Mer-Adept
About this class
Mer-Adept are people who have been exposed to a strange form of magic that allows them to take to the seas. Their powers are considered strange, and unusual by many, and as a result, Mer-Adepts tend to hide their magic. Although, when in their Mer-Form, they like to show off, often tricking pursuers, and those who would cause undue harm. Mer-Adept know their abilities are powerful, and usually vow to fight for what they believe in. If you find yourself allying with a Mer-Adept, keep their trust, because you will never find a more loyal ally than a Mer-Adept that is on your side.
Domains
Grace
Starting stats
Hope feature
Class features
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Mer-Form
Mark a Stress to take on a Mer-Form. While in your Mer-Form, you gain the following benefits:
You can breathe, and move naturally, underwater.
While on land, you may choose to hover about two feet off the ground, and move as if you are swimming.
You may add your Tier to your Evasion, and Damage Thresholds.
You may add your Spellcast Trait to your damage rolls.
You may spend a Hope to gain a bonus to your Spellcast rolls equal to your Tier.
When you take Severe Damage, or when you mark your last Hit Point, you are forced out of your Mer-Form. You can end it freely whenever you choose to.
Class items
- A deep sea relic only attainable through your abilities
- A memento of someone you care about on land
Character questions
Background prompts
- Were you born with your abilities, or were they given to you by someone, or something?
- Do you hide your abilities, or do you let people know you have them?
- You’ve seen something in the waters that scares you. What is it, and would you be able to go there again if someone’s life depended on it?
Connection prompts
- My abilities tend to scare people. Why aren’t you afraid?
- What about my abilities are you most curious about?
- If I could no longer go into my Mer-Form, would you still be friends with me?
Subclass cards
Printable via header menu
Serene Seafarer
Foundation
SPELLCAST TRAIT: Instinct
Bubbly: While in your Mer-Form, whenever you roll with Hope, you may instead choose to give that Hope to another player. When you do so, you may clear a Stress.
Shared Harmony: Once per session, when you take a rest, you may share the effect of one of your Downtime activities with your whole party.
Serene Seafarer
Specialization
Tidal Currents: While in your Mer-Form, whenever a Domain Card ability requires a range, you may mark a Stress to extend the range out one distance up to Very Far range.
Soothing Sea: You may mark a Stress to clear 1 Hit Point on a creature within Very Close range.
Serene Seafarer
Mastery
Float On: Gain a permanent +2 Stress Slots.
Shared Passion: While in your Mer-Form, you may mark a Stress in order to give a number of creatures equal to your Instinct modifier the ability to use Mer-Form until the end of the scene, or until you drop out of Mer-Form.
Siren
Foundation
SPELLCAST TRAIT: Presence
Siren's Call: Spend a Hope, and make a Spellcast roll against one target within Far range. On a success, they move into the range of your weapon, and you may make a weapon attack at advantage. On a successful attack, you may clear a Stress.
Naval Gaze: While in Mer-Form, you may Mark a Stress to give someone within Close range a bonus to their roll equal to your Presence modifier.
Siren
Specialization
In-Depth Call: Whenever you use your Siren’s Call feature, you may add 1d10 magic damage to the damage roll.
Feeding Frenzy: While in Mer-Form, whenever you make a successful attack, you may Spend a Hope to clear 1 Hit Point.
Siren
Mastery
Wake-Up Call: Whenever you use your Siren’s Call feature to make a successful attack roll, the target becomes temporarily vulnerable.
Cry of Vengeance: Whenever an attack hits you that results in you taking Severe damage to drop your Mer-Form, you may spend a Hope to force the attacking creature to make a reaction roll (16). On a failure, they take d12 + 5 Magic damage using your proficiency.
Deep Dweller
Foundation
SPELLCAST TRAIT: Knowledge
Sea Rune: Gain a permanet +1 Stress slot. When you enter Mer-Form, you may mark an additional Stress to add 1d6 to your Damage Thresholds until you drop out of Mer-Form. While in Mer-Form, when you mark an Armor Slot, you may also Mark a Stress to deal 1d10 magic damage to the attacking creature.
Enchanted Offense: While in Mer-Form, whenever you make a successful attack against a creature, you may spend a Hope to roll 1d4, and take the benefit of the number you rolled.
1-You force the target to Mark a number of Stress equal to your Knowledge modifier.
2-You gain advantage on your next attack against the creature.
3-You force the creature to take d4 magic damage equal to your Proficiency
4-You clear a Hit Point, Clear a Stress, or Clear an Armor Slot.
Deep Dweller
Specialization
Deep Sea Rune: Gain a permanet +1 Stress Slot. Your Sea Rune bonus is now 2d6 added to your Damage Thresholds, and the bonus damage is now 2d10 when you mark an Armor Slot.
Enchanted Entanglement: Whenever you use your Enchanted Offence ability, you may also force the attacking creature to make a reaction roll (15). On a failure, the creature is temporarily restrained.
Deep Dweller
Mastery
Deep Blue Sea Rune: Gain a permanent +1 Stress slot. Your Sea Rune bonus is now 3d6, and the bonus damage is now 3d10 when you mark an Armor Slot.
Enchanted Dealer: Whenever you use your Enchanted Offence ability, you may roll 2d4, and take whichever option you prefer.
Mer-Adept
Mer-Adept are people who have been exposed to a strange form of magic that allows them to take to the seas. Their powers are considered strange, and unusual by many, and as a result, Mer-Adepts tend to hide their magic. Although, when in their Mer-Form, they like to show off, often tricking pursuers, and those who would cause undue harm. Mer-Adept know their abilities are powerful, and usually vow to fight for what they believe in. If you find yourself allying with a Mer-Adept, keep their trust, because you will never find a more loyal ally than a Mer-Adept that is on your side.
Domains
Grace + Sea
Starting Evasion
11
Starting Hit Points
6
Class Items
- • A deep sea relic only attainable through your abilities
- • A memento of someone you care about on land
Mer-Adept’s Hope Feature
Mer-Resilliance : Spend 3 Hope to enter your Mer-Form without marking a Stress. When you enter Mer-Form this way, you cannot be forced out of it until you complete a rest.
Class Features
Mer-Form
Mark a Stress to take on a Mer-Form. While in your Mer-Form, you gain the following benefits: You can breathe, and move naturally, underwater. While on land, you may choose to hover about two feet off the ground, and move as if you are swimming. You may add your Tier to your Evasion, and Damage Thresholds. You may add your Spellcast Trait to your damage rolls. You may spend a Hope to gain a bonus to your Spellcast rolls equal to your Tier. When you take Severe Damage, or when you mark your last Hit Point, you are forced out of your Mer-Form. You can end it freely whenever you choose to.
Mer-Adept Subclasses
Choose either the Serene Seafarer or Siren subclass.
Serene Seafarer
Play as the Serene Seafarer to be a helpful, and altruistic Mer-Adept, helping your allies with various things
Spellcast Trait
Instinct
Foundation Features
Bubbly: While in your Mer-Form, whenever you roll with Hope, you may instead choose to give that Hope to another player. When you do so, you may clear a Stress.
Shared Harmony: Once per session, when you take a rest, you may share the effect of one of your Downtime activities with your whole party.
Specialization Feature
Tidal Currents: While in your Mer-Form, whenever a Domain Card ability requires a range, you may mark a Stress to extend the range out one distance up to Very Far range.
Soothing Sea: You may mark a Stress to clear 1 Hit Point on a creature within Very Close range.
Mastery Feature
Float On: Gain a permanent +2 Stress Slots.
Shared Passion: While in your Mer-Form, you may mark a Stress in order to give a number of creatures equal to your Instinct modifier the ability to use Mer-Form until the end of the scene, or until you drop out of Mer-Form.
Siren
Play as the Siren to embrace the spirit of trickery, self-indulgence, and pettiness.
Spellcast Trait
Presence
Foundation Features
Siren's Call: Spend a Hope, and make a Spellcast roll against one target within Far range. On a success, they move into the range of your weapon, and you may make a weapon attack at advantage. On a successful attack, you may clear a Stress.
Naval Gaze: While in Mer-Form, you may Mark a Stress to give someone within Close range a bonus to their roll equal to your Presence modifier.
Specialization Feature
In-Depth Call: Whenever you use your Siren’s Call feature, you may add 1d10 magic damage to the damage roll.
Feeding Frenzy: While in Mer-Form, whenever you make a successful attack, you may Spend a Hope to clear 1 Hit Point.
Mastery Feature
Wake-Up Call: Whenever you use your Siren’s Call feature to make a successful attack roll, the target becomes temporarily vulnerable.
Cry of Vengeance: Whenever an attack hits you that results in you taking Severe damage to drop your Mer-Form, you may spend a Hope to force the attacking creature to make a reaction roll (16). On a failure, they take d12 + 5 Magic damage using your proficiency.
Background Questions
Answer any of the following, or create your own.
- • Were you born with your abilities, or were they given to you by someone, or something?
- • Do you hide your abilities, or do you let people know you have them?
- • You’ve seen something in the waters that scares you. What is it, and would you be able to go there again if someone’s life depended on it?
Connections
Ask one of the following, or improvise.
- • My abilities tend to scare people. Why aren’t you afraid?
- • What about my abilities are you most curious about?
- • If I could no longer go into my Mer-Form, would you still be friends with me?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.