Singer of the Deeps

The utterly alien vestraadi are certainly one of the most mysterious races that can be found—their unique perspective stems from being blind, and some claim that the vestraadi hear the heart-beat of the very world in the pulsating cascades of subterranean waves.

Some vestraadi have taken to diving into the forlorn and forgotten recesses in the dark and lightless oceans, unearthing powerful items and implements resounding with occult potency.

Depth Adaptation

When you become a singer of the deeps at 3rd level, your repeated excursions into the bottomless dark, alongside with the humming of the depths’ songs, will alter your physiology. You are immune to the detrimental effects and damage incurred by the pressure from diving into depths of up 20,000 feet.

You also gain proficiency in Strength (Athletics) and advantage on Strength (Athletics) checks made to swim.

Resonating Melodies

Also at 3rd level, you automatically detect creatures that you currently have granted have a bardic inspiration die. Such targets do not count towards your maximum number of dynamic objects tracked. Additionally, such targets hum with your personalized sub-sonic pulse. You may treat such creatures as the origin of your combat sonar or focused sonar. When you are agitated and choose to show this, the targets emit a, for other creatures barely perceptible, but disquieting, hum that grants this tradition its name. Additionally, creatures affected by this ability gain advantage on Strength (Athletics) checks 57 made to swim and share your Depth Adaptation class feature’s immunity to the detrimental effects and damage incurred by pressure from diving into depths of up 20,000 feet. Once a target expends its bardic inspiration die or if you become unconscious, it immediately loses the benefits of this class feature.

Uncanny Foresight

Beginning at 6th level, having survived the first excursions into the wet abyss, you develop a keen sense of danger bordering on uncanny foresight.

You may ponder a tunnel, door, complex, pool, or particular course of action for 1 uninterrupted minute. The GM should roll 1d6. If the result is equal to or less than your Hit Dice, the GM should provide a subjective rating of the danger of the area/proposed course of action, ranging from 1—10, where 1 is safe and 10 is suicidal. At 14th level, you automatically receive the information.

Once you have used this feature, you can’t use it again until you have finished a short or long rest.


At 14th level, your body has become even more flexible due to the repeated exposure to the mystic song of the deeps and the high pressures of the dark. You can squeeze into a space that is large enough for a creature of up to two sizes smaller than you. You don’t have to expend an extra foot of movement while squeezing, and you don’t suffer from disadvantage on attack rolls and Dexterity saving throws while squeezing. Additionally, attack rolls do not automatically gain advantage against you while you are squeezing into a smaller space.

Finally, when you suffer a critical hit, you may choose to treat it as a regular hit, but you must finish a long rest before you can use this ability of your feature again.

Section 15: Copyright Notice

Occult Secrets of the Underworld Copyright 2018, AAW Games, LLC; Thilo Graf and Jonathan G. Nelson.