Triton
  1. Races

Triton

Elf

Triton

When The elves arrived to the material plane from the faewildsa few dared to try and tame the wild oceans of Khalizar, Many generations later progress has been slow, but their bodies have adapted to survive the harsh underwater environment of their home.  Tritons guard the coast and maintain the magical barriers that protect the coastal towns from the dangerous storms on the seas. Due to the unstable and dangerous nature of the seas in Khalizar, Tritons are unable to build their cities to far from the shores, as they need to maintain trade and a safe place to retreat to if the waters become too dangerous. Due to having very limited interactions with any other race and the pride that comes with surviving in one of the harshest environments, Tritons often come across as haughty and arrogant. They see themselves as defenders of the coasts, and expect others to pay them deep respect for it.

In the words of the captain of the Stoneheart, who had helped with the trading of goods to the Tritons; “Imagine if the elves spent generations beneath the black waters of the sea, where their arrogance could grow undisturbed. Atleast they are committed to their task of maintaining the barriers and keeping the bigger nasties of the sea away from the coast, so you know you can rely on one.”

There have been attempts by the Tritons to start kingdoms in large lakes, however they always find themselves being called back to the sea. Tritons are rare the further inland one goes, but more and more Tritons are choosing to live and build lives on the surface rather than underneath the crashing waves.  



Triton Traits

Due to generations of living underwater and adapting to their surroundings they lost many of their elven traits. Do not use the traits listed under Elf traits when creating a Triton adventurer.

Ability Score Increase: Your Strength, Constitution and Charisma score each increase by one

Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood at 45 and can live to be 190 years old

Size: Tritons are slightly shorter than most elves, averaging about 5 feet tall. Your size is Medium.

Speed: Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

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.”) After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Amphibious: You can breathe air and water.

Control Air and Water: A child of the sea, you can call on the magic of elemental 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. Once you cast a spell with this trait, you can't do so again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

  Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Guardians of the Depths: Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment. 

Darkvision: Accustomed to the inky depths, 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.

Languages: You can speak, read, and write Common and Elvish.


Variant ASI: Instead of increasing your charisma by 1 you can choose to increase any other ability score by 1, excluding strength and constitution.

Additional art

A link to a google drive with additional art for inspiration: Trition's