Racial Options Update
10 months ago
– Thu, Aug 15, 2019 at 03:22:57 AM
I wanted to send out an update on the current status of the racial options for the Seas of Vodari campaign setting. The latest version of these options are currently with our early access backers and we're looking to update the Quick Start guide so that everyone can see the updates and additions by the end of August.
For the final book, we are dedicating a full chapter on detailing the origins and current place for these new races and all of the other races of Vodari. Here are some details on the options created for the Vodari setting.
Aurirn, or Sea Dwarves, are amphibious dwarves who mine boiling cracks at the bottom of the sea. We listened to feedback and this option now has been rebuilt with new stats and more lore.
Cursed Souls exist between life and death, between the person they were and the ghostlike being they have become. This option has been rebuilt based on feedback to provide a strict approach to which racial traits are kept when a halfling, human, or any of the other PHB races becomes a cursed soul.
Sirens are a beautiful amphibious people with a fey background. Two subraces of sirens are found in Vodari, but these distinctions are minor and purely based on which type of magical gift a siren receives as they near adulthood. Seasingers learn to enchant their songs. Wavedancers gain the ability to change their legs into a tail.
Taurs are bovine humanoids who prize strength, skill, and honor above all else. We could have just called them minotaurs, but we wanted to emphasize that taurs are a slightly different take. Yes, they are big, strong, and spend time during their youth training as warriors... but they dedicate their life to being a master chef, world class navigator, champion gladiator, or anything that can be mastered.
Vodas are an amphibious race from the sea that use illusory magic to hide among the other people of Vodari. Based on feedback we made some minor tweaks to the lore and mechanics based on feedback.
We decided to remove the Mechasoul as an option based on feedback.
Seas of Vodari Subclasses Update
10 months ago
– Tue, Jul 23, 2019 at 03:05:29 AM
We really appreciate the feedback we received from the survey back in June. We've implement tweaks and changes based on your feedback. I'd also like to share some details about the remaining subclasses. We have added the following subclasses to the book.
Gunslinger - Sniper Archetype
The development of increasingly accurate muskets and ammunition has led some gunslingers to become stealthy, precise hunters, in the wild or on the battlefield. They also become masters of keen observation and debilitating their targets in preparation for the kill.
Bard - College of Nature
Members of this college are more at home in the wilderness than a rowdy tavern or royal court. When a member of this college performs a song, it can seem as if nature itself is joining in with rustling leaves, whistling winds, crashing waves, and singing birds. While they give their protection to nature they take magical energy in return. These bards connect with a specific natural environment, anywhere from the bottom of the sea to the mountains high above.
Bard - College of Shanties
These bards are most content working in the fields, deep in a mine, or on a ship while leading their crewmates in song. They weave magic into songs to help themselves and their crew focus and cooperate. These bards need their hands free to work and are most effective when their crewmates join them in song.
Druid - Circle of the Deeps
Most of the world is ocean, and the druids of the Circle of the Deeps are among the few air-breathers who are one with its mysteries: crushing pressure, unfathomable creatures, and relics of an ancient past. Some druids of aquatic races also belong to this Circle, often taking a more protective stance toward the Deeps. A third branch of this Circle hides in plain sight: those who have embraced Dokahi’s malice against the sunlit lands. They threaten to bring the terrors of the deeps to all of Vodari.
Cannoneer Fighter Archetype
These fighters specialize in using gunpowder to devastate their enemies, mixing braun with technical know how. Mastering cannonfire on battlefields, from the decks of ships, or in their workshop, cannoneers blast cannonballs and other projectiles at their enemies using small cannons called culverins. Their resourcefulness and expertise with gunpowder can provide utility beyond the battlefield as well.
Paladin - Oath of Discovery
These paladins believe knowledge is power. Considered champions of Istori, these paladins seek out new lands to explore and secrets to unearth. They also serve as teachers, mentors, and experts for communities they encounter that need their assistance. Above all, these paladins seek to bring truth where there are lies, and provide knowledge in the face of ignorance.
Mask Roguish Archetype
A Mask battles against injustice and inequality living by a code of ethics, often outside of the law. As a Mask, you come alive when you don your masked persona as a wanted vigilante, outlaw, or rebel. While in disguise, your skill and cunning keep you from being captured by inept guards and bumbling thugs. The rest of the time you inhabit your secret identity as a well-connected noble, a famous entertainer, the captain of a ship, or any of the other roles people wear. Your masked persona protects your identity and those you care about from trouble. For a Mask, balancing these two roles can be a challenge, but the fight is worth it.
The Council Warlock Patron
These warlocks have sealed a pact with not one patron, but with a council comprised of powerful beings that share a singular purpose. These councils may range from an academy of wizards who have outwitted death, to a pirate brethren who labor under a curse, to an assembly of powerful elementals or island spirits.
We also have created a Pact of the Ink for warlocks, where your patron imparts on you the knowledge to create Otherworldly Ink and 3 supporting Eldritch Invocations. During a short or long rest, you may ink a tattoo on your skin unlocking new abilities and powers.
School of Mistwalking Arcane Tradition
Far from the southern islands, there is an island shrouded in mists. Few ships find safety there, but those who have seen it and returned speak of a tower that is the source of the mist, called the Pernicious Spire. An order of renegade wizards lives around the tower, studying its secrets and contending with its dangers. They practice a magic that draws on these mists, confusing their enemies with illusions and enchantments.