Triton

AH, THE TRITONS. IMAGINE IF THE ELVES SPENT A FEW
centuries far beneath the sea, where their arrogance and
pretension could grow undisturbed. At least the tritons
spent that time fighting sahuagin and worse, so you know
you can count on them in a fight.
-Brego Stoneheart, sea captain
_

Tritons guard the ocean depths, building small settlements
beside deep trenches, portals to the elemental
planes, and other dangerous spots far from the eyes of
land-bound folk. Long-established guardians of the deep
ocean floor, in recent years the noble tritons have become
increasingly active in the world above.

AQUATIC CRUSADERS
Centuries ago, tritons entered the world in response
to the growing threat of evil elementals. Tritons waged
many wars against their enemies on the Plane of Water,
driving them into the Darkened Depths where they
escaped into the crushing pressure and utter darkness.
In time, the tritons noticed that their ancient elemental
foes had grown quiet. Expeditions to the depths revealed
that krakens, sahuagin, and far worse foes had
fled the Plane of Water for the Material Plane.
The tritons, driven by a sense of duty and responsibility,
would not allow their foes to escape so easily.
A great conclave of tritons chose volunteers skilled in
weapons and magic as part of an expeditionary force to
enter the Material Plane and seek out their enemies.
Those tritons spread across the world’s oceans and established
protectorates to watch over deep sea trenches,
portals, undersea caves, and other locations where their
enemies might lurk. They defeated their foes when they
found them and drove the rest into hiding.

With their foes banished to the deepest reaches of the
sea, tritons settled in to watch for any sign of their return.
Over time, the tritons extended their stewardship
over the sea floor from their initial settlements and built
outposts to create trade with other races. Despite this
expansion, few folk know of them. Their settlements
are so remote even merfolk and sea elves rarely encounter
them.

HAUGHTY NOBLES
As a result of their isolation and limited understanding
of the Material Plane, tritons can come across as
haughty and arrogant. They see themselves as caretakers
of the sea, and they expect other creatures to pay
them deep respect, if not complete deference.
This attitude might grate on others, but it arises from
a seed of truth. Few know of the tritons’ great victories
over dreadful undersea threats. The tritons make little
allowance for such ignorance and are delighted to expound
upon the great debt others owe them.
Tritons also have a tendency to emerge from their isolation
under the assumption that other folk will welcome
them as respected allies and mentors. Again, distance
drives much of this attitude. The tritons’ limited view of
the world leaves them ignorant of the kingdoms, wars,
and other struggles of the surface world. Tritons readily
see such concerns as minor events, a sideshow to the
tritons’ role as the world’s true protectors.

STAUNCH CHAMPIONS
Despite their off-putting manners, tritons are benevolent
creatures at heart, convinced that other civilized races
deserve their protection. Their attitude might grate, but
when pirate fleets prowl the waves or a kraken awakens
from its slumber, they are among the first to take up
arms to protect others.
Tritons readily sacrifice themselves for the common
good. They will fight and die for humans, merfolk, and
other creatures without question. Their self-absorbed
nature makes them overlook the history of other creatures,
but they also endure a sense of guilt over allowing
the evils of the Plane of Water to enter the Material
Plane and threaten its inhabitants. The tritons believe
they owe a debt of honor to the world, and they will fight
and die to pay it.
At times their fervor and ignorance of the world can
lead them astray. Tritons encountering other creatures
for the first time can underestimate them, leaving the
tritons vulnerable to deception. With their strong martial
tradition, tritons can sometimes be too eager to leap
into a fight.

STRANGERS TO THE SURFACE
Given their isolation, most tritons have never been to
the surface world. They struggle with the idea that they
can’t easily move up and down out of water, and the
changing of the seasons mystifies them.

SPELL: WALL OF WATER
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V. S, M ( a d-rop of water)
Duration: Concentration, up to 10 minutes
You conjure up a wall of water on the ground at a point
you can see within range. You can make the wall up to 30
feet long, 10 feet high, and l foot thick, or you can make
a ringed wait up to 20 feet in diameter, 20 feet high, and
1 foot thick~ The wall vanishes when the spell ends. The
wall’s space is difficult terrain.
Any ranged weapon attack that enters the wall’s space
has disadvantage on the attack roll, and fire damage is
halved if the fire effect passes through the wall to reach its
target. Spells that deal cold damage that pass through the
wall cause the area of the wan they pass through to freeze
solid (at least a 5-foot square section is frt>zen), Each
5-foot•square frozen section has AC 5 and 1 S hit points.
Reducing a frozen section to O hit points destroys it. When
a section is destroyed, the wall’s water doesn’t fill it.

Tritons also find the variety of social institutions,
kingdoms, and other customs bewildering. For all
their proud culture, they remain innocent of the surface
world. The typical triton protectorate is tightly
regimented, organized, and unified around a common
cause. A triton on the surface becomes easily confused
by the bewildering array of alliances, rivalries, and
petty grievances that prevent the surface folk from
truly unifying.
At its worst, a triton’s arrogance compounds the tendency
for the triton. not to understand the ways of the
surface world. It’s easy for a triton to blame baffling
social practices on what the triton perceives as the barbarism,
weakness, or cowardice of surface folk.

TRITON PERSONALITY
Far from flawless, these champions of good mean well,
but they are easily frustrated by others. You can select,
roll, or adapt a triton-specific quirk from the Triton
Quirks table. Use the quirk to inform how you portray
your character.

TRITON QUIRKS
d6 Quirk
1You phrase requests as orders that you expect to be
obeyed.
2 You are quick to boast of the gre,atness of your civilization.
3 You learned an antiquated version of Common and
drop ‘1thee0 and “thou” into your speech.
4 You assume that people are telling you the truth
about local customs and expectations.
5 The surface world is a wondrous place, and you catalog
all its details in a journal.
6 You mistakenly assume that surface folk know about
and are impressed by your people’s history.

T RITON NAMES
Most triton names have two or three syllables. Male
names typically end with a vowel and the letter s, and
female names traditionally end with an n. Tritons use
their home protectorate as a surname, with the name
formed by adding a vowel followed by a “th” to the end of
the protectorate’s name.
Female Triton Names: Aryn, Belthyn, Duthyn, Feloren,
Otanyn, Shalryn, Vlaryn, Wolyn
Male Triton Names: Corus, Delnis, Jhimas, Keros, Molos,
Nalos, Vodos, Zunis
Triton Surnames: Ahlorsath, Pumanath, Vuuvaxath

TRITON TRAITS
Your triton character has the following racial traits.
.Ability Score Increase Your Strength, Constitution,
and Charisma scores each increase by 1.
Age. Tritons reach maturity around age 15 and can
live up to 200 years.
Alignment. Tritons tend toward lawful good. As
guardians of the darkest reaches of the sea, their culture
pushes them toward order and benevolence.
u8
Size. Tritons are slightly sli’orter than humans, averaging
about 5 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you
have a swimming speed of 30 feet.
Amphibious. You can breathe air and water.
Control Air and 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 (see the spell in the
sidebar). 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.
Languages. You can speak, read, and write Common
and Primordial.

Races

Triton

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