D&D 5E Aquatic elves (or, how much is amphibious/swim speed worth)?

Remathilis

Legend
So I was working on a custom sea elf/aquatic elf subrace* for my game, and was trying gauge the value of the amphibious trait (breathe water and air equally) and a swim speed (on par with walking).

So far, two races have those traits: tritons and water genasi. In both cases though, they get plenty of other options with it: resistance to an element (acid/cold), spell like abilities, etc. That says to me that the amphibious/swim speed is good, but not great. This is probably due to the fact its uber useful in certain situations (when you are in/near water), and useless in others (when you are not) and its very binary and dependent on the game.

Considering its highly situational, is it on par with drow magic, mask of the wild or a free cantrip as a subrace trait? (Along with elven weapon training) or should they get something else to go along with aquatic elements? If so, what should they get (considering they are getting all the other elven perks of the base race)?





* Considering they are referenced in the MM, SCAG, and SKT, you'd think WotC would have given them stats already. Heck, you can get bonuses for being a half-sea elf in SCAG, but nothing for full sea elf...
 

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Interestingly I think theAngryGm did an article( or part of one) on the 'mechanical value' of movement speed. His conclusion was that the designers didn't consider movement speed powerful enough to change a creatures CR so I imagine it wouldn't be too powerful for a PC.


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I, as a player, like having characters with a swim or climb speed -- sure, they're situational, but it means that when they come up, there isn't uncertainty. The swim sped (for example) means you can swim; you're not rolling your str (athletics) every turn. It removes one variable, and means your character can get on with doing something (including helping others, if need be).

As a result, I find it more valuable than (say) Mask of the Wild, which depends on negotiating definitions of "lightly obscured" and "natural phenomena"; I'd just rather not be in that discussion when I play.

Is it on par with a cantrip? Possibly -- there are character builds where a cantrip is used most rounds in every combat, and there are some that are purely for colour (Prestdigitation) or flavour (Mending?); depending on the build all of these are legitimate choices for a High Elf, but they aren't all "equal" to a move speed.

Not all racial abilities are useful for every class: Elven Weapon training is helpful if you are a rogue or cleric, but meaningless if you are a fighter. That doesn't stop there being Elven fighters, and it doesn't mean that character is underpowered because they're not "using" Elven Weapon training. Elves are already at the high-end of racial power.

I think that the option of having a swim speed is something that will appeal to some players enough that they don't need anything further. And if it doesn't... they have plenty of other sub races from which to choose!

If you were to give them something else, I'd suggest reflavoring Elven weapon training and instead grant proficiency with a trident.
 

Well, how many traits do the other elves in the PHB have? I'm not in front of my books, but I think they get at least 3, plus languages, plus weapons prof's.

So, you have the:

Amphibious- exotic and amazingly useful if you're going to be running a game around/involving a lot of water or sea travel. That's 1.

Swim Speed - I'd say certainly en par in usefulness, and possibly more effective/powerful in exchange for its situational-ness, to the Wood Elf's extra movement ability (Fleet footed or whatever it's called). Does the swim speed mean there is no disadvantage to their movements and attacks underwater? If not, that should probably be a separate ability. That's 2.

I would certainly give them a Resistance to Cold damage. That's three.

In exchange for adding a limitation, more on that in a minute, you could throw in some minor "Aquatic Elf Magic" (equal in power levels to Dark Elf Magic) or simply say they get a free cantrip (Shape Water or whatever it is from the Elemental Evil add on) -which wouldn't be any more powerful than a gnome's free illusion cantrip or the high elf's extra cantrip of choice. But if you need to add in something to let them attack without penalty underwater, then do that instead and forego the innate magic.

Limitation: Sensitivity to Sonics: They have disadvantage to saves against sound-based attacks.

Round it out with Languages: "dolphins and other marine mammals" (or any/all "small marine creatures" if you prefer) and/or whatever the Water Elemental language is called.
And Weapon Proficiencies: Spear, Trident, and Net seem the no brainers.
 

My idea so far...

Sea Elf Subrace Traits
The sea elf subrace has the elf traits in the Player 's Handbook, plus the subrace traits below.
Ability Score Increase. Your Constitution score increases by 1.
Sea Elf Weapon Training. You have proficiency with the trident, spear, and net.
Amphibious. You can breathe air and water.
Swim. You have a swimming speed of 30 feet.
Extra Language. You can speak, read, and write Primordial.
 

I'd say that would be fine as a sea elf subrace, doesn't seem more or less powerful than the other subraces.
 

My idea so far...

Sea Elf Subrace Traits
The sea elf subrace has the elf traits in the Player 's Handbook, plus the subrace traits below.
Ability Score Increase. Your Constitution score increases by 1.
Sea Elf Weapon Training. You have proficiency with the trident, spear, and net.
Amphibious. You can breathe air and water.
Swim. You have a swimming speed of 30 feet.
Extra Language. You can speak, read, and write Primordial.

Looks reasonable to me.
 

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