Tales of Selkie magic permeate the Great Storm. Once, it seems, they could work beautiful marvels using the then-gentle sea. Arcane wonders that helped them in daily life. But this was not to last, for the arrival of man drove them to desperation. One singular Selkie Deepspeaker made a pact with a being from beyond, and doomed all to be trapped within an eldritch storm. And as the sea changed, so too did the magic drawn from it.
Now Deepspeaking is a lost art even to the Selkies, hazardous as it is. The once gentle flow of magic through the caster’s body has turned malicious, mutilating and mutating them. Humans, in their endless curiosity learned of the magic, yet most rejected its hideous effects. Today magic is feared, and not welcomed among the civilized world. Even the Selkies want little to do with the practice.
Level | Proficiency Bonus | Base Speed | Features | Prepared Glyphs | Gifts of the Sea |
1st |
+2 |
0 |
Spellcasting, Cursed Magic |
2 |
0 |
2nd |
+2 |
0 |
Gifts of the Sea |
4 |
2 |
3rd |
+2 |
1 |
Ability Score Improvement |
5 |
2 |
4th |
+2 |
1 |
Custom Feature |
6 |
2 |
5th |
+3 |
1 |
Hasty Glyph |
6 |
3 |
6th |
+3 |
1 |
Ability Score Improvement |
7 |
3 |
7th |
+3 |
2 |
|
7 |
3 |
8th |
+3 |
2 |
|
8 |
3 |
9th |
+4 |
2 |
Ability Score Improvement |
8 |
4 |
10th |
+4 |
2 |
Abyss’s Embrace |
9 |
4 |
hit dice:
hit points at 1st level:
2 + your Constitution Score
hit points at higher levels:
2 + half your Constitution modifier (rounded down) per level after 1
armor proficiencies:
weapon proficiencies:
Daggers, Handaxes, 1 Weapon from Your Culture
tools:
One tool of your choice
saving throws:
Wisdom, Intelligence
skills:
Choose two from Arcana, Deception, History, Insight, Medicine, Nature, or Religion
starting equipment:
spellcasting:
Prepared Spells
Preparing a spell requires a ritual unique to each spell, wherein the caster imbues Abyss squid ink with eldritch energy, along with mixing the ink with various other substances. Following this, a specific chant is required, which has a visible effect on the mixture and relies it for the final step. Finally, the caster paints the mixture onto their skin, creating a Glyph unique to the spell.
Magic from the Abyss is fickle, and most novice Deepspeakers find themselves unable to imbue too many Glyphs at once with energy. Thus, they are limited to a set number of active Glyphs on their person. This number is displayed on the table above, and is dependent on the user's Level.
Spells Known at 1st Level or Higher
You know 3 1st level spells of your choice from the Deepspeaker spell list. You can learn additional spells when are either taught them, or find a scroll or other form of writing detailing how to cast them. You can cast any spell of any level, but beware that casting spells too powerful for you may have consequences.
Spellcasting Ability
Wisdom is your spellcasting ability for your Deepspeaker spells, as your mental stability is what allows you to maintain the ability to control this unpredictable magic. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Deepspeaker spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
List of Deepspeaker Spells Available at level 1:
Boneglow, Eldritch Tentacle, Grave Action, Misty Cloud, Sea Breeze, Shell Barrage, Spectral Lantern
class features:
Cursed Magic
Your magic is granted by the unpredictable forces of the sea. Upon casting any spell you must make a Wisdom Saving Throw. The DC for the spell depends on the spell's level (see the table below). On a failed save, the spell goes out of your control. If you rolled a natural 1, you gain a number of Sea Curses equal to the spell’s level. If the spell you are casting is of a spell level more than half your level, you have disadvantage on this roll.
Spell Level |
1st |
2nd |
3rd |
4th |
5th |
Save DC |
8 |
10 |
12 |
14 |
16 |
Disadvantage Until Class Level |
2nd |
4th |
6th |
8th |
10th |
If you gain a curse level this way, then the Glyph for the spell you were attempting to cast disappears, meaning it is no longer considered prepared for you.
Gifts of the Sea
At 2nd level, the sea starts of offer you greater arcana. As you gain levels in this class, you may pick Gifts of the Sea as boons for yourself. Note that certain gifts have a prerequisite.
Calm Before the Storm
You always go last on the first round of combat. However, you gain a permanent +1 bonus to your speed modifier.
Eyes of the Sea
You can see clearly underwater, through fog, and through smoke. You also have thermo-vision out to 10 feet, and can see warmblooded creatures in the dark with it.
Fading Mist
If you get hit by an enemy attack roll, you may use your reaction to have part of your body turn into mist for a brief moment, causing the attack to miss. After using this feature, you must take a short or long rest to do so again. Critical hits deal half damage if you use this against one.
Ocean Mother's Breath Prerequisite: 5th Level
You can breathe underwater in normal saltwater or freshwater for up to 100 feet. You can also exhale an air bubble every round that a creature can inhale as an action, this bubble gives them another minute of air.
Ocean Mother’s Steps Prerequisite: 7th level
You can walk on the surface of the ocean, provided the waters are calm. You have to keep moving to use this, and will fall in if you stop walking.
Persistent Second-life Prerequisite: Grave Action Spell
When you cast Grave Action on a medium or smaller creature, you can choose to control it for up to a minute. You cannot make it walk, but you can have it grab and hold, aim a firearm, or say entire sentences.
Sea Blade
You can summon a jagged weapon made from coral, seaweed and volcanic glass. The weapon can take the stats of a melee weapon which deals slashing damage. You can only have one such weapon active at a time, and are proficient with it.
Terrible Grip Prerequisite: Eldritch Tentacle Spell
When you cast Eldritch Tenacle on a creature or object and it fails its initial Dexterity save, you may deal 1d6 bludgeoning damage to the target. You may also deal that bludgeoning damage when your target attempts and fails to escape through the Athletics check.
Ability Score Improvement
When you reach 3rd level, and again at 6th and 9th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Custom Feature
By 4th level, you've developed enough to form a special technique or tactic of your own invention. Pitch a concept of a class feature to your DM, and work with them to fine-tune and alter it for balance. This feature will be unique to your character, and should reflect the individual traits of that character.
Hasty Glyph
By 5th level, you’ve become familiar enough with painting glyphs that you can sometimes paint one effectively even with a limited timeframe. Once per long rest, you can make a DC 13 Dexterity (Sleight of Hand) check as an action to paint a spell’s glyph onto yourself. On a success, you can cast the spell, provided you do so within 2d4 turns, as the hasty application of the ink is quickly ruined. On a failure, you mess up too much on the glyph to utilize it.
Abyss’s Embrace
At 10th level, you have learned to permanently incorporate a portion of the Abyss's eldritch energy into your person. Choose one 1st level spell—you can always cast that spell, without even needing to paint its Glyph onto yourself. In addition, you need not roll to cast that spell. You can always cast it successfully.
subclass options: