Sealord (1st Level)

Medium humanoid (atlantean human) 1st level action hero, lawful good

Armor Class 11 (padded costume)
Hit Points 13 (1d10 + 3)
Speed 30 feet, swim 30 ft.

16 (+3) 10 (+0) 16 (+3) 10 (+0) 14 (+2) 18 (+4)

Saving Throws Str +5, Dex +2
Skills Athletics +5, History +2, Intimidation +6, Perception +4, Persuasion +6, Stealth +2, Survival +4
Tools Motorboats +2, Submarines +2
Feats Armor Proficiencies (light), Weapon Proficiencies (simple weapons, martial weapons)
Weaknesses Common Requirement (water), Hydration, Secret Identity
Senses passive Perception 14, passive Insight 12
Languages English, Ancient Greek, Atlantian
Allegiances Protect Atlantis

Burden of Wealth. You belong to a wealthy family and have access to a fortune. You have access to servants and exotic getaways. You can amass the funds needed for any item or service given 1d6 days, provided you can ake a Charisma (Deception) or Charisma (Persuasion) check with a DC equal to cost divided by 5,000. However, this wealth comes at the cost of freedom. While you have few duties when it comes to the family business, your family often needs you to attend social events, occasional board meetings, and similar functions. Failing to attend such an event causes you a cumulative -2 penalty to future attempts to amass funds until the GM determines you've returned to your family's good graces. If your family becomes too put out with your antics, they might cut you off, reducing your lifestyle to Modest.

Poseidon's Crown (mystic wielding). You have mystic wielding which grants you dominion over the sea. When using an attack power you can add either your power ability or your Strength or Dexterity to the attack roll.

Charisma is your power ability (power save DC 14, +6 to hit with power attack). You regain all expended power slots when you complete a long or short rest.

When you are without Poseidon's Crown, you cannot use these powers.

Common Requirement (Water). You require water in order to trigger your powers. If this requirement isn't worn or held, you cannot activate your powers.

Hydration (Event Modifier 10%). Your body is at home in the water, not surrounded by air. Every 8 hours you must submerge yourself in water for a minimum of 10 minutes or take one level of exhaustion.

Four times during a 24-hour period, drinking a liter of water can stave off your exhaustion for 1 hour, but cannot remove your exhaustion.

Once you are immersed in water for a short or long rest your exhaustion levels gained in this way are removed at a rate of one per round until you fully recover.

Secret Identity (Event Modifier 10%). You lead a double life. Maybe you don't want people harassing you for help all the time, or maybe you're just trying to protect your friends and family.

If you take any heroic action in your everyday identity you must make a Charisma (Deception) check with opposed by the Wisdom (Insight) of check of any witnesses (including your foes). You can spend a Hero Point to automatically succeed.

Any witness that doesn't know you in your everyday identity has disadvantage on its check. If they succeed, they now know what your heroic identity looks like under the mask.

Any witness who does know you is now privy to your secret, for good or ill.

Fighting Style. Pugilist: Your unarmed strike deals 1d4 damage. If you have another feature which increases your unarmed strike damage, such as the Martial Arts feature or the Tavern Brawler feat, you can increase that damage by one die-size (1d4 becomes 1d6, 1d6 becomes 1d8, etc.) instead.

Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + 1. Once you use this feature, you must finish a short or long rest before you can use it again.

Amphibious. You can breathe both air and water, and have webbed fingers and toes. You have a swimming speed equal to your walking speed.

Vigorous Athlete. You have proficiency in the Strength (Athletics) skill. If you are already proficient in Athletics, you may double your proficiency bonus on Athletics checks.


Unarmed strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Hydro Splash. Ranged Power Attack: Dex DC 14, range 20/60 ft.,one or two targets within 5 feet. Hit: 6 (1d4 + 4) bludgeoning damage. Any non-empowered fire burning within the 5-foot squares where the attack hit are reduced by 1 dice.


Lifestyle. Wealthy
Cash. $1,480
Gear. light padded costume, light mask, smartphone (Int 12), ear-clip, water skin x2

  • Utility belt: flare canister, penlight, binoculars, charger, glass cutter, zip-tie handcuffs x500, lock release gun, multipurpose tool
  • Duffle bag: mini-grappling hook, nylon rope (150 ft.), walkie-talkie x2, flare rod x5

Vehicles. Motorboat
Home. penthouse owned by your family: casual, formal, and business wardrobe, tablet (Int 12), laptop, desktop computer, gaming set, Atlantean urn ($1,000), and rooms in your family's home. Rooms in your family's undersea manor: casual, formal, and business wardrobe, footlocker

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