Monday, October 6, 2014

5th Edition Aquatic Builds (Sea Elf)

Original Artwork
As a sea elf, your body is both lithe and strong. Adapted for underwater living through magic, your people guide the growth of coral reefs into complex fortresses of both air and water, and cultivate massive beds of giant kelp for both food and protection.

Sea elves have spent generations building relationships with a variety of marine mammals native to their territories, including orcas, dolphins and otters, as well as honoring trade and political ties to the varied cultures of merfolk. Though sea elves commonly find themselves in conflict with both the merrow and sahuagin (races known for their partnership with sharks), less aggressive species of reef and benthic sharks are also common in and around sea elf settlements.

The sea elves ability to live on both land and in water gives them certain advantages over other aquatic races. Sea elves not only trade with coastal human, halfling and elven villages for forged weapons, magic items and supplies, they are well known for their adaptation of these items for underwater use.

Sea elves skin and hair color varies depending on their home territories; darker grey and silver hair for tribes inhabiting the deep oceans, blue-green and copper for tropical and coastal tribes, pale white and balding in arctic areas.

Ability Score Increase. Your Strength score increases by 1
Amphibious. You are able to breath both air and water.
Elf Weapon Training. You have proficiency with the short sword, trident, light crossbow, heavy crossbow and net.
Aquatic Grace. Swimming does not cost you extra movement. You may double any proficiency bonus you are allowed on Athletics checks to swim.
Languages. You are able to speak to and understand marine animals as if under the influence of a speak with animals spell. This ability is not magical and is not affected by anti-magic fields.


Alternate Sea Elves

The following traits replace the common sea elf traits above.

Arctic Sea Elves
Arctic sea elves are heavier in build than surface elves, having thicker fat layers to protect them from the severe cold of the polar seas. Arctic sea elves ally themselves with orcas and beluga whales, as well as with leopard seals, walruses and even polar bears.

Ability Score Increase. Your Constitution score increases by 1
Amphibious. You are able to breath both air and water.
Elf Weapon Training. You have proficiency with the short sword, trident, light crossbow, heavy crossbow and net.
Cold Adaptation. You have resistance to cold damage and vulnerability to fire damage. In addition, you have disadvantage on saving throws against environmental heat.
Aquatic Grace. Swimming does not cost you extra movement. You may double any proficiency bonus you are allowed on Athletics checks to swim.
Languages. You are able to speak to and understand marine animals as if under the influence of a speak with animals spell. This ability is not magical and is not affected by anti-magic fields.


Deep Sea Elves
Deep sea elves are rarely seen on land and spend nearly their entire life beneath the waves. Like the drow of the Underdark, deep sea elves are adapted to the cold and dark depths of the ocean's trenches. Unlike their cousins that live closer to the surface, deep sea elves have made allies with the highly intelligent cephalopods (octopuses and squids) instead of marine mammals. Deep sea elf warlocks and wizards commonly take octopuses or squids as familiars, and giant versions of these creatures ally themselves with the nomadic tribes.

Ability Score Increase. Your Constitution score increases by 1
Amphibious. You are able to breath both air and water.
Elf Weapon Training. You have proficiency with the short sword, trident, light crossbow, heavy crossbow and net.
Cold Adaptation. You have resistance to cold damage and vulnerability to fire damage. In addition, you have disadvantage on saving throws against environmental heat.
Echolocation. You may use your bonus action to gain blindsight to a distance of 15 feet until the beginning of your next turn. This distance increases to 60 feet under water. You may not use this ability while deafened.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. This includes direct sunlight to a depth of 200 feet below the surface.
Aquatic Grace. Swimming does not cost you extra movement. You may double any proficiency bonus you are allowed on Athletics checks to swim.
Languages. You are able to speak to and understand marine animals as if under the influence of a speak with animals spell. This ability is not magical and is not affected by anti-magic fields.

3 comments:

  1. Isn't Aquatic in the subraces redundant. Also after reading the Cacaelia race, I think amphibious would be a better word.

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    Replies
    1. I repeated the same information for the alternate subraces as for the sea elf, since technically they are all subraces of elves.

      Your point about Amphibious is a good one.

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