BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Tritones

Los tritones (o también conocidos como Latores) es una de las razas que habitas los cuerpos de agua del mundo de Lycia. Los tritones presentan una figura humanoide pero con características físicas similares a variadas especies de peces que habitan en el mundo. De la misma manera que los habitantes de la tierra pueden sentirse alienados en el mar, los tritones prefieren quedarse en su área preferida, pero nunca faltan aventureros que buscan descubrir el mundo entero, sin importar disfrutar del aire o del agua.  

De otro plano

Los orígenes exactos de los tritones, al igual que las Sirenas, son desconocidos, pero se sospecha que fueron creaciones de poderosas entidades en el Plano del Agua. Su llegada al Plano Material fue durante el Choque de Planos, donde las grietas del Plano del Agua aparecieron principalmente en cuerpos de agua. Desde eso los tritones, junto con los demás sentientes del mar, han buscado replicar su vida en su plano de origen formando ciudades y pueblos bajo el mar o cerca de las costas en algunos casos.

Adaptados y diversos

Los tritones, a pesar de ser humanoides, tienen más parecido con especies marinas que con Humanos, pero con la característica especial de poder respirar fuera del agua gracias a un sistema primitivo de pulmones. El tamaño de los tritones varía bastante pero pueden ir desde 5ft de altura hasta casi 8ft y pesando desde 130 a 280 libras dependiendo del tipo de pez al que asemeje su anatomía. Las características que todos los tritones poseen es la posesión de branquias entre el cuello y los hombros o en los laterales del torso. Otra característica común son las manos y pies palmeados. Las características físicas que los relacionan a criaturas marinas son variadas y se manifiestan en diferentes niveles dentro del cuerpo, también pudiendo ser afectadas según los ancestros del tritón, aumentando o disminuyendo las similitudes a las especies de los padres.

Guardianes del océano

La mayoría de las sociedades donde los tritones habitan buscan mantener un estado de paz para hacer la vida más amena. La mayoría de los tritones evita el contacto con la población terrestre con tal de evitar conflicto, pero es normal que los nobles de la sociedad busquen alianzas más directas con los sentientes terrestres para evitar conflicto a cambio de paso seguro en las zonas que los tritones dominan, siempre y cuando se respete el ecosistema que estos habitan. Sin embargo, ni el mar ni la tierra son lugares que siempre sean seguros, por lo que es normal que los tritones estén preparados para luchar por su pueblo cuando sea necesario, pero adoptando siempre una postura defensiva y no de atacante, incluso con las ventajas físicas que sus cuerpos les traen.  

Rasgos de los tritones

Un personaje tritón gana ciertos rasgos gracias a su biología y su cultura:

Ability Score Increase.

Your Strenght, Constitution and another stat of your choice scores each increses by 1.

Age.

Tritons reach maturity around age 15 and can live up to 300 years.

Aligment.

Tritons tend to lawful good. As guardians of the water bodies and the people that live in them, their culture pushes them to benevolence and the search for the greater good of their people.

Size.

The size of tritons varies between each one, going from slighty less than 5 feet to as much as almost 8 feet tall. Your size is medium.

Speed.

Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. At level 5 your swimming speed increases by 10 feet.

Amphibious.

You can breathe air and water.

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.

Emmisary of the Sea.

Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that live in water. They can understand the meaning of your words and you can perceive the way they feel when you communicate.

Guardians of the Depths.

Adapted to even the most extreme ocean depths, you have resistance to cold damage.

Sea Life Enhancements.

Your body takes the characteristics of differents sea life beasts. You can choose one sea life enhancement.
Manta Glide. You have ray-like fins that you use as wings to slow your fall or allow you to glide. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall. Also, while in water you can use your Bonus Action to take the Dash action.
Grappling Appendages. You have two special appendages growing alongside with your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike with. If you hit, they do 1D6 + your strength modifier bludgeon damage. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages are not dexterous enough to use weapons, magic weapons, and other specialized equipment.
Carapace. Your skin in places is covered by a thick shell. You gain a +1 to your AC when not wearing heavy armour.
Acid Spit. As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target must make a Dexterity saving throw against a DC of 8 + you proficiency bonus + your Constitution modifier. The target takes 2D10 acid damage if they fail. The damage increases to 3D10 at 11th level and 4D10 at 17th level. You can use this up to your Constitution modifier's worth of times per long rest.
Natural Camouflage. As an action, you can change the coloration of your skin for 1 minute to match the ambient around you and gain advantage on Stealth checks when trying to hide using the ambient as long as you don't move. You can use this feature once per short or long rest.
Natural Attacks. You can use your claws or fangs as as weapons, increasing the damage of your Unarmed Strike to 1d6 + your Strenght modifier. The damage of your claws or fangs increases to 1d10 + your Strenght modifier at 11th level. Once per long rest you can use a special attack doubling the number of dice of your Unarmed Strike if you are using your claws or fangs.
Poisonous Skin. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bioelectric generation. As an action you can turn on glowing appendices on your body to produce a 10 feet radius area of dim light around you, you can turn off the light as a free action. At 5th level you can cast the Shocking Grasp cantrip a number of times up to your Constitution modifier's worth of times per long rest. Electrosense. You gain blindsight with a range of 5 feet and gain advantage on Peception checks while underwater.

Languages.

You can speak, read, and write Common and Aquan.

Remove these ads. Join the Worldbuilders Guild


Comentarios

Please Login in order to comment!