Triton
Charged by Mir, Goddess of the Sea, the proud Tritons have faithfully guarded Vaeria’s oceans since the dawn of the world, watching their realm with unwavering vigilance and noble resolve.
Ability Score Bonuses
Stats
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Value
+1
–
+1
–
–
+1
Physical Characteristics
Average Height: 5′ – 6′
Average Weight: 110 – 250 lbs.
Size: Medium
Lifespan: 200 years
Speed: 30′
Race Information
Languages: Common & Aquan
Homeland(s): Nerolvath
Skill Proficiencies: None
Typical Alignment: Any
Culture & Society
Tritons are a very proud and noble race, typically paladin like in their demeanor. Most Tritons see the oceans as their sole domain and resent trespassers who enter it without permission. The Tritons have a long standing feud with the Yuan-ti, believed to have begun centuries ago over territorial waters.
The only known settlement of the Tritons is the city of Nerolvath, in the depths of the Maralun Ocean. They of course may have hundreds of cities below the waves, but the sea is a vast and mostly unexplored domain. Nerolvath is ruled by a monarchy with a royal family that passes down rule through the generations.
The Triton people are one of the most unique races among the first races created at the forming of the world. Tasked with protecting the sea by Mir, the Goddess of the Sea, they have faithfully discharged their duty without fail for ages uncounted.
Tritons are a fantastical mixture of humanoid and the vibrant sea life that reside in their domain. Some of them appear almost purely human; others are so alien in appearance that at first glance it is hard to distinguish them from the other sea life. Amazing configurations of fins, spines, antennae, and coloring in every shade of the rainbow make the Tritons one of the most varied and beautiful races to be found on Vaeria.
Racial Traits
- Amphibious – You can breathe air and water
- Control Air & 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.
