Wasserkind (5e Race)

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I would bet my life that a Wasserkind could sail through a storm blindfolded and make through with nary a scratch to show. Those people have an uncanny connection to the deep blue.
—Overheard from a Sea Captain.

Physical Description[edit]

"Children in the Sea" by Joaquin Sorolla

Tall and slender, wasserkind seem like normal humans at a glance, albeit with somewhat pale skin. However, inspect one closely and the illusion is shattered by a number of means. A simple touch would give away a wasserkind, as they all feel cool and slightly damp to the touch, feeling similar to a drowned body. Some report wasserkind with much darker skin, ashen like that of a drowned soul. Perhaps you looked one in the eyes and noticed the intensity of their eye color changing in unison with the mood of the ocean, or you very well just could have been confused as to why their hair looks perpetually wet despite being in the sun for hours.


Nobody knows the true origin of the wasserkind. They do, however, claim to be descendants of a group of people they call Rain Touched. This is documented in the following except from one of their main religious texts.

...After having their ship dashed upon the rocks by a furious storm bred from jealousy, the sailors cried out to the Sea Goddess, but their cries fell upon deaf ears. However, they continued to cry out until their lungs filled with water and the could cry out no more. Upon seeing what she had done in her fit of anger, the Sea Goddess began to weep. Dark clouds began to cover the sky as rain started to pelt the ocean and the sound of thunder pierced the heavens. Slowly, one by one, with nary a scratch their bodies began to wash ashore. When all were accounted for silver drops of rain fell upon their lips. The rains subsided, the clouds faded away and the sea began to calm as those that were once dead and drowned began to breath life anew. - Excerpt from Touched By Rain, wasserkind text logs

Thus, the wasserkind claim lineage from reanimated bodies of the drowned. They are supposedly blessed by the nameless sea goddess of the lore, which is their main deity of worship.


The wasserkind live on flotillas overseen by a chieftain known as the Argent, whose main duty is deciding the actions of the flotilla as a whole and keeping outsiders from finding them, as they are slow to trust those not of their kind. The Argent is identified by his skin, which seems silvery compared to others. All wasserkind children attend some sort of schooling until age fourteen, when they will then take an aptitude test. After completing the aptitude test they will then train two years in their aptitude assigned job before beginning as an apprentice in their field at age sixteen. However, there as some wasserkind that find the ideas of the Argent and the flotillas to be archaic and leave, usually settling down in port towns finding work as sailor or fishermen. They are prized in this respect as it is rumored a crew with a wasserkind will never drown.

Wasserkind Names[edit]

The wasserkind do not have any special names. However, they do seem to name their offspring after famous travelers.

Male: Kidd, Odysseus, Morgan

Female: Mary Read, Bonny, Grace

Wasserkind Traits[edit]

A race of humanoids claiming to be born of the Sea
Ability Score Increase. Your Constitution score increases by 1.
Age. Wasserkind age similarly to humans. However, once they hit early twenties their aging slows down immensely. Most wasserkind live to be 180 years old.
Alignment. Wasserkind's alignment seems to be tied greatly into the weather when they were born. Those born during storms tend to be wild and chaotic while those born during calm seas are very composed. However, there are very few known evil aligned wasserkind as they would usually be sent out on a trial of sorts to cleanse their spirit or never return.
Size. Wasserkind tend to be taller and more slender than humans with the average female height being 5'10" and the average male height being 6'5". Your size is Medium.
Speed. Your base walking speed is 30 feet. You have a swim speed of 40 feet.
Darkvision. 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.
Iron Lung. You can hold your breath for up to an hour at a time.
Damp. Wet skin has its pros and cons. You are resistant to fire damage. However, you are vulnerable to lightning damage.
Seafarer. You roll with advantage on Wisdom (Survival) checks to navigate seas and oceans.
Languages. You can speak, read and write in Common and Aquan.
Subrace. Choose from the Storm Born, Calm Seas and Torrential Downpour subraces.

Storm Born[edit]

You were born during a tremendous storm that threatened to swallow the flotilla whole.

Ability Score Increase. Your Strength score increases by 2.
No Fear. Born in such turbulent conditions, you are hardly scared. You have advantage in saving throws against being frightened.
Thunderous Voice. Storm Born often are born with loud booming voices. You are proficient in Intimidation

Calm Seas[edit]

The Seas laid still for your birth, not a thing dare move lest something go wrong.

Ability Score Increase. Your Intelligence or Wisdom score increases by 2.
Peaceful Upbringing. In times of peace, you learned a craft and trade. You are proficient in one tool of your choice.
Meditation. You don’t need to sleep. Instead, you can meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of calm and mundanity. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Torrential Downpour[edit]

The Heavens would not relent their crying during your birth. Was this a joyous or dour event, however?

Ability Score Increase. Your Dexterity score increases by 2.
Dour Charm. You have a gloomy air that seems to intrigue and entrance people, much like how a kicked puppy elicits sympathy. You are proficient in Persuasion.
The Seas Lullaby. You know the sleep spell and can cast it at will. You regain use of the spell upon finishing a long rest.

Random Height and Weight[edit]

5′ 5″ +3d8 100 lb. × (2) lb.

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

Suggested Characteristics[edit]

When creating a Wasserkind 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.

Wasserkind have temperaments like others, though it is often determined by the weather over the ocean.

d8 Personality Trait
1 I fall in and out of love easily, and am always pursuing someone.
2 The best way to get me to do something is to tell me I can't do it.
3 I get bored easily. When am I going to get on with my destiny.
4 I feel tremendous empathy for all who suffer.
5 I am horribly, horribly awkward in social situations.
6 I never pass up a friendly wager.
7 I bluntly say what other people are hinting or hiding.
8 I ask a lot of questions.
d6 Ideal
1 Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2 Independence. I am a free spirit--no one tells me what to do. (Chaotic)
3 Sincerity. There's no good pretending to be something I'm not. (Neutral)
4 Power. Solitude and contemplation are paths toward mystical or magical power. (Evil)
5 Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6 Community. We have to take care of each other, because no one else is going to do it. (Lawful)
d6 Bond
1 Everything I do is for the common people.
2 I'm guilty of a terrible crime. I hope I can redeem myself for it.
3 No one else is going to have to endure the hardships I've been through.
4 An injury to the unspoiled wilderness of my home is an injury to me.
5 My family, clan, or tribe is the most important thing in my life, even when they are far from me.
6 I will do anything to prove myself superior to me hated rival.
d6 Flaw
1 I judge others harshly, and myself even more severely.
2 I have a weakness for the vices of the city, especially hard drink.
3 I'd risk too much to uncover a lost bit of knowledge.
4 I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
5 I obey the law, even if the law causes misery.
6 Once someone questions my courage, I never back down no matter how dangerous the situation.

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