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Triton

Triton

   
Ah, The Tritons. Imagine if the Elves spent a few centuries far beneath the sea, where their arrogance and pretension could grow undisturbed. At least the Tritons spent that time fighting Sahuagin and worse, so you know you can count on them in a fight.   -Brego Stoneheart, Sea Captain
     

Aquatic Crusaders

  Centuries ago, Tritons entered the world in response to the growing threat of evil Elementals. Tritons waged many wars against their enemies on The Plane of Water, driving them into The Darkened Depths where they escaped into the crushing pressure and utter darkness. In time, the Tritons noticed that their ancient elemental foes had grown quiet. Expeditions to the Depths revealed that Krakens, Sahuagin, and far worse foes had fled The Plane of Water for The Material Plane.   The Tritons, driven by a sense of duty and responsibility, would not allow their foes to escape so easily. A great conclave of Tritons chose volunteers skilled in weapons and magic as part of an expeditionary force to enter The Material Plane and seek out their enemies.   Those Tritons spread across the World’s oceans and established protectorates to watch over deep-sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their foes when they found them and drove the rest into hiding.   With their foes banished to the deepest reaches of the sea, Tritons settled in to watch for any sign of their return. Over time, the Tritons extended their stewardship over the seafloor from their initial settlements and built outposts to create trade with other races. Despite this expansion, a few folk know of them. Their settlements are so remote even Merfolk rarely encounter them.    

Haughty Nobles

  As a result of their isolation and limited understanding of The Material Plane, Tritons can come across as haughty and arrogant. They see themselves as caretakers of the sea, and they expect other creatures to pay them deep respect, if not complete deference.   This attitude might grate on others, but it arises from a seed of truth. Few know of the Triton’s great victories over dreadful undersea threats. The Tritons make little allowance for such ignorance and are delighted to expound upon the great debt others owe them.   Tritons also have a tendency to emerge from their isolation under the assumption that other folk will welcome them as respected allies and mentors. Again, distance drives much of this attitude. The Triton’s limited view of the world leaves them ignorant of the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to the Triton’s role as the world’s true protectors.    

Staunch Champions

  Despite their off-putting manners, Tritons are benevolent creatures at heart, convinced that other civilized races deserve their protection. Their attitude might grate, but when pirate fleets prowl the waves or a Kraken awakens from its slumber, they are among the first to take up arms to protect others.   Tritons readily sacrifice themselves for the common good. They will fight and die for Humans, Merfolk, and other creatures without question. Their self-absorbed nature makes them overlook the history of other creatures, but they also endure a sense of guilt over allowing the evils of The Plane of Water to enter The Material Plane and threaten its inhabitants. The Tritons believe they owe a debt of honour to the world, and they will fight and die to pay it.   At times their fervour and ignorance of the world can lead them astray. Tritons encountering other creatures for the first time can underestimate them, leaving the Tritons vulnerable to deception. With their strong martial tradition, Tritons can sometimes be too eager to leap into a fight.    

Strangers To The Surface

  Given their isolation, most Tritons have never been to the surface world. They struggle with the idea that they can’t easily move up and down out of the water, and the changing of the seasons mystifies them.   Tritons also find the variety of social institutions, kingdoms, and other customs bewildering. For all their proud culture, they remain innocent of the surface world. The typical Triton protectorate is tightly regimented, organized, and unified around a common cause. A Triton on the surface becomes easily confused by the bewildering array of alliances, rivalries, and petty grievances that prevent the surface folk from truly unifying.   At its worst, a Triton’s arrogance compounds the tendency for the Triton not to understand the ways of the surface world. It’s easy for a Triton to blame baffling social practices on what the Triton perceives as the barbarism, weakness, or cowardice of surface folk.    

Triton Personality

  Far from flawless, these champions of good mean well, but they are easily frustrated by others. You can select, roll, or adapt a Triton-specific quirk from the Triton Quirks Table. Use the quirk to inform how you portray your character.  

Triton Quirks Table

D6 Quirk
1 You phrase requests as orders that you expect to be obeyed.
2 You are quick to boast of the greatness of your civilization.
3 You learned an antiquated version of common and drop “thee” and “thou” into your speech.
4 You assume that people are telling you the truth about local customs and expectations.
5 The surface world is a wondrous place, and you catalogue all its details in a journal.
6 You mistakenly assume that surface folk know about and are impressed by your people’s history.

Triton Traits

  Your Triton character has the following Racial traits  

Ability Score Increase

  STRENGTH +1,CONSTITUTION +1 and CHARISMA +1.  

Age

  Tritons reach maturity around age 15 and can live up to 200 years.  

Alignment

  Tritons tend toward LAWFUL GOOD (LG). As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence.  

Size

  Tritons are slightly shorter than Humans, averaging about 5 feet tall. Your size is MEDIUM.  

Speed

  30ft. 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

  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. CHARISMA is your spellcasting ability for these spells.  

Spell: Wall of Water

3rd level Evocation  

Casting Time: 1 Action

Range: 60 feet

Components: V, S, M (a drop of water)

Duration: Concentration, up to 10 minutes

  You conjure up a wall 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.  

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 the meaning of your words, though you have no special ability to understand them in return.  

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.  

Languages

  You can speak, read, and write Primordial and Kelldorian (Common).  

Triton Names

  Most Triton names have two or three syllables. Male names typically end with a vowel and the letter S, and female names traditionally end with an N.Tritons use their home protectorate as a surname, with the name formed by adding a vowel followed by a TH to the end of the protectorate’s name.

Basic Information

Anatomy

Humanoid (Triton): Head, Torso, Two Arms ending with Hands, and Two Legs ending with Webbed Feet

Growth Rate & Stages

Tritons reach maturity around age 15 and can live up to 200 years

Ecology and Habitats

Underwater Settlements and Strongholds in the Oceans and Seas of the World

Dietary Needs and Habits

Omnivore

Civilization and Culture

Naming Traditions

Female Triton Names

Aryn, Belthyn, Duthyn, Feloren, Otanyn, Shalryn, Vlaryn, and Wolyn.

 

Male Triton Names

 

Corus, Delnis, Jhimas, Keros, Molos, Nalos, Vodos, and Zunis.

 

Triton Surnames

 

Ahlorsath, Pumanath, and Vuuvaxath.

Major Language Groups and Dialects

You can speak, read, and write Primordial and Kelldorian (Common)
Triton by Wizards of the Coast
Origin/Ancestry
Humanoid (Triton)
Lifespan
100 To 200 Years Old (150 Average)
Average Height
4ft 6" To 5ft 6" Tall (Averaging 5ft)
Loremaster Aemon by artbreeder
   

Triton's in the World of Kelios



Cover image: Triton by Wizards of the Coast

Triton

Ability Score Increase +1 STRENGTH,+1 CONSTITUTION and +1 CHARISMA
Size Medium
Speed 30ft Base Walking Speed and a Swim Speed of 30ft

Alignment:

Lawful Good (LG).  

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.Charisma is your spellcasting ability for these spells.  

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 the meaning of your words,though you have no special ability to understand them in return.  

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.  
 

Languages. Primordial and Kelldorian (Common)

Comments

Author's Notes

Original Article written for Volo's Guide to Monsters by Wizards of The Coast (WotC)


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