UtSoV Character Options
UtSoV Character Options
UtSoV Character Options
Characters are the center of any story and the following options will
help you create adventurers for underwater campaigns in Vodari or
your campaign world.
Additional subclass options are provided for core classes as out-
lined in the table below. These character-defining choices are made at
1st, 2nd, or 3rd level depending on class, unlocking specific features.
This chapter also contains the drylander and treasure hunter
backgrounds.
Finally, this chapter provides new feats, which offer additional ways
to further customize a character for an undersea campaign.
Subclasses
Class Subclass Level Available Description
Barbarian Path of the Wild Seas 3rd Connect with the Wild Seas to become a deadly hunter
Bard College of Dreaming Deep 3rd Fearlessly sing to keep the deep dreamers asleep
Bard College of The Sunlit Seas 3rd Sing powerful songs using your mastery of pitch, tone, and rhythm
Cleric Ocean Domain 1st Channel the volatile power of the ocean
Druid Circle of the Deeps 2nd Connected to the frightening and unfamiliar lightless depths
Druid Circle of the Sea 2nd Channel the living seas to protect the underwater world
Monk Way of the Dancing Current 3rd Channel ki with techniques that mix dance with martial arts
Paladin Oath of the Waves 3rd Fight against evil and corruption in the seas and beyond
Ranger Leviathan Hunter 3rd Hunt leviathans from the deepest seas to protect those above
Rogue Dreadmask 3rd Wear monstrous masks to terrify enemies
Rogue Scavenger 3rd Survive using your superior abilities to hide and seek
Sorcerer Tidal Sorcery 1st Magically connect to the sea or the moon
Wizard School of Bloodbinding 2nd Unlock powerful magic using the blood of monsters you defeat.
Channeled Fury
3rd-level Path of the Wild Seas feature
You’ve learned to channel your fury into strengthening your ranged
attacks and heightening your senses. When you make a ranged
attack, you can apply your rage damage if the weapon has the thrown
property.
In addition, you gain proficiency in the Perception and Survival
skills if you don’t already have it. You also have advantage on Wisdom
(Perception) checks while raging.
Primal Connection
10th-level Path of the Wild Seas feature
hanta was exiled and now
hunts with a group of You combine your hunting knowledge and connection to the primal
adventurers power of the Wild Seas, to gain specific aspects of the sea’s great pred-
ators. Choose one of the options below for your Primal Connection
each time you rage.
Giant Squid. While raging, as a bonus action you can make a
special melee attack to grapple a creature. While grappling a creature,
your speed is no longer halved.
Orca (Killer Whale). While raging, as a bonus action you can make
a special melee attack to shove a creature. If successful, you can push
the creature an additional 5 feet away from you.
Shark. While raging, if you hit a target with a weapon attack that
has less than half of its hit points, the weapon deals additional damage
equal to your rage damage bonus.
Swordfish. While raging, your swimming speed increases by 10
feet.
True Predator
Barbarian 14th-level Path of the Wild Seas feature
In the undersea world most barbarians are born in the Wild Seas, When an attacker that you can see hits you with a spell attack or
beyond civilization’s edge. They draw on their most primal instincts ranged attack, you can use your reaction to make a ranged weapon
to gain supernatural strength, speed, and agility in the chaos of battle. attack against that creature.
The path option below is geared towards underwater campaigns. In addition, when you use your Primal Connection feature you
now choose two options each time you rage.
Equipment
You can choose to substitute the following starting equipment for
your bard (see Chapter V Equipment):
• leather armor for seaweave armor
Deep Lore
3rd-level College of the Deep Dreamer feature marrath sings a powerful lullaby
to return a monster from the
You gain proficiency in the Animal Handling and Arcana skills. You deeps to its slumber
learn the sleep spell, which does not count against your Spells Known.
Songs of the Deep Dreamers Rhaluq the Many. Use this song only while you are concentrating
3rd-level College of the Deep Dreamer feature on a spell. Choose a creature within 60 feet who can hear you and
You can use your Bardic Inspiration to sing to the deep dreamers. As isn’t currently concentrating on a spell or feature. That creature can
a bonus action, you can expend a use of Bardic Inspiration to choose maintain concentration on the spell instead of you, and they add your
one of the following options. Each song lasts for 1 minute, until you Bardic Inspiration die to Constitution saving throws that they roll to
are incapacitated, until you begin another song, or until your end the maintain concentration. You still control the spell’s ongoing effects.
song early with no action required by you. Your song can be loud and The spell ends when you use this feature again.
draw attention or a quiet melody that only those close to you can hear.
