Deep One

One of your ancestors was a deep one. While many of your family have disappeared mysteriously in their old age, your fate might yet be different.

You take on a fish-like aspect when you cast spells or use your origin features.

Call of the Sea

When you choose this origin at 1st level, you gain the ability to swim faster than normal; swimming no longer costs you extra movement. If you already have a swimming speed, it increases by 10 feet.

In addition, you can speak, read, and write Deep Speech. Whenever you make a Charisma check when interacting with deep ones, your proficiency bonus is doubled if it applies to the check.

Deep One Physique

At 1st level, your eyes enlarge. You have darkvision 60 ft. If you already had darkvision, the range increases by 30 feet.

Your skin is also covered in a layer of fish-like scales.

When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Home in the Depths

Starting at 6th level, you are at home in the deepest ocean trenches, and gain the following benefits:

  • You can breathe air and water.
  • You gain resistance to cold damage and can’t be harmed by water pressure.
  • You also have advantage on Dexterity (Stealth) checks made while you are underwater.

Unlocked Magic

At 14th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. If you could already use a magic item with such restrictions, you can spend 1 sorcery point as part of activating a magic item to use your own spell attack modifier and your own spell save DC for that activation if they are better than those of the item.

Dreams of the Sea

Starting at 18th level, immediately when you finish a long rest, you can cast dream without expending a spell slot. The dream you create must involve the sea, but you can observe the target’s response to it.

If you are in or near a body of water, you can cast suggestion on the target regardless of range and without expending a spell slot once during the dream, compelling it to come to that body of water as soon as it awakens.

Life from the Sea

Starting at 18th level, the sea gives you vitality. If you finish a long rest that was spent entirely in sea water, you regrow any lost body parts and end any one effect reducing one of your ability scores. If you are killed and the majority of your remains is immersed in a body of sea water for 24 hours, you return to life as if the spell raise dead had been cast upon them.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.