Triton
Amphibious Humanoids with water magic and defenses against the deep.
Traits
Ability Score Increase
Your Strength, Constitution, and Charisma scores each increase by 1.
Age
Tritons reach maturity around age 15 and can live up to 200 years.
Alignment
Tritons tend toward neutrality. Their culture encourages them to be mindful of life's currents, knowing when to harness fate's tides and when to flow along with them.
Size
Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier:
- Size modifier: 2d10
- Height: 4 feet + 6 inches + your size modifier in inches
- Weight in pounds: 90 + (2d4 x your size modifier)
Speed
Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Amphibious
You can breathe air and water.
Control Air and Water
You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it (see the spell below). Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Emissary of the Sea
Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand your words, though you have no special ability to understand them in return.
Guardians of the Depths
Adapted to the frigid ocean depths, you have resistance to cold damage.
Languages
You can speak, read, and write Common and Primordial.
Spell reference: Wall of Water
3rd-level evocation
| Casting detail | Value |
|---|---|
| Casting time | 1 action |
| Range | 60 feet |
| Components | V, S, M (a drop of water) |
| Duration | Concentration, up to 10 minutes |
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.
Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target.
Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.