Triton Species in The Five Realms | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Triton

Tritons are rumored to be creatures from the elemental plane of Water that have been placed on the Prime Material plane for some purpose unknown to man. They are sea dwellers, inhabiting warmer waters principally but equally able to live at shallow or great depths.   The lower half of a triton ends in two finned legs, while its torso, head, and arms are handsomely human. Tritons have a silvery skin that fades into silver-blue scales on the lower half of their bodies. Their hair is deep blue or blue-green.   Triton are reclusive and nonviolent. They normally attack to capture. If a triton is killed in a battle, however, the fight immediately becomes one of retribution. Should the fighting go poorly, the tritons withdraw to their lair to either gather reinforcements or make a last stand.   Tritons live either in great undersea castles or in finely sculpted caverns. While tritons lean toward good alignment, they are very suspicious of outsiders and have no love for land dwellers in general. Tritons rarely kill, unless provoked, but they are quick to apprehend those who intrude upon their seas. Trespassers found guilty of intentionally entering triton waters or treasure seeking are left "to the fate of the seas". This means being stripped of all belongings and set adrift at least ten miles from any shoreline. Characters ruled innocent by the triton court awaken the next day on some distant shore. Tritons never aid land dwellers unless their own interests are involved in the matter.   Tritons are omnivorous and live on fish, shellfish, and sea weed. They have no natural enemies save the giant squid, which is immune to the effects of their conch shells. Normal triton live approximately 300 years while their leaders and exceptional individual paragons of have life expectancies of 500 years or more.

RPG Datasheet

Triton

Volo's Guide to Monsters page 115  
Ability Score Increase
Your Strength, Constitution, and Charisma scores each increase by 1.
Age
Tritons reach maturity around age 15 and can live up to 200 years.
Alignment
Tritons tend toward lawful good. 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
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 (see the spell in the sidebar). 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
You can speak, read, and write Common and Primordial.

Much of this section, by necessity, ties into the Dungeons and Dragons Role Playing Game by Wizards of the Coast. Any non-original material that is found herein remains under the ownership of the originating author and is not intended to violate any laws. The views expressed in this article do not necessarily represent the views of any person, living or dead or undead, real or fictitious, male or female, religious or atheist, bald or full head of hair, stubbled or fat-bearded. No people or animals, other than the author's sanity, were harmed in the creation of this article. Please wash your hands after going to the washroom. For entertainment purposes only.
The Players Guide
Races

Marevir

"Sea People"
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 of water 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 l foot thick, or you can make a ringed wait 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 wan 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.

Comments

Please Login in order to comment!