+2 | Strength |
+1 | Dexterity |
+4 | Constitution |
+0 | Intelligence |
+1 | Wisdom |
+5 | Charisma |
+1 | Acrobatics |
+1 | Animal Handling |
+2 | Arcana |
+4 | Athletics |
+3 | Deception |
+0 | History |
+1 | Insight |
+5 | Intimidation |
+1 | Investigation |
+1 | Medicine |
+0 | Nature |
+3 | Perception |
+3 | Performance |
+3 | Persuasion |
+0 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
+1 | Survival |
Trident (melee, one handed) | Attack Roll: 1d20+5 | Damage: 1d8+2 Piercing |
---|---|---|
Trident (melee, two handed) | Attack Roll: 1d20+5 | Damage: 1d10+2 Piercing |
Trident (ranged 20/60ft) | Attack Roll: 1d20+4 | Damage: 1d10+1 Piercing |
Light Crossbow (ranged 80/320ft) | 1d20+3 | Damage: 1d8+1 Piercing |
Dagger (melee) | Attack Roll: 1d20+4 | Damage: 1d4+2 Piercing |
Dagger (ranged 20/60ft) | Attach Roll: 1d20+3 | Damage: 1d4+1 Piercing |
Belaying Pin (Club) (melee, one handed | Attack Roll: 1d20+4 | Damage: 1d4+2 Bludgeon |
Ray of Frost (-10f slow) | Damage: 1d8 cold |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Thrown, Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 / 1d8 | Piercing | 20/60 ft | Thrown, Versatile |
Cost: 5 gp Weight: 4 lb
DnD 5e SRD SRD
Ranged Weapon Ammunition, Loading, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d8 | Piercing | 80/320 ft | Ammunition, Loading, Two-Handed |
Cost: 25 gp Weight: 5 lb
DnD 5e SRD SRD
Melee Weapon Finesse, Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
Adventuring Gear Common
Cost: 5 sp Weight: 3 lb
DnD 5e SRD SRD
Melee Weapon Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Bludgeoning | Light |
Cost: 1 sp Weight: 2 lb
The statblocks of your class features
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being. Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
Proficiency with Tridents or Martial Weapons
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age. Tritons reach maturity around age 15 and can live up to 200 years.
Alignment. Tritons are typically lawful neutral. As guardians and ambassadors for seas, rivers, ponds, lakes and so forth, Tritons seek to maintain the purity and sanctity of their waters. This means that, unless it impacts their waters, Tritons will stay separate from any greater conflicts happening on dry land.
Amphibious. You can breathe air and water.
Control Air and Water. A child of the waters, 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 at the bottom). Once you cast a spell with this trait, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
Emissary of the Waters 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.
Guardian 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. Common, Aquan
Triton
You master more of the magic of elemental air and water. You learn the create or destroy water spell and can cast it as a 1st level spell at will, without expending a spell slot. You also learn warding wind and water breathing, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.
You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town. If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature instead of the Ship's Passage feature.
Feature: Bad Reputation No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.
d8 | Personality Trait |
---|---|
1 | My friends know they can rely on me, no matter what. |
2 | I work hard so that I can play hard when the work is done. |
3 | I enjoy sailing into new ports and making new friends over a flagon of ale. |
4 | I stretch the truth for the sake of a good story. |
5 | To me, a tavern brawl is a nice way to get to know a new city. |
6 | I never pass up a friendly wager. |
7 | My language is as foul as an otyugh nest. |
8 | I like a job well done, especially if I can convince someone else to do it. |
d6 | Ideal |
---|---|
1 | Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good) |
2 | Fairness. We all do the work, so we all share in the rewards. (Lawful) |
3 | Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic) |
4 | Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil) |
5 | People. I'm committed to my crewmates, not to ideals. (Neutral) |
6 | Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any) |
d6 | Bond |
---|---|
1 | I'm loyal to my captain first, everything else second. |
2 | The ship is most important—crewmates and captains come and go. |
3 | I'll always remember my first ship. |
4 | In a harbor town, I have a paramour whose eyes nearly stole me from the sea. |
5 | I was cheated out of my fair share of the profits, and I want to get my due. |
6 | Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. |
d6 | Flaw |
---|---|
1 | I follow orders, even if I think they're wrong. |
2 | I'll say anything to avoid having to do extra work. |
3 | Once someone questions my courage, I never back down no matter how dangerous the situation. |
4 | Once I start drinking, it's hard for me to stop. |
5 | I can't help but pocket loose coins and other trinkets I come across. |
6 | My pride will probably lead to my destruction. |
Source: PHB, page 139 |
---|
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Water Magic
3-level Transmutation (ritual)
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
1-level Transmutation
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
0-level (Cantrip) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
D&D 5e PHB Page 256
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
0-level (Cantrip) Evocation
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
0-level (Cantrip) Transmutation
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
1-level Evocation
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st
Sound Magic
1-level Evocation
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.
DnD 5e SRD
Adventuring Gear Common
A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).
Cost: 25gp Weight: 2lb
DnD 5e SRD
Adventuring Gear Common
Rope, has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1gp Weight: 10lb
PHB 153
Adventuring Gear Common
The rope has 2 hit points and can be burst with a DC 17 Strength check. Normally 50 feet.
Cost: 10 gp Weight: 5 lb.
DnD 5e SRD
Adventuring Gear Common
A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
Cost: 2gp Weight: 5lb
Adventuring Gear Common
Adventurers often don't know where they're going to sleep. Bedrolls help them get better sleep in haylofts or on the ground. A bedroll is bedding and a blanket thin enough to be rolled up and tied.
Cost: 1 gp Weight: 7 lb
Adventuring Gear Common
This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Cost: 2 sp Weight: 1 lb
DnD 5e SRD
Adventuring Gear Common
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.
Cost: 5sp Weight: 1lb
DnD 5e SRD
Adventuring Gear Common
A waterskin can hold 4 pints of liquid.
Cost: 2sp Weight: 5lb
DnD 5e SRD
Adventuring Gear Common
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Cost: 5sp Weight: 2lb
DnD 5e SRD
Adventuring Gear Common
A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Cost: 1cp Weight: 1lb