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### Dalaen **Ability Scores**. Choose any +2; choose any other +1; choose any other +1
**Size**. Medium
**Speed**. 30 ft, Swim equal to your walking speed.
**Age**. Dalaen mature at the same rate as humans and live to be a little over 120 years.
**Darkvision**. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
**Natural Sailor**: You have proficiency in the Survival skill and Navigator's Tools
**Kalumi's Protection**: You have resistance to Cold damage.
**Friend of the Sea**: Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.
**Fury of the Ocean**: You can call upon the fury of the waters within your spirit. Once during each of your turns you can deal an extra amount of cold damage to a creature when you hit it with an attack or a spell. The extra cold damage is equals your proficiency bonus. You can deal this extra damage an amount of times equal to your proficiency bonus. You regain all uses after a long rest.
**Blessing of the Seas**: Born of the sea you were blessed with the might of the ocean. You know the Shape water cantrip. Starting at 3rd level, you can cast the Snowball Swarm spell with this trait. Starting at 5th level, you can also cast the Wall of Water spell with this trait. Once you cast those spells with this trait, you can't cast them with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
**Languages**: You can speak, read and write Aemyrian and Merian #### The Ocean Spirit The Dalaen, are people of the realm touched by the various aquatic creatures of the world. They live in both land and sea, but for the most part stick to the underwater kingdoms of the world such as Al'mar & El'varen. There are some coastal cities that connect them to the main continent as well. They are wild, hopeful, stoic, and persistent. They are extremely varied in how they have been touched by the spirits.
Within the safety of their kingdoms they explore the great depths of the realm. They have found a great deal of wonders beneath the waves. From great natural resources that have helped their cities become that great wonders that they are. But, they have also been met by dangerous beats and monstrous creatures. In order to combat this a great deal Dalaen have taken up arms to hunt them down and fight back in order for them to continue to explore and expand as their societies develop. \pagebreak ### Dalaen Racial Feats #### Armaments of Kalumi *Prerequisite: Dalaen*
You have been blessed by the waters of the realm. You gain the following benefits: - Increase your Strength, Dexterity, or Constitution score by 1, up to your maximum in that score. - You can cast the Armor of Agathys spell as a second level spell. Additionally when you reach 5th level you may cast the Elemental Weapon spell. You may cast each these spells once with this feat without spending a spell slot. You can also cast this spell using any spell slots you have of the appropriate level. Your spellcasting ability is the same as the ability score you chose to increase when you gained this feat. #### Trident of the Depths *Prerequisite: Dalaen*
You learn to call upon the spirits of the ocean to aid you as you channel the waters of the realm. You gain the following benefits: - Increase your Strength, or Dexterity score by 1, up to your maximum in that score. - As a bonus action you can conjure a trident made from water to a free hand. This magical trident remains in your hands for 10 minutes or until you use your action to dismiss the weapon. It counts as a simple melee weapon with which you are proficient. It deals 2d6 cold damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the trident to attack a target that is submerged in water, you make the attack roll with advantage.
If you throw the trident, it bursts into water and you can use a bonus action to reform the trident in your hand.
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