D&D 5E Underwater interest (Closed)

tglassy

Adventurer
I can imagine that the Sea Elf Community would have an army.

As for a halfelf Hexblade, I’m going to say that if you have a swim speed, you know how to handle being underwater and the extra weight from your armor doesn’t hinder you that much, so don’t worry about that.

Are you going with the sea elf half elf Variant? It’s thematic, but the Gift of the Depths makes it not necessary.
 

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KahlessNestor

Adventurer
I'd be up for this, too. It sounds interesting.

How are you handling the verbal components of spells (pretty much all of them). Don't know if you can talk underwater. I remember reading the Daughter of the Drow trilogy. Sea elves were a big part of that. They were fascinated with magic, because their culture had pretty much lost it. And they didn't speak underwater, but used hand signs.

When Critical Role went to the Plane of Water, I believe they handwaved it because the druid cast Water Breathing, but I think it was a thing Mercer debated about.

Anyway, what do we have?

Triton Druid
Sea Elf monk
Someone mentioned dwarf storm barbarian
I will take a look and see what I can come up with.

Ability Score rolls: 4D6.HIGH(3) = [4, 3, 2, 6] = 13
4D6.HIGH(3) = [1, 5, 1, 3] = 9
4D6.HIGH(3) = [3, 5, 6, 1] = 14
4D6.HIGH(3) = [1, 2, 3, 3] = 8
4D6.HIGH(3) = [3, 4, 5, 6] = 15
4D6.HIGH(3) = [5, 4, 2, 1] = 11


Not too bad.
 

KahlessNestor

Adventurer
Also, would we be able to retrap spells? Like druid's "insect cloud" becomes lots of tiny fish, rather than bugs? Mechanics all the same, but make them underwater-ish?
 

KahlessNestor

Adventurer
I'm thinking a Triton Oath of the Ancients paladin. Do we have a setting, so I know what gods to choose from? Or a list of gods, if it's homebrew?
 



tglassy

Adventurer
Yeah, no, you can talk underwater if you can breath underwater. Voice pitch and modulation is altered to carry through water, either magically or biologically.

I take that back, if you get it magically you sound normal, which sounds odd underwater. It you have it biologically, it sounds slightly warbled, but still understandable, as it is being carried by the water.

I’m generally ok with fluffing spells how you want.
 




tglassy

Adventurer
Ok, so here are my thoughts.

I want to make this a short adventure. Like, really short. Like, maybe 1 or 2 encounters, some exploration with a goal, maybe a boss encounter of sorts. I just want to test the waters (see what I did there?).

Here is the RG: http://www.enworld.org/forum/showthread.php?641685-Underwater-Adventer-RG&p=7428017#post7428017

Go ahead and post your characters. I'm thinking...well, I'm thinking I need to know who your characters are before I really move forward with where to start you or the details of the adventure. I have a basic idea of what I want to happen, but if you all life on land most of your life and happen to be able to breath underwater, then that would be different if you all decided you originally came from the deep seas and only one or two are landlubbers. So post your characters, tell me who you are, and how you plan on surviving the depths. Because much of the adventure, if not all of it, will be underwater.

The setting, currently, is Uber Generic D&D World. I feel that FR has too much baggage, but it'll have the same feel, so if you wanna borrow from there, like if you want one of the same gods or want to mention a city, go ahead. So feel free to add whatever you want to your backstory regarding nations and politics and religions and whatnot. Or not. No biggie.

If this winds up being great and everyone wants to continue, then we can look into widening the circle a bit. For now, just know that there is a city that sank into the sea, kind of like Atlantis, and has just been found. The group will wind up in the first expedition to explore it.
 

Uploaded my Warlock. Need to finish equipment. You stated we would get one uncommon and 2 common magic items, but did not mention any additional starting gold to by mundane equipment. Do we start with more gold? How should we work on equipment.
 



JustinCase

the magical equivalent to the number zero
My monk has also been added. I took the elemental gem (uncommon), the candle of the deep (common) and the mystery key (common) as my magic items.

It was nice to discover that the Unarmored Movement extra speed feature does not specify walking speed, so Perilor is a pretty fast swimmer!

By the way, there are quite a number of uncommon magic items that give a swim speed, the ability to breathe underwater, or both. In case someone is still looking for ways to their character to function underwater properly.
 



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