Aetioth the Hunter. Choose a creature within 60 feet who can hear
Above and Below the Waves
you and isn’t currently visible to any creature that is hostile to it. They 6th-level College of the Deep Dreamer feature
can add your Bardic Inspiration die to one Dexterity (Stealth) or You learn land-treading and water breathing. These are bard spells for
weapon damage roll that it makes each round. you and don’t count against your number of Spells Known. When you
Eryi the Baneful. Choose a willing creature within 60 feet of you cast one of these spells, it can’t be dispelled by anyone other than you.
who can hear you. Creatures of their choice within 5 feet of them that
hit creatures other than your target with weapon attacks suffer psychic Ancient Lullaby
damage equal to your Bardic Inspiration die. 6th-level College of the Deep Dreamer feature
Magrannos the All-Encompassing. Choose a willing creature When you cast sleep, you add twice your bard level to the spell’s effect.
within 60 feet who can hear you. For the duration of the effect, their You can expend any number of Bardic Inspiration dice and add the
reach increases by 10 feet, they deal force damage instead of other result to the spell’s effect as well.
damage types, and they add your Bardic Inspiration die to their
grapple attempts.
Cleric
Clerics are imbued with divine magic, chosen conduits for the power
of the gods. Through devotion to a god, their magic manifests itself
in the form of miraculous effects. The following optional rules and
domain are geared towards underwater campaigns.
Equipment
You can choose to substitute the following starting equipment for
your cleric (see Chapter V Equipment):
• (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) in
exchange for (a) bronzescale, (b) seaweave armor, or (c) fishscale
mail (if proficient)
• a light crossbow and 20 bolts in exchange for light speargun and 20
shafts
Ocean Domain
Gods of the ocean (such as Okeano, Aegir, and Poseidon) are unpre-
dictable. One moment they’re as pleasant as a gentle current, the next
as violent as a swirling maelstrom. These gods demand everyone to torento is a genasi from
respect the ocean, punishing those who cause it needless harm. Cler- sanctuary who answered a
call to serve the ocean
ics of these gods act as their champions, only wishing to channel the
power contained in the ocean, never seeking mastery. They under-
stand the ocean’s volatile nature, embracing it and holding it sacred.
These clerics act as conduits, unleashing the power of these waters to
protect themselves or take vengeance upon their enemies. Ocean Domain Spells
Spells marked with an asterisk can be found in Chapter VI: Magic.
Ocean Domain Features
Cleric Level Feature Cleric Level Spells
1st Domain Spells, Blessings of the Ocean, Ocean’s 1st bubble cloud*, crashing current*
Protection 3rd aquatic orb*, locate animals or plants
2nd Channel Divinity: Ocean’s Fury 5th coral grasp*, tidal wave
6th Echolocation 7th control water, watery sphere
8th Divine Strike 9th maelstrom, rushing current*
17th Champion of the Ocean
Blessings of the Ocean
1st-level Ocean Domain feature
Domain Spells
You gain domain spells at the cleric levels listed in the Ocean Domain The ocean provides for those who hold it sacred. Choose two of the
Spells table. See the Divine Domain class feature for how domain following blessings.
spells work. Amphibious. You can breathe both air and water.
Darkvision. You can see in dim light within 60 feet of you as if it
Echolocation
6th-level Ocean Domain feature
As a bonus action, you make a noise such as a click or squeek, gaining
blindsight within 30 feet of you for 1 minute. You can’t use this feature
while deafened.
You can use this feature a number of times equal to your Wisdom
modifier (a minimum of once). You regain all expended uses when
you finish a long rest.
Divine Strike
8th-level Ocean Domain feature
You gain the ability to infuse your weapon strikes with divine energy.
Once on each of your turns when you hit a creature with a weapon
attack, you can cause the attack to deal an extra 1d8 cold or 1d8 blud-
geoning damage (your choice) to the target. When you reach 14th
level, the extra damage increases to 2d8.
Living Seas
2nd-level Circle of the Sea feature
You gain the ability to harness the living seas while in any environ-
ment. As a bonus action, you can magically connect to the living seas,
creating an aura in a 30-foot radius around you. This aura appears
as dimly glowing sea creatures floating around you, which lasts for 1
minute. Once you use this feature, you can’t use it again until you fin-
ish a short or long rest. Each time you use this feature you select one
of the following options, based on which zone you connect with.
Sunlit Seas. The bright warmth of this zone and its creatures dance
around you and your allies. While you are in your beast form, you
may cast spells that heal, as long as they require no material com-
ponents. In addition, each creature of your choice in the aura has
advantage on saves made against being frightened.
Twilight Waters. The eerie glow of this zone and its creatures rush
around you and your allies. When you make an attack against a crea-
ture in your aura, you can add 1d6 + half your druid level (rounded
Paladin
Paladins are righteous crusaders. They combine martial skill with
divine power granted from their sworn oath and the righteous path
they follow to fulfill it. The following optional rules and oath option
are geared towards underwater campaigns.
Equipment
You can choose to substitute the following starting equipment for
your paladin (see Chapter V Equipment):
• chain mail in exchange for fishscale mail
Fighting Style
You can add the following option to the list of Fighting Style options.
Fisher. You gain a +2 bonus to damage with weapons that have
both the versatile and thrown property and a +2 bonus to attack rolls
with nets.
Channel Divinity
3rd-level Oath of the Waves feature
When you take this oath, you gain the following two Channel Divin-
ity options.
Crashing Strike. As an action, you can imbue one weapon that you
are holding in power using your Channel Divinity. For 1 minute, you
add twice your Charisma modifier in force damage to the damage
rolls made with that weapon (minimum 2). If the weapon is not
already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action.
If you are no longer holding or carrying this weapon, or if you fall
unconscious, this effect ends.
Censure the Deep. As an action, you present your holy symbol and
speak a prayer censuring aberrations and monstrosities, using your
Channel Divinity. Each aberration or monstrosity that can see or hear
you within 30 feet of you must make a Wisdom saving throw. If the
creature fails its saving throw, it is turned for 1 minute or until it takes
damage.
A turned creature must spend its turns trying to move as far away
from you as it can, and it can’t willingly move to a space within 30 feet
of you. It also can’t take reactions. For its action, it can use only the
Dash action or try to escape from an effect that prevents it from mov-
ing. If there’s nowhere to move, the creature can use the Dodge action.
Fighting Style
You can add the following option to the list of Fighting Style options.
Fisher. You gain a +2 bonus to damage to weapons that have both
the versatile and thrown property and gain a +2 bonus to attack rolls
with nets.
Natural Explorer
For your Natural Explorer feature, you can add underwater to the list
of favored terrains to choose from.
Leviathan Chaser
Leviathan Chasers are rangers who specialize in hunting dangerous
and unusual monsters from the deepest seas. Their obsessive pursuit
of krakens, monstrous whales and sharks, or any other legendary
leviathans is driven by revenge, thrill-seeking, or glory. Through
their endless hunt, these rangers protect the seas, acting as shining
bastions against threats from the darkest depths. Their reckless resolve
in the face of danger is often contagious, bolstering companions and
increasing all of their chances of surviving a deadly chase.
Ranger You dedicate yourself to learning everything about the dangerous and
unusual foes you chase. When you make an ability check to track or
Rangers combine martial prowess and nature magic. Their abilities recall information about a favored enemy or a creature that is Huge
aid them on their never-ending hunt to protect the borderlands, or larger, your proficiency bonus is doubled for that check. If that
whether that be on land or sea. The following optional rules and rang- creature has a lair, the ability check can include providing information
er archetype are geared towards underwater campaigns. such as lair actions and regional effects.
Chaser’s Brand
3rd-level Leviathan Chaser feature
When you hit a creature with an attack roll or cast the spell hunter’s
mark, you can magically brand your quarry, making it easier for you
to end your hunt. For 1 minute you gain the following benefits:
• The target sheds dim light in a 5-foot radius.
• The first time you hit the creature on each of your turns and deal
damage to it, you add an additional 1d8 radiant damage. When
you reach 11th level the additional damage increases to 2d8 radiant
damage.
• Any extra damage dealt by the spell hunter’s mark becomes radiant
damage.
Once you use this feature, you can’t do so again until you finish a
short or long rest.
Keepsake
7th-level Leviathan Chaser feature
You claimed a keepsake from a monster in a battle. You gain one of
the following abilities based on your study of this trophy. You choose
one additional ability from this list, at 11th level and 15th level.
Claw. Your nails grow into claws and are natural weapons, which
you can use to make unarmed strikes. If you hit with them, you deal
slashing damage equal to 1d6 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike.
Ear. You have advantage on Wisdom (Perception) checks that rely
on hearing.
Eye. 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.
Fin. You gain a swimming speed equal to your walking speed. If
you already have a swimming speed, it increases by 5 feet.
Lung. You gain the ability to breathe air and water.
Nose. You have advantage on Wisdom (Perception) checks that rely
on smell. jarana tideforge found
a mask of horrors while
Scale. You can ignore any of the drawbacks caused by a deep, exploring ruins near
underwater environment. vonnahr deep
Stinger. You have advantage on saving throws against poison and
the poisoned condition.
Tentacle. You have advantage on any ability check to escape a grap-
ple against a creature that has a size of Large of greater. Rogue
Tooth. Your teeth become sharper and are natural weapons, which Rogues use skill, stealth, and precision over brute force to overcome
you can use to make unarmed strikes. If you hit with them, you deal most challenges. Their focus on being cunning and nimble is well
piercing damage equal to 1d6 + your Strength modifier, instead of the suited to adventuring in the undersea world. The following optional
bludgeoning damage normal for an unarmed strike. rules and roguish archetypes are geared towards underwater cam-
paigns.
Relentless Pursuit
11th-level Leviathan Chaser feature Equipment
Once you mark your quarry, your pursuit is relentless. When your You can choose to substitute the following starting equipment for
Chaser’s Mark target moves at least 10 feet, you can use your reaction your rogue (see Chapter V Equipment):
to move up to your movement speed. This movement doesn’t provoke • a shortbow and quiver of 20 arrows in exchange for a light spear-
opportunity attacks. gun and 20 shafts
In addition, when you end this movement, if your target is within • leather armor for seaweave armor
your weapon’s range, you can make a weapon attack against it.
Seeker
9th-level Scavenger archetype feature
Sorcerer
Sorcerers are those rare individuals who are naturally connected
You can sense the location of hidden creatures and objects. Being
to the magical energies found in nature. They only need to learn to
unable to see a creature doesn’t impose disadvantage on your attack
harness their connection to unlock powerful abilities. The following
rolls against it, provided the creature isn’t hidden from you.
optional rules and sorcerous origin are geared towards underwater
In addition, when you take the Search action, you have advantage
campaigns.
on locating a hidden creature or object within 30 feet of you, even if
it’s obscured or invisible. Equipment
Run & Hide You can choose to substitute the following starting equipment for
your sorcerer (see Chapter V Equipment):
13th-level Scavenger archetype feature
• a light crossbow and 20 bolts in exchange for a light speargun and
When you use your Uncanny Dodge feature, you can move up to half
20 shafts.
your movement without provoking opportunity attacks, and take the
Hide action where you end your move.
Tidal Sorcery
Vanishing Act Your innate magic comes from the tides, and might be derived either
17th-level Scavenger archetype feature from a connection to the sea itself, or to the moon that controls the
You can now hide so well, you appear to vanish. Whenever you take tides. As a tidal sorcerer, you may find that your mood reflects the
the Hide action, you can’t be detected by blindsight or smell. tides as well: when the tides are high, you may feel generous, boister-
In addition, you become so skilled at stealth that as a bonus action ous, or overbearing; when they are low, you could become withdrawn,
you become effectively invisible until the start of your next turn. If deceptive, or grasping. The sea holds an inescapable longing for you,
you attack a creature while invisible from this feature, your sneak at- especially if you are forced by circumstance to live inland.
tack damage against that creature increases by 4d6. Once you become
invisible from this feature, you can’t do so again until you complete a
short or long rest.
Warlock
Warlocks gain their power from pacts made with otherworldly beings
from the depths of the seas, worlds beyond the mortal, or even with
a mysterious and powerful group. The following optional rules are
geared towards underwater campaigns.
Equipment
You can choose to substitute the following starting equipment for
your warlock (see Chapter V Equipment):
• a light crossbow and 20 bolts in exchange for a light speargun and
20 shafts
• leather armor for seaweave armor
5 Marradi Archipelago 5 This strange world is beautiful and I will protect it like my
own home.
6 The North, Untamed Wilds, or Map’s Edge
6 I’m here to start a new life and hope to be able to return
Feature: Surface Knowledge to the surface someday.
Among undersea people, your common knowledge of the world
above the waves can suddenly turn you into an interesting and sought d6 Flaw
after expert or celebrity. While not everyone likes or trusts those from
the surface, you can easily find an audience to share stories and facts 1 I’m a glutton for all of the new vices I have found here.
from the surface world. Those who are interested in your knowledge 2 I like to ignore customs and it’s easy for my manners to
will be happy to exchange it for a meal, a small favor, or information. offend the locals.
Suggested Characteristics 3 I take offense to any negative remarks about the surface.
All drylanders are only visitors to the undersea world. Their char- 4 I tried to leave my bad habits behind me on the surface,
acteristics beyond this shared fact are greatly varied. Here are some
but they followed me down here.
basic ideas to help build a character with this background.
5 I am severely homesick and can become overwhelmed
d8 Personality Trait with a feeling that I need to swim to the surface.
1 I’m going to eat as much of the strange and delicious 6 I like to tell people about the wonders of the surface -
undersea food as I can. even if they don't want to listen.
2 I’m aware that I stick out and play this up to get attention.
Treasure Hunter
3 I’m self-conscious and feel like everyone is always
You’re a treasure hunter in pursuit of fortune and glory. Your ultimate
watching me.
destination can be anywhere from the sunken ruins of a city to a
4 I'm respectful and eager to learn as much as I can about temple hidden in the jungle of an uncharted island. You chase down
the undersea world. legends and face deadly traps, monsters, and curses in your hope of
becoming a legend yourself. If there is lost treasure out there, it might
5 The undersea world is great, but I like to let everyone
as well be you who finds it.
know that the surface is better.
Skill Proficiencies: History, Investigation
6 I‘m proud to be a land dweller and enjoy sharing facts Tool Proficiencies: Cartographer’s Tools
and stories about the surface. Languages: One of your choice
7 I’m great at blending in and most people would have Equipment: Cartographer’s tools, a set of traveler’s clothes, half of
trouble believing I haven’t lived underwater my entire life.
a treasure map, a trinket from an ancient ruin, and a belt pouch
containing 10 gp
8 I feel at home under the seas and never want to leave.
Origin
d6 Ideal How did you become a treasure hunter? To determine your origin,
roll on the table below or choose from the options provided.
1 Open-Minded. There is much to learn and share with the
undersea people. (Good) d6 Origin
2 Adventurous. I’ll try everything this strange and won- 1 I come from a long line of treasure hunters.
drous world has to offer. (Chaotic) 2 I apprenticed under a famous treasure hunter.
3 Respectful. I’m respectful of undersea customs and will- 3 I was provided a clue to the location of a treasure by
ing to adapt. (Lawful) someone on their death bed.
4 Secretive. I must protect my true motives at all costs. 4 I was trained by an order of treasure hunters.
(Evil)
5 I found and sold a small relic or bauble. Now I want to
5 Knowledge. I will learn all I can about this strange and find a fortune.
exciting world. (Neutral)
6 I spent countless hours studying books and maps. It’s
6 Friendship. I want to establish ties of friendship between time to find some treasure.
the surface and undersea people. (Good)
d6 Ideal
d6 Bond
Deep Diver
Prerequisite: Swimming speed
You are built for speed and are an expert at getting out of the way of
an attack. You gain the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of
20.
• You have resistance to cold damage and ignore any of the draw-
backs caused by a deep, underwater environment.
Nimble
Prerequisite: Dexterity 13 or higher
You are built for speed and are an expert at getting out of the way of
an attack. You gain the following benefits:
• Increase your Dexterity score by 1, to a maximum of 20.
• Add +1 bonus to your AC while you are wearing light or no armor
and not wielding a shield.
Speargun Expert
Thanks to extensive practice with the spearguns, you gain the follow-
ing benefits:
• You ignore the loading quality of spearguns with which you are
proficient.
• Being within 5 feet of a hostile creature doesn’t impose disadvan-
tage on your ranged attack rolls.
• When you use the Attack action and attack with a one handed
weapon, you can use a bonus action to attack with a hand speargun
you are holding.
Swimmer
You’ve spent countless hours swimming and consider the water a
second home. You’re able to swim as well as some undersea people.
You gain the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of
20.
• You have a swimming speed equal to your movement. If you
already have a swimming speed, your swimming speed increases
by 5 feet.
Spearguns
All of the information needed to use spearguns in
your undersea campaign can be found in Chapter V
- Equipment. There you’ll find weapon stats, proficien-
cies, and ammunition for spearguns.