1. Races

Maormer

Ability Score Increases:

The Maormer, otherwise called Sea Elves, were the first out of the schism of the Aldmer to settle upon the Summerset Isles. Though they originally claimed it as home, there was a war, early on, between the Maormer and the Altmer, to stake claim to the Summerset Isles. After losing that war, the Maormer settled upon the island continent of Pyandonea, southeast of the Summerset Isles and the rest of Tamriel. From there, many were able to focus on a new life, but many were also not able to let go of this hatred for the Altmer. The Sea Vipers emerged from there and plagued the southern seas of Tamriel with any excuse to attack Altmeri ships. They became so bitter over time that they would attack anyone from Tamriel, really. A lifetime spent at sea, whether as a Sea Viper Pirate or a Merchant Tradesman of Pyandonea, has led the Maormer to have strong constitutions due to the upheavals of rough sea travel. You gain +2 Con.

As a Pyandonean, you have been brought up in the intricacies of political life and social etiquette. Whether you are employed as a merchant, political official, or otherwise, dealing with the public and other people is a daily occurrence in Sea Elf life. As a Pyandonean Maormer, you also gain a +1 to Cha.

As a Sea Viper, your life has been lived on a ship, every day. You have been surrounded by the jargon of a ship day in and day out. You have had to figure out how to move on a jostling sea. You have had the chance to interact with many other aquatic creatures. As a Sea Viper, you also gain a +1 to Dex.

Languages:

As a Maormer, you can speak, read, and write, Tamrielic, Aldmeri, Maormeri, and one other language of your choice that you and your DM agree is appropriate.

Creature Type/Size:

You are a Medium-sized Humanoid.

Darkvision:

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.

Speed:

Your base movement speed is 30 ft, and you have a swimming speed equal to your walking speed.

Trance:

Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Fey Ancestry:

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

Keen Senses:

You have proficiency in the Perception skill.

Sea Legs:

You have proficiency in the Acrobatics skill, and have advantage on any checks or saves made to keep from falling prone.

Control Air and Water:

You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this trait. Starting at 5th level, you can also cast the water walk spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

Charisma is your spellcasting ability for these spells when you cast them with this trait.

Emissary of the Sea:

You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand the creature in return.

Child of the Sea:

You can breathe air and water, and you have resistance to cold damage.

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