Seafallen (5e Race)

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The ocean waves break upon the moon kissed shore of a portuary village, the small lighthouse shines its light through the dark waters... but its not only boats it brings. Dozens of sillouettes pop out of the water, some shriveled others bloated, missing limbs, covered with sea-life and with teeth as sharp as knives; the townsfolk try to stop them but the accursed crew continues its path, they are not here to kill or pillage, its a boat they are after and anything that stays between them and their goal will be shark-food.

Physical Description[edit]

Seafallen have a lot of different characteristics, their organic and unproportional nature makes all of them unique, their bodies sometimes carved or with holes in them, different types of creatures and coral growing depending on the region; but one thing is certain, while some of them can look almost human, all of them look like weathered husks with pearly white eyes, sharp teeth and their skins have blueish or greenish tones.


There has never been a clear start to where the seafallen started appearing, while the more sentient and friendly ones are rare, the normal sea-bound undead crew are decently common, being spread as monsters and tales for as long as the seas have been traveled.


Seafallen generally follow a hierarchy of a normal ship, being able to go down or up in rank depending on how they are doing with helping the crew, while rare sometimes mutinys may happen, and the captain is either demoted or abandoned by the group. While traitors may exist in the rank, most crews act together as family and friends.

Seafallen Names[edit]

Most seafallen continue using their original names, titles (Given to them because of the Hierarchy on the ship) and sometimes even nicknames given to them by their compatriots, before or after death.

Male: John, Petneak, Mugatar

Female: Rasiz, Saffine, Annette

Titles Captain, First Mate, Quarter Master, Navigator, Sailing Master, Gunner, Powder Monkey, Boatswain, Sawbones, Cooper, Carpenter, Rigger or Cook.

Seafallen Traits[edit]

Ship's Crews taken by the ocean but who refused to stay down.
Ability Score Increase. Your Constitution score increases by 2.
Age. No one is really born a Seafallen, but because of their undead nature, it has been known of crews plaguing the sea for more then hundreds of generations
Alignment. Seafallen are normally neutral, but this can vary depending on their original purpose.
Size. Seafallen height is generally a bit taller or shorter then their original races height. Your size is Medium.
Speed. Your base walking speed is 30 feet. You have swimming speed of 30 feet.
Darkvision. Living in the depths of the dark sea means you have adapted vision. 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.
Undead Form. Raised from the dead as a being of undeath, you lose your previous creature type and now count as an undead creature for all spells and abilities that affect the undead. You do not need to eat, drink, sleep or breathe, but you can ingest food and drink if you wish. You are resistant to necrotic damage, but you have disadvantage on saving throws against radiant damage.
Undead Fortitude. If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. You can only use this trait once, regaining use after you finish a long rest.
Living Shell. Your body is covered in rapidly re-growing coral, making a protective carapace on yourself. While unarmored, your Armor Class is equal to 13 + your Constitution modifier. You may use a shield and still gain this benefit.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. The subraces of seafallen depend on their role as from when they were living sailors. Choose from the deck crew, sail crew, or high command.

Deck Crew[edit]

Ability Score Increase. Your Strength score increases by 1.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Tougher Shell. At the end of a long rest, you gain temporary hit points equal to your proficiency bonus + your Constitution modifier. These hit points expire at the start of your next long rest.

Sail Crew[edit]

Ability Score Increase. Your Dexterity score increases by 1.
Quick and Precise. You are proficient with one of the following skills of your choice: sleight of hand or Acrobatics.
To The Crows Nest. Your feet and hands are lined with suckers. You have advantage on checks against being disarmed, and you can climb difficult surfaces, including walls, and ceilings. You do not need to use your hands for this. You gain a climbing speed of 20 feet.

High Command[edit]

Ability Score Increase. Your Charisma score increases by 1.
Face of the Crew. You are proficient with one of the following skills of your choice: Persuasion, Intimidation or Deception.
All Hands On Deck. When rolling initiative, you can target a creature friendly to you within 5 feet of you that you can see. Their initiative roll is replaced with your own. You must finish a short or long rest before using this trait again.

Race Variant: Drowned Dreadnought[edit]

Design Note: This race variant uses the large player characters and oversized rules. It replaces all the traits of the base race.

Drowned Dreadnought, By u/Rattakia

The drowned dreadnoughts are constructs for undead flesh, bound together by wood and iron, with souls of one or more stuck in its hull working together as a hivemind.

Ability Score Increase. Your Strength score increases by 2.
Size. Your size is Large.
Speed. Your base walking speed is 30 feet. When submerged in water, your walking speed becomes 35 feet.
Sturdy Frame. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Thick Hull. You have a +1 to AC when you aren't wearing armor or carrying a shield.
Unholy Construct. Your creature type is both undead and construct. You do not need to eat, sleep, or breathe, though you may ingest food and drink if you wish. You are resistant to necrotic damage and you have advantage on saving throws against being poisoned and diseases.
Unbalanced Form. You may hold an oversized melee weapon with a single arm even if it has the two-handed property, but your second arm cannot hold anything, neither weapon or shields, and you are too clunky to use ranged weapons of any kind but your imbued cannon.
Siege Armament. You can choose between two options of weapon to be melted into your left arm: A Cannon or Grapeshot.

  • Cannon: This weapon shoots a cannonball in a 5ft by 20ft line. Each creature in the line must make a Dexterity saving throw. On a fail, a creature takes 1d10 bludgeoning damage and is pushed by the cannonball for all of its remaining range, taking an extra 1d6 bludgeoning damage and being knocked prone if the cannonball hits a wall.
  • Grapeshot: This weapon shoots pellets of lead in a 15ft cone. Each creature in the cone must make a Dexterity saving throw. A creature takes 2d6 piercing damage on a failed save, or half as much damage on a successful one.

Both of these skills can only be used once and the DC for the saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. You regain use of this feature after a long rest.

Random Height and Weight[edit]

You may copy this from the race you where before dying; the numbers bellow are for the Drowned Dreadnought.

10′ 0″ +4d12 400 lb. × (2d8) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a Seafallen character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I take this life as a second chance
2 Almost everything in my body is constantly scratching.
3 I never intended to be a man of the sea, the day we sunk was my first day in the job.
4 I take constant care of the coral that grows on me.
5 The lack of ground movement in dry land confuses me sometimes.
6 I was a swimming champion in my old town, probably can beat anyone from there now.
7 I enjoy gattering Knick-Knacks from underwater salvage.
8 There is something living inside me, I feed it sometimes but I have no idea what the hell it is.
d6 Ideal
1 Revenge. Those who sunk me will pay, not with death, but constant punishment.
2 Redemption. I'll be a better person, fronting death made me realise what I have done.
3 Greed. The seas spat me out to once again pillage and drink!
4 Sailing I'm trying to find a new crew to explore the seas once again.
5 Self Fulfillment I'm trying to learn new skills and enjoy life more.
6 Research The bottom of the sea holds many secrets that now I can explore without worry.
d6 Bond
1 I have an old family trinket that makes me keep going.
2 I will honor my captain, for as long as I can.
3 My weapons and tools are all that I was able to salvage, they always kept me safe.
4 Friendship of all is what I look for, nothing better then singing and drinking in a tavern filled with friendly faces.
5 I lost everything, and I wish to make more memories.
6 I have a part of the ship I drowned in, a relic of a nostalgic past.
d6 Flaw
1 I'm a total alchoholic.
2 I'm very credulous about old sea tales.
3 I hate the taste of seafood.
4 I'm not good at navegating at dry land
5 I'm really bad at taking orders
6 After the accident I think I have developed severe Thalassophobia
(one vote)

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