sea, the Conesnail only looks harmless-it’s poison can take down creatures much larger than it’s small size, however.
Damage Type: Injury
Save DC: 11
Effects: On first failed save, gain poisoned and stunned conditions, and take 1d6 poison damage. One save needed to pass. Poison lasts for 10 minutes, stunning lasts until the end of your next turn.
Cure: Heal check DC10 to cure poison.

Stonefish Venom: Beautiful to look upon, but their spines are deadly. Stonefish are also considered a risky delicacy for ocean going species.
Damage Type: Injury
Save DC: 13
Effects: On first failed save, gain poisoned condition, and take 3d6 poison damage. On each failed save after, take an additional 2d6 damage.Three successful saves to pass. Lasts for one hour.
Cure: Heal check DC12 to cure poison.

Yellow Urchin Extract: Urchins are a common and deadly pest in the underwater realms, but Yellow Urchins are particularly reviled for their paralytic and painful toxin. While the effects are short lived, it effectively renders a victim helpless. Yellow urchin venom is not injected normally-it has the properties of sea ink, in that it creates a cloud of milky, yellow venom harmful to whoever breathes it in.
Damage Type: Inhaled
Save DC: 14
Effects: On first failed save, gain poisoned and paralyzed conditions, and take 2d6 poison damage. Lasts for 1 minute.
Cure: Heal check DC12 to cure poison.

Red Urchin Extract: Red Urchins are the least aggressive of their kind-being scavengers, their venom merely puts victims into a thoughtful dreaming sleep, while they scurry away. Insofar as poisons go, this one is likely the least fatal, at least directly. Red Urchins are found as ‘pets’ for many ocean monsters who keep them as guard animals, as sleeping intruders make excellent snacks-the Urchin feeds on any leftovers. Red Urchin Extract is also valued by healers ocean wide, since it allows them to heal the most serious wounds while leaving their charges unaware and unfeeling of pain.
Damage Type: Injury
Save DC: 14
Effects: On first failed save, gain unconscious condition. You are utterly unable to be awoken by normal means, and it lasts for one hour.
Cure: Heal check DC14 to awake a person put into a sleeping state.

Silver Urchin Extract: Rarest and most deadly, the sting of a silver urchin can knock an adult male out for a number of days in a catatonic state-without medical attention, many do not wake up from the effects.
Damage Type: Injury
Save DC: 16
Effects: On first failed save, gain unconscious condition. You are utterly unable to be awoken by normal means, and it lasts for 1d7x1d7 days. If you are asleep for more days than your highest mental score, you are effectively brain dead.
Cure: Heal check DC16 to awake a person put into a sleeping state.

Sea Snake Venom: There’s no shortage of fangs in the deep sea, and the most common poisons are harvested from a variety of sea snakes.
Damage Type: Injury
Save DC: 12
Effects: On first failed save, gain poisoned condition, and take 2d6 poison damage. On each failed save after, take an additional 2d6 damage.Three successful saves to pass. Lasts for one hour.
Cure: Heal check DC10 to cure poison

Blue Anenome Oil: The Blue Anenome is, in itself, fairly passive-it only eats, what bothers to try and eat it first. Harvested, it is used as potent contact poison that harms and blinds the victim.
Damage Type: Contact
Save DC: Dc15
Effects: If save is successful, gain poisoned condition for ten minutes. If save fails, gain poisoned and blindness for one hour.
Cure: Heal check DC15 to cure poison and blindness separately.

Sekolah’s Judgement: Perhaps the most deadly poison in all the seas, Sekolah’s Judgement is almost always death. It’s said that the Infernal Sahuagin harvest the ichor the evil God himself, in some way. It’s unique in that it only directly harms those who do not worship Sekolah, reacting most violently to those who are not chaotic evil in alignment-making it useful for discovering and punishing heretics-of course, you don’t have to be particularly pious just to use it. It has no other effect unless ingested, making it a widely used tool in assassin work.
Damage Type: Ingested
Save DC: 18 (Worshipers of Sekolah automatically pass, Save DC is reduced by -2 each for those of Lawful and/or Evil alignments. Save DC is increased by +1 each for those of Good and/or Chaotic alignments.)
Effects: On first failed save, gain poisoned condition, and take 4d6 poison damage. On each failed save after, take an additional 4d6 damage. Six successful saves to pass. Lasts for 24 hours.
Cure: Heal check DC20 to cure poison

New Items

Krys: The sole currency of the undersea realms, at least where currency matters, is the Imperial Krys-a solid sphere of rare pearl dust, fashioned in such a manner that it’s exact composition (known as Tritonium) is nearly impossible to mimic. It is equivalent to a gold piece in all game respects, and smaller currencies merely use half, quarter or tenth portions of a full Krys.

Spell Horns: It’s not very easy to unfold a sheet of parchment underwater and read it ‘aloud’-aquatic races use ‘Spell Horns’, instead, which translate the magic of the written word into being, via waves of sound travelling through water. They work exactly like magical scrolls in all respects.

Nodes: Potions aren’t entirely useful underwater, either-aquatic races have long learned to raise specialized breeds of various sea animals to fit their alchemy needs. These beings collectively resemble Sea-Stars, and are called ‘Nodules’ or ‘Nodes’. Nodules work much like potions, but they are applied directly to the skin-the Node applies a mostly painless sting to the user that injects an alchemy solution.

Nodules are living creatures, and must be kept alive to function-they have an advantage, in that they can be used more than once-but, they will die if used too much over too short of a period. However, As long as the nodule is healthy, it can continue to provide it’s effects over time, recharging on short and long rests-it’s said Nodules that are well taken care by their owners perform generally better.

Some examples are the…

Healing-Star: An equivalent to a healing potion, but much cuter.

Sizing-Star: Allows the user to control their growth as per the enlarge/reduce spell.

Strength-Star: Increases the users strength by a fixed amount.

Swimming-Star: Gives the user a boost to swim speed and advantage vs attacks for a short time.

Game Info: Nodes provide all the effects of potions, but are reusable.

A node can be used once without harmful effect, after which it requires a short rest to return to full function. It can be used up to three times per day in this way without risk, in all.

Nodes can be activated after all their uses are expended, though this comes at risk to the creature. Nodes have 3 hp and take 1d3 damage if they are forced to work in such a manner, dying when reduced to 0 or less. Nothing can heal the Node except a long rest, which also restores all it’s uses as well.

The node will always impart it’s final gift before dying, however.

Gods of the Sea
Faith is just as strong beneath the waves-while some of the aquatic races favor slight variations of Landwalker deities (such as Selune, known as Seluna, Goddess of the Moonlit sea), they do have their own Gods.

A sea god whose nature has changed along with the lives of his favored people. Once a human deity of maritime concerns such as naval endeavors and fair mercantile work, Aventernus was the patron of an island nation of powerful magicians and skilled sailors. Aventernus’s priesthood played an important part in the daily workings of the city. All that changed, however, when a mighty catastrophe sank the nation into the waters of the sea. He transformed the humans loyal to him into the aventi. Aventernus is a stern god of justice and fair practices, and the honorable nature of the aventi can be traced back to the influence of his precepts on the lives of his people. Aventernus’s symbol is a white spear striking and parting water on a diamond. Aventernus’s creed is the application of strength in the assistance of the weak. He is lawful good in alignment.

Deep Sashelas
The patron of sea elves. He also represents the forces of creation and knowledge. In addition to aquatic elves,this deity receives the veneration of darfellans. Deep Sashelas’s symbol is a dolphin. He often appears as a dolphin but has a tendency to tarry in humanoid form with various female beings. His worshipers offer artistic works and songs of praise at the highest and lowest tides of the year, and they are fearsome enemies of sahuagin. He is chaotic good in alignment.

The patron deity of locathah, merfolk, and tritons. All three races claim him as their creator, each pointing to itself as the most perfect example of sea folk. His symbol is a spiral or whirlpool. He appears as a tall and perfect specimen of his worshipers’ race, and is neutral in alignment.

A lesser deity of lakes, rivers, wells, and streams. She appears as a young woman standing in a pool of water, holding a clay jug. Her worshipers protect sources of water and guide the lost to safety. Geshtai’s symbol is a waterspout, and her alignment is neutral.

The wild deity of ocean storms, winds, and waves, as well as of sea life. He is as tempestuous as his domain and can be greedy or cruel, or hospitable and friendly, though more often than not he ignores most race that do not worship him entirely. His clerics make holy water from brine and travel aboard ships to placate the god’s wild moods. Procan’s symbol is a trident piercing a cresting wave. His alighnment is chaotic neutral.

The patron of sailors both mercantile and naval, as well as the god of favorable winds and storms. He appears as a jolly sea captain who can pilot any vessel. Changeable as the winds, the Captain of the Waves is a fiercely loyal leader. His worship is conducted on the decks of ships, and many of his clerics serve at sea. His symbol is a shield with a cloud and three lightning bolts. He is chaotic good in alignment.

The Whale Mother
The patron deity of Darfellans, honored as the creator of sea creatures and especially of porpoises, whales, seals, and other marine mammals. Her symbol is a leaping whale. She is depicted as a delicate, pale-skinned woman, surrounded by currents of light and vitality, who rides a vast whale the size of a large island. Its spoutings produce the rainstorms that frequently lash the darfellans’ chill coasts, and the waving of its flukes stirs the ocean currents. Her followers do not build temples but conduct community ceremonies at important times of the year. She is lawful good in alighnment

The elemental embodiment of water. He is an enigmatic and changeable deity with a small following. Like water itself, smaller groups within the religious hierarchy form, pool, and re-form. Ishtishia’s temples are built beside water, and his clergy protects and purifies water sources. His symbol is a cresting wave, and his alignment is neutral.

The Evil Gods

Blibdoolpoolp is the deity of the kuo-toas. Fond of human sacrifice and lobster motifs.

The Mockery, patron of the bloodthirsty Sahuagin-he is propiated out of fear by most sea-going species, however. He often appears as a Dragon Turtle.

Sekolah is a powerful devil and patron of the sahuagin. He appears as a giant great white shark, and takes little interest in his followers except as snacks.

Umberlee is capricious and ill-tempered, and her worship consists mainly of turning aside her anger (which manifests in storms and tidal waves). Her symbol is a blue-green wave curling to both left and right. She appears as a blue-skinned humanoid woman with taloned fingers, finned elbows, pearly eyes, and hair of kelp.

Yeathan is the god of the evil depths, master of the gasping last breath and lord of the deep darkness below. He is the patron of all things foul and malevolent about the sea. His temples are always submerged and unlighted, filled with things found only in the deepest blackwater trenches. His symbol is a dark blue-green spiral with a black center

Class Changes

New Cleric Domains
Granted by those deities with power over vast waters.

Ocean Domain Spells
Lv. 1 Tidal Clap, Ice Block
Lv. 3 Airbreathing, Chilling Arrow
Lv. 5 Wall of Ice, Freedom of Movement
Lv. 7 Waterspout, Freezing Sphere
Lv. 9 Maelstrom, Elemental Swarm


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