The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Capn_Ragnar, 2022-12-22 00:40:00

D&D - Underwater Campaigns v1.2 (5e)

D&D - Underwater Campaigns v1.2 (5e)

Keywords: Dungeons & Dragons,TTRPG,DnD

APPENDIX A:
NEWTWHAERPLAOLCEKLPAADTYRON,

150 Appendix A | new Warlock Patron, The Pale Lady


Eternal Jealousy Cold Immunity. The warlock is immune to cold damage.

The Pale Lady is a warlock patron that tempts attractive Cold Lover’s Boon. Warlocks of the Pale Lady gain a gift
drowning humanoids of any gender. She waits until they for each three warlock class levels they achieve (3rd, 6th,
are about to drown and offers them a choice: “Be mine and 9th, etc.). Each gift also includes a way for the Pale Lady to
serve me, or may your last breath be water.” The Pale Lady is spy on or punish the warlock, but the specifics are up to the
mentioned in hushed whispers amongst sailors, pirates, and Dungeon Master.
dockhands, as a drowner’s last choice. Her jealousy is legendary
and any of her warlocks that even appear to be interested in Cold Weapons. The warlock can choose to make their
someone else romantically are quickly discarded or put in weapons deal cold damage instead of bludgeoning, piercing, or
situations where they will likely drown. The Pale Lady is much slashing. They can change this, back and forth, as many times
more hands-on and involved with her warlocks compared to as they want, but only once per turn.
other patrons, often assigning spies as servants or giving gifts
that allow her to watch her chosen. Her warlocks live a lonely Darkvision. The warlock has darkvision 60 feet as long as
existence and learn to avoid or quickly refuse even the hint of they are underwater.
romance or physical attraction from others. In exchange, they
tend to enjoy more power but rarely, if ever, work with others. Hold Breath. The warlock can hold its breath for 20 minutes.

Players and Warlock of the Pale Lady Unfathomable Mood. The warlock rolls a d20 after a long rest
and adds their Charisma bonus to the result. If this result is
Warlocks of the Pale Lady are designed to be used as NPCs and are 11 or higher, then the Pale Lady is pleased with the warlock. If
overpowered compared to the normal warlock class in the Player’s the result is less than 12, then the Pale Lady is upset with the
Handbook. Only let a player choose this patron if they understand warlock and the warlock has seven days to make amends or
how to play with (and not avoid or metagame away) the negative lose all access to their spells.
issues that come with being one of the Pale Lady’s chosen. Also
remember that this patron is far from rational and will often have
bursts of anger and accuse the player’s character of “wandering
eyes,” regardless of what the character does. These outbursts
should be annoying and painful. The Pale Lady will often remove a
warlock’s ability to use magic on a whim. If you do not implement
the negative counterbalances to these types of warlocks, then this
is just another among many overpowered character options.

Personalized Experience

Most humanoids, especially those who don’t know what they
are talking about, say that the Pale Lady is a succubus or other
devil or demon of temptation. In truth, each of her warlocks
experiences the Pale Lady in different ways. Some hear a voice,
others see a vision, some feel heat and cold based on her moods.
Regardless, the Pale Lady assumes a form that is pleasing to her
warlocks and visits them often in their dreams which range from
pleasurable romps to painful interrogation sessions.

Patron and Warlock

Warlocks of the Pale Lady follow the rules and guidelines for
“The Great Old One,” as their Otherworldly patron. In addition
to this, they have the following benefits and penalties.

Celibacy. The warlock can take no mortal lover or even
show remote interest in a romantic partner. The warlock that
ignores this rule must make a successful DC 20 Charisma
(Deception) check to explain the relationship in such a way
that the Pale Lady allows it. Even if allowed, this Charisma
check must be made at the beginning of each new day if the
relationship still exists. Those who fail this check are plane
shifted 20 feet above the ocean and lose access to all of their
warlock class spells and abilities. These no longer function
until the warlock makes amends (succeeds on a DC 20
Charisma saving throw). The warlock is allowed to make this
saving throw (beg for forgiveness) once an hour.

