Triton Expansion

Creatures of the deep, triton often get mistaken for merfolk or other creatures of legend. However, while similar, Triton have tend to have smaller communities on the bottom of the ocean, with less fear and more natural defence against danger.
 
Lineage Feats
 
Hypnotic Light
Prerequisite: Triton
Your skin carries the dull bioluminescence of deep sea fish. This gives you the following benefits:
  •   Bright light sheds from you to a range of 5 feet, and dime light of another 10 feet.
  • As an action you can enhance that light to a mesmerizing degree, causing every creature within 10 feet of you to succeed a Wisdom saving throw or be physically drawn to you for the next 10 minutes. During this time they are considered charmed and can only use their action, bonus action and movement to get as close to you as possible.
  • When they have done, so they are also considered incapacitated. This effect ends early if on a creature if it takes damage.

 

 
Charmed Condition:
·       A charmed creature can’t Attack the charmer or target the charmer with harmful abilities or magical Effects.
·       The charmer has advantage on any ability check to interact socially with the creature.
 
Incapacitated Condition:
  •  An incapacitated creature can’t take Actions or Reactions.

 

 
Hunters of the Deep
Prerequisite: Triton
With sharp fangs and acute sense of smell, these triton take clear influence from the powerful sharks that share their water. When you take this feat you gain the following benefits:
  • You gain a natural weapon, your teeth, that does 1d6 + Strength Piercing damage.
  • When you take the attack action you may use your bonus action to make a bite attack to an adjacent creature.
  •  When a creature's hit points are below max any 1s you roll on the weapon damage die are considered 2s.
 
Agile Swimmer
Prerequisite: Triton
You are nimble and quick in the water, giving you an edge over others.
  • Your swim speed increases by 10 feet.
  • You have advantage on Dexterity saving throws while swimming.
  • When you take the dodge action while swimming it lasts until the end of your next turn instead of the start.
 
Diver
Prerequisite: Triton
The crushing depths of the dark deep mean nothing to you, you gain the following benefits:
  •  When swimming downwards your speed is doubled.
  •  You have advantage on Strength checks against being grappled, or restrained.
  • When you take bludgeoning damage you can reduce that by an amount equal to your proficiency bonus.

 

 
Grappled Condition
·       A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
·       The condition ends if the Grappler is incapacitated (see the condition).
·       The condition also ends if an Effect removes the grappled creature from the reach of the Grappler or Grappling Effect, such as when a creature is hurled away by the thunderwave spell.
 
Restrained Condition
·       A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
·       Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
·       The creature has disadvantage on Dexterity Saving Throws.

 

 
 
 
Unique Items
 
The seas provide many treasures for underwater explorers to discover, from sunken ships, to precious pearls, to sometimes unique items created by the creatures who dwell there.
 
Armour of Anemone
Wonderous item (studded leather), uncommon (requires attunement)
While wearing this armour and hit with an attack you can use your reaction to deal 2d4 poison damage to the attacker. If you roll doubles on the damage die the target is paralyzed until the start of their next turn.

 

 
Paralyzed Condition
  • A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
  • The creature automatically fails Strength and Dexterity Saving Throws.
  •  Attack rolls against the creature have advantage.
  • Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the

 

 
Potion of Eeling
Potion, rare
An oily potion that causes the drinker to grow slick and slimy for 1 minute. During that time you have advantage on all checks or saves against being grappled or restrained. In addition, you can take the dodge action as a bonus action instead.
 
 
Cloak of the Pufferfish
Wonderous item, uncommon (requires attunement)
A rubbery cloak with drooping spines across its length. While attuned to this cloak you gain resistance to poison and advantage on saves against the poisoned condition.

In addition, as a reaction when you take damage you can speak the command word to cause the cloak to puff out. Every creature within 5 feet of you must succeed a DC 13 Dexterity saving throw or take 1d4 poison damage and be pushed back 10 feet. On a success they take no damage and are not pushed back.  

Once you have used this ability you can’t use it again until you complete a short or long rest.

 

 
Poisoned Condition
·       A poisoned creature has disadvantage on Attack rolls and Ability Checks.

 

 
Cutlass of Creeping Coral  
Magic weapon (rapier, scimitar or shortsword), uncommon
Favoured by underwater brigands this weapon is perfect for keeping your prey in place. When attacking with advantage and hitting the target creature must succeed a DC 13 Strength save or be Restrained by dark red coral that takes an action to break out of. On a success their movement speed is halved instead.  
 
 

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