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Like the djinn-blessed and earthborn, the waterborne ancestry originates in the congress of humans and genies, these of elemental water. Water genies are mercurial types, often difficult to fathom and full of murky motivations.

Because humans and water genies encounter one another so rarely, waterborne themselves are similarly rare. Yet, occasionally, a vessel sinks in a water genie’s domain, and one or more of the drowning passengers intrigues a water genie, who chooses to save them and grants them safe passage into his or her domain.

The result of any relationship that might develop from that point on are the waterborne.

Ancestral Traits

Those born of the oceans and seas appear humanoid. Their skin is usually blue or green and their ears have fin-like ridges, as does their back, arms, and legs. Waterborne also have thin gill slits underneath their jaw lines, along the sides of their necks, though they aren’t noticeable except when they use them underwater. An uninformed person might mistake them for merfolk or even a sea elf, yet the waterborne are distinct. Indeed, the waterborne resemble humans more than elves or fish folk, and have a distinct ancestry from those other groups. Your waterborne character has several distinctive features due to this ancestry.

Age. Waterborne mature at the same rate as humans and live for about as long.

Size. Waterborne are human in size and shape, though tend to be rather squat, as water genies themselves are. Your size is Medium.

Speed. Your base speed is 30 feet.

Senses. Darkvision. Because their water genie ancestors spent much time in the deeps of the ocean, waterborne can see in darkness. 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 can’t discern color in darkness, only shades of gray.

Amphibious. Waterborne are natural swimmers and can live as easily beneath the waves as above. You can breathe air and water and have a swim speed equal to your speed.

Cultural Traits

Waterborne communities most often form underwater, though near surface settlements. For example, a coastal city might have a small waterborne village in its bay, or off the coast of a nearby island. Such communities often interact with the seagoing vessels that pass through their waters, trading goods and tales. Indeed, most waterborne communities value stories above all else. Whole villages regularly gather to listen to a story recounted by one member who had heard it from a passing merchant earlier that day. As such, waterborne communities value those who spin a good yarn.

Ability Score Increase. Your Charisma score increases by 2 and your Constitution score by 1.

Alignment. Waterborne communities are faddish places, entertaining new customs and habits frequently when they learn of them from a tale. As such, their communities tend toward chaos.

Elemental Magic. Waterborne communities practice some limited magics inherited from their water genie forebears. When you reach 3rd level, you can cast the create and destroy water spell once with this trait, without its material component. When you reach 5th level, you can cast the enthrall spell. You regain the ability to cast these spells with this trait when you finish a long rest. Charisma is your spellcasting ability for these spells.

Storyteller. Waterborne communities tell tales as an important cultural practice. You have proficiency in Performance.

Languages. You speak, read, and write Common and Aquan.

Section 15: Copyright Notice

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