Appendix A | new Warlock Patron, The Pale Lady 151


APPENDIX B:
EXCEPTIONAL FISH GENERATOR

152 Appendix B | Exceptional Fish Generator


General Note: Gargantuan fish are massive beasts that cannot be
found in nature. They are dangerous and therefore not
Exceptional fish are just that: exceptional. A normal humanoid normally hunted for food but if you need a value as comparison
fishing from a pier for twenty years may catch hundreds, one, assume a gargantuan fish has a value of 100 gp.
or no exceptional fish. This generator is to be used as you see Note: Exceptional price = (natural x 10) minimum
fit but will make little sense if rolled every time an adventurer Note: Supernatural price = (natural x 100) minimum
breaks out a fishing rod. There is also a note near the end of
this appendix that gives guidelines for making undead fish. Crunchy Fish Randomization Variant

Using the Generator. Start with the fish statistics found in the For those looking to program randomized fish results or for
Bestiary. Choose if this exceptional fish is just exceptional or those who really enjoy rolling multiple dice over and over
supernatural, and then alter it as the tables dictate (or you choose). again to determine what a character pulled out of the water, do
Exceptional fish can be Tiny to Huge in size but Gargantuan sized the following:
exceptional fish are always supernatural. Depending on the needs
of your campaign you may want to change the exceptional fish’s Each fish pulled out of the water has a 1 in 100 chance of being
creature type from beast to fey, monstrosity, or aberration. exceptional. Each exceptional fish has a 1 in 20 chance of being
supernatural. When a fish is caught, it’s size is Small. Then roll a
Value of Fish. Exceptional fish will always be incredibly percentage chance to change that size, stopping upon a success.
valuable compared to natural fish used for resources and food. Change the fish size to Tiny 30% of the time, Medium 20% of
An exceptional fish is at least ten times more valuable than the time, Large 15% of the time, Huge 15% of the time, and
a normal fish but could easily be far more valuable, based on Gargantuan 15% of the time. If you succeed on a size change, stop
what makes it exceptional. rolling. So, if your result is Tiny, then stop rolling for size. If you
get to Huge, then stop rolling. Once you get the hang of this you
Usually, the fish loses value if it dies, and it certainly loses can change some of the variables based on whatever you want.
value if it rots before a buyer can be found. A fish’s value is
determined by its taste, ease in preparation, rarity, and in Random Fish
some instances whether or not the purchaser considers it Creation Tables
a delicacy. The following shows a good range of prices for
natural fish caught for food. This table assumes the fish is Either choose features from the next few tables or roll randomly
fresh and the locals recognize it as edible or otherwise useful. to determine what features or actions the exceptional fish has.

Natural Fish Value Range Random Exceptional Fish

Size Size High d20 Result
2 cp 1-17
Tiny 0 1 sp The fish is exceptional. Continue to the
Small 1 cp 5 sp 18-20 Exceptional Fish Table
Small 1 cp 2 gp
Large 1 sp 20 gp The fish is supernatural. Continue to the
Huge 5 gp Supernatural Fish Table

Undead Fish Variant

If the fish is undead, first determine the statistics for a natural or supernatural fish and then apply the following. A result of 8 or higher will
likely increase the CR of a fish.

d20 Result Statistics
1-7 Skeleton
8-13 Zombie +1 AC, +2 DEX, darkvision 60 ft., Damage Vulnerabilities bludgeoning, Damage Immunities poison, Condition
14-16 Ghoul Immunities exhaustion, poisoned.
17-18 Wight
+1d4 Hit Dice, +2 CON, -1 AC, darkvision 60 ft., Damage Immunities poison, Condition Immunities poisoned.
19 Vampire
20 Ghost +1d4 Hit Dice, +2 STR, +2 DEX, darkvision 60 ft., Damage Resistances necrotic, Damage Immunities poison,
Condition Immunities charmed, exhaustion, poisoned. Paralytic Bite (see ghoul).

+1d6 Hit Dice, +2 STR, +2 DEX, +2 CON, darkvision 60 ft., Damage Resistances necrotic, bludgeoning, piercing,
and slashing from nonmagical attacks not made with silvered weapons, Damage Immunities poison, Condition
Immunities exhaustion, poisoned. Life Drain Bite (see wight).

+2d4 Hit Dice, +4 STR, +4 DEX, +2 CON, 14 CHR, darkvision 120 ft., Damage Resistances necrotic, bludgeoning,
piercing, and slashing from nonmagical attacks, Legendary Resistance (1/Day), Charm and Vampire Bite (see vampire).

+2d6 Hit Dice, +4 STR, +4 DEX, +4 CON, 14 CHR, darkvision 60 ft., Damage Resistances acid, fire, lightning,
thunder; bludgeoning, piercing, and slashing from nonmagical attacks, Damage Immunities cold, necrotic, poison,
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained.
Ethereal sight 60 ft., Incorporeal Movement, Etherealness, Horrifying Visage, and Withering Bite (see ghost).

Appendix B | Exceptional Fish Generator 153


Exceptional Fish: Roll 1d4 times of the following have different effects based on whether the
feature or action was for exceptional or supernatural fish and
d20 Result will be annotated with an (e) or an (s) respectively.
1 Aesthetic
2 Bioluminescent Aesthetic. There is something very pleasing about this fish and
3 Fast most humanoids value it greatly. Quadruple the value of this fish.
4 Slow
5 Amphibious Alien. The fish is completely strange, unnatural, or from
6 Ambulatory another plane of existence. Creature type changes to
7 Camouflage aberration. Increase two abilities by +4 and one ability by +2.
8 Keen Sight Fish may or may not understand Deep Speech.
9 Echolocation
10 Blindsight Ambulatory. The fish can walk on the surface and has a
11 Resistance speed of 5 ft.
12 Defensive Spines
13 Poisonous Flesh Amphibious. The fish can breathe air without difficulty but
14 Saving Throw needs to return to water or suffer exhaustion or damage
15 Better Damage after an hour.
16 Large Mouth
17 Serrated Teeth Armored. The fish has supernaturally thick or literally
18 Poison armored skin that increases its AC by +2.
19 Perceptive
20 Natural Armor Better Damage (e). Increase the fish’s bite damage based on
its size. Tiny +1, Small +1, Medium +2, Large +2, and Huge +3.
Supernatural Fish:
Better Damage (s). Increase the fish’s bite damage by adding
Change creature type to monstrosity, then roll 1d4 times a die of the same type. For example, a generic Medium
fish’s bite does d4 damage but with this result the bite
d20 Result damage is now 2d4.
1 Mutant
2 Alien Bioluminescent. The fish glows in the dark, providing bright
3 Breath Weapon light in a 5-foot-radius and dim light for an
4 Tentacles
5 Better Damage additional 5 feet. Natural bioluminescence is blue, blue-green,
6 Displacement or yellow (or choose any color you want).
7 Blinking
8 Immunity Blindsight. The fish has blindsight 30 ft.
9 Resistance
10 Armored Blinking (Recharge 5-6). The fish magically teleports up to
11 Innate Spellcasting 40 ft. to an unoccupied space that it can see.
12 Energy Damage
13 Poison Breath Weapon (Recharge 6). Roll a d4 to determine damage
14 Health Drain type (1: cold, 2: acid, 3: fire, 4: thunder). The fish exhales (damage
15 Very Fast type) in a 15-foot cone. Each creature in that area must make
16 Very Slow a DC 13 Dexterity saving throw, taking 21 (6d6) (damage type)
17 Magic Resistance damage on a failed save, or half as much on a successful one.
18 Truesight
19 Saving Throw Camouflage. Wisdom (Perception) checks made to see the
20 Roll twice fish are made with disadvantage. The fish has advantage on
Dexterity (Stealth) checks made to hide, as its skin’s color
Fish Generator shifts to camouflage it.
Explanations
Defensive Spines. Attacks against this fish, made with
The following list covers features or actions that an natural weapons (bite, claw, tentacles, etc.) and weapons with
exceptional fish gains based on the previous tables. As the a reach of less than 10 ft., are at a disadvantage. The attacker
Dungeon Master, alter anything that you need to in order to can choose to attack without disadvantage but takes piercing
keep the creature within the realism of your campaign. Some damage after each attack that hits the fish.

The piercing damage is based on the fish’s size. Tiny fish
cause 1 piercing damage, Small fish 1d3, Medium fish 1d4,
Large fish 1d6, Huge fish 1d8, and Gargantuan fish 2d6.

Displacement. The fish projects a magical illusion that makes it
appear to be swimming near its actual location, causing attack
rolls against it to have disadvantage. If it is hit by an attack, this
trait is disrupted until the end of the fish’s next turn. This trait is
also disrupted while the fish is incapacitated or has a speed of 0.

Echolocation. This fish has a special type of blindsight. If the
fish already has blindsight from another source, reroll this
result. If not the fish gains blindsight 120 ft. so long as it is
not deafened.

154 Appendix B | Exceptional Fish Generator


Energy Damage. The fish’s bite does an additional amount of Serrated Teeth. The fish’s bite can cause bleeding unless
energy damage per hit. Roll a d6 to determine damage type the target makes a successful DC Constitution saving throw
(1: cold, 2: acid, 3: fire, 4: thunder, 5: lightning, 6: poison). The based on size. A Tiny fish’s DC is 10, Small 11, Medium 12,
amount of additional damage is based on the fish’s size. Tiny Large 13, Huge 14, and Gargantuan 15. A creature that fails
fish cause 1 energy damage, Small 1d3, Medium 1d4, Large its saving throw takes half of the fish’s bite damage at the end
1d6, Huge 1d8, and Gargantuan 2d6. of its next turn; the bleeding then stops.

Fast. Add 10 ft. to the fish’s swim speed. Slow. Increase the fish’s Constitution by 2, but its swim speed
is decreased by 10 ft.
Health Drain. The fish’s bite attack does an additional 1d6
necrotic damage per hit. The fish also recovers lost Hit Points Tentacles. The fish can attack with its tentacles as well as
equal to half of the damage inflicted by its bite attack. its bite attack as an action. The tentacles attack is based on
the fish’s size.
Innate Spellcasting. The fish can cast a few spells innately
without the need for components. The fish’s creature type is now Tiny Tentacles. Melee Weapon Attack: +3 to hit, reach 5
fey, and its Charisma is now 12, if not already higher. The spell ft., one target. Hit: 1 bludgeoning damage, and the target
DC for Tiny, Small, Medium, and Large fish is 11. The spell DC is grappled (escape DC 10). The fish can only grapple one
for Huge and Gargantuan fish is 12. Choose at least one spell creature at a time.
that can be cast “at will,” and a few that can be cast once per day.
Choose spells that align with your campaign’s needs. Small Tentacles. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 1 bludgeoning damage, and the target
Immunity. The fish has immunity to either acid, bludgeoning, is grappled (escape DC 11). The fish can only grapple one
cold, fire, force, lightning, necrotic, piercing, poison, psychic, creature at a time.
radiant, slashing, or thunder.
Medium Tentacles. Melee Weapon Attack: +3 to hit, reach
Keen Hearing. The fish has advantage on Wisdom 5 ft., one target. Hit: 2 bludgeoning damage, and the target
(Perception) checks that rely on hearing. is grappled (escape DC 12). The fish can only grapple one
creature at a time.
Keen Sight. The fish has advantage on Wisdom (Perception)
checks that rely on sight. Large Tentacles. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) bludgeoning damage, and the target
Keen Smell. The fish has advantage on Wisdom (Perception) is grappled (escape DC 13). The fish can only grapple one
checks that rely on smell. creature at a time.

Large Mouth. The fish’s bite attack can now swallow Huge Tentacles. Melee Weapon Attack: +3 to hit, reach 5 ft.,
creatures that are the same size as the fish. one target. Hit: 7 (1d6 + 4) bludgeoning damage, and the target
is grappled (escape DC 15). The fish can only grapple one
Large Stomach. The fish can now have up to two creatures creature at a time.
swallowed at the same time.
Gargantuan Tentacles. Melee Weapon Attack: +3 to hit, reach
Magic Resistance. The fish has advantage on saving throws 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage, and the
to resist spells and other magical effects. target is grappled (escape DC 17). The fish can only grapple
one creature at a time.
Mutant. The fish is truly strange. Creature type changes to
monstrosity. Increase one ability score by +6 and reduce one Truesight. The fish has truesight 30 ft.
ability score by -4.
Very Fast. The fish’s swim speed increases by 20 ft.
Poisonous Flesh. The fish’s flesh and blood are toxic. Any
creature that damages it with natural weapons takes 1d4 Very Slow. Increase the fish’s Constitution by 4, but its swim
poison damage. Any creature that drinks or drains its blood speed is decreased by 20 ft.
takes 2d4 poison damage.
Inspiration and References
Poison (e). The fish’s bite attack includes poison damage now,
based on its size. Tiny fish add +1 poison damage, Small +1d3, Adventurer’s Vault, Wizards of the Coast 2008
Medium +1d4, Large +1d6, Huge +1d8, and Gargantuan +2d6. Children of Ash and Elm: A History of the Vikings, Neil Price 2020
Creature Crucible: The Sea People, Wizards of the Coast 1990
Poison (s). The fish’s bite attack includes very potent poison Dagon Magazine (Various), Wizards of the Coast or Paizo 1976 -
damage now, based on its size. Tiny fish add +1d4 poison 2007
damage, Small +2d4, Medium +3d4, Large +3d6, Huge +4d6, Fiend Folio, 3 Edition, Wizards of the Coast 2003
and Gargantuan +5d6. Fiendish Codex I: Hordes of the Abyss, Wizards of the Coast 2006
Lord of Madness, Wizards of the Coast 2005
Resistance (e). The fish is resistant to either acid, cold, Monster Manual Expanded, https://www.dmsguild.com/
lightning, or poison. product/267678
Monstrous Arcana - The Sea Devils, Wizards of the Coast 1997
Resistance (s). The fish is resistant to either acid, Ocean Animal Encyclopedia, https://oceana.org/marine-life
bludgeoning, cold, force, lightning, necrotic, piercing, poison, Planar Handbook, Wizards of the Coast 2004
psychic, radiant, slashing, or thunder. Player’s Handbook, 3.5 Edition, Wizards of the Coast 2012
Stormwrack, Wizards of the Coast 2005
Saving Throw (e). The fish gains proficiency for either its
Strength, Dexterity, or Constitution saving throw.

Saving Throw (s). The fish gains a +2 bonus to all its
saving throws.

Appendix B | Exceptional Fish Generator 155


Daniel Chivers
Marco Bertini
Davide Ruini


ADVENTURE IS WAITING...
JUST BELOW THE SURFACE.

Underwater Campaigns is your resource for
exploring the wonder and danger of underwater
worlds and locations - oceans, lakes, rivers, sew-
ers, and flooded ruins. Whether you want to add
an aquatic room in your dungeon, flesh out trade
with the ocean creatures, or create an epic tale
at 20,000 feet, Underwater Campaigns will help
you. This book takes existing nature and weaves
the fantasy setting through it while guiding you
to create your own underwater campaigns. In-
side, you will find:

• An underwater adventure seed for any level
• 68 random underwater encounters
• Underwater rules for combat, skills, feats, and

magic
• 67 new aquatic monsters
• The return of the Colossal creature size!
• 26 new aquatic NPCs
• The return of the Gehreleths!
• 35 spells to help or hinder underwater targets
• 19 magic items for underwater adventuring
• New disease mechanics and examples
• 2 unique underwater locations
• Professional layout using over 100 pictures on

156 pages


Click to View FlipBook Version