Deep One

Humanoid, Medium

Available with DM subscription

Racial Traits

Speed 30 ft., swim 30 ft., climb 10 ft.
Age Deep Ones mature quickly, reaching adulthood by age 12, and can live for centuries; the oldest trench-dwellers grow huge, pale, and many-tentacled.
Languages Deep Speech, Common
Alignment Tendencies lawful evil, chaotic evil, neutral evil

Ability Score Increases

Trench Deep One
CONSTITUTION
+1
INTELLIGENCE
+2
OR
Reef Deep One
STRENGTH
+2
CONSTITUTION
+1
OR
Ruin Deep One
DEXTERITY
+2
CONSTITUTION
+1
OR
Polar Deep One
STRENGTH
+2
CONSTITUTION
+1

Racial Features

Echolocation

You perceive the world through sound rather than sight. You have Blindsight with a range of 30 feet, provided you aren't Deafened. You also have Advantage on Wisdom (Perception) checks that rely on hearing or smell, and you can determine the direction and rough distance of any sound you can hear.

Usage: always

Light-Blinded

Your huge, milk-white eyes are built for the lightless trench. You have Disadvantage on Wisdom (Perception) checks that rely on sight when you or the thing you are trying to perceive is in Bright Light.

Usage: always

Boneless Form

Your body has no rigid skeleton; stiffening tentacles serve where other folk have bone. You can move through a space as narrow as 6 inches wide without squeezing, and you have Advantage on saving throws made to avoid or end the Grappled or Restrained condition. You have a Climb Speed of 10 feet and can cling to sheer surfaces with your tentacles.

Usage: always

Amphibious

You can breathe air and water. You have a Swim Speed of 30 feet, and you suffer no penalties from water pressure or from rapid changes in depth.

Usage: always

Lashing Tentacles

Your tentacles are natural weapons, which you can use to make Unarmed Strikes. When you hit with them, the strike deals 1d6 + your Strength modifier Bludgeoning damage, and it has a reach of 10 feet. You can also use your tentacles to manipulate objects, open unlocked doors, or steady yourself while climbing.

Usage: always

Rules Compatibility

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2
Ability Scores Base Constitution +1, plus lineage +2 to one listed ability = +2/+1 = exactly +3 total
Balance Notes Base grants +1 Constitution. Every lineage grants an additional +2 to one of its listed abilities, so each playable base + lineage combination totals exactly +3 using the +2/+1 pattern, and no single ability score ever increases by more than +2. Base traits provide one sense (Blindsight 30 feet), one drawback (Bright Light sight disadvantage), one movement/utility trait (Boneless Form), one aquatic trait (Amphibious), and one natural weapon (Lashing Tentacles, 1d6, 10-foot reach). Lineages each add a single narrow, non-stacking benefit: an underwater sense upgrade, a Stealth proficiency, non-combat Mimicry, or Cold Resistance. No flight, no armor, no level-1 spellcasting, and no Bonus Action features are granted.

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