KRAKEN WEEK! Seafaring Adventures Survival Guide in D&D 5e
Ойындар
Wwe look at the rules, classes, subclasses, spells, feats, species, and magic items that you'll want to use to prepare for a sea faring adventure!
Enjoy this, and all the other Kraken week videos!
SPONSORED by World Anvil. Check it out at www.worldanvil.com
TIME STAMPS.
00:00 - Intro
01:29 - Sponsor
02:50 - Weapons Underwater
06:07 - Spellcasting Underwater
09:04 - Aquatic Monsters
10:16 - Class Breakdown
18:35 - Aquatic Species
19:05 - Feats
22:15 - Spells
24:50 - Magic Items & Equipment
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Пікірлер: 253
Thanks for joining us for Kraken Week! 🥰
@DungeonDudes
17 күн бұрын
It was a pleasure!
@comedyslot
16 күн бұрын
I remain the tallest person in this comment encounter
@Mark-ki7ic
15 күн бұрын
You're Ginny Di the Queen of the Sea, thanks for Kraken Week
@Mark-ki7ic
15 күн бұрын
@@comedyslotI'm 6'5" shorty
@williamtaylor6886
15 күн бұрын
Water breathing and swim speed aren’t problems if you go with homebrew merfolk from @GinnyDi
When it comes to Artificer, they get cloak of the manta ray at 6. Love you guys!
@shfhthgh
16 күн бұрын
I was just coming here to say that. It gives 60 ft swim speed and water breathing, and doesn’t require attunement
@TheLogicMouse
16 күн бұрын
Also ring of water walking at level 6, although not perfect for underwater. And at 10th level they could do the necklace of adaptation as well, which lets you breathe normally "in any environment" so should work in the ocean just fine
@starsapart9311
16 күн бұрын
I also came here with this! I play an artificer in a very water-intensive campaign and I'm the fastest swimmer in the party 😊
@rcschmidt668
16 күн бұрын
Artificer is my new favorite character. L13 and scaring the DM.
@andynelson952
10 күн бұрын
I also came here to say that. Also the rope of climbing is quite useful on a pirate ship.
Water Breathing lasts for 24 hours and lets you target your whole party. Also, Ice Knife. No verbal component, and your only needed material component is... a drop of water.
@ranekeisenkralle8265
8 күн бұрын
One would assume there is a drop of water available in the ocean ;-)
ive heard of a grave domain cleric for a seafaring campaign because the sea is the largest mass grave in the world
@Sawtooth44
11 күн бұрын
"You best start believing in ghost stories, Miss Turner. You're in one!"
When it comes to druid, you talked briefly about moon druids, but I also think that Circle of Stars makes a great navigator thematically, while still getting water breathing as a ritual spell. And of course Circle of the Land has a "Coast" option that gives Water Breathing and Water Walking permanently prepared at 5th level (and both are ritual spells without concentration).
@adiksaff
3 күн бұрын
Yas! Navigate with the stars babyyy!
This has been a fun week. It's nice to see so many collaborations with creators I would never hear of otherwise.
Regarding the swim speed thing, remember the last sentence of Freedom of Movement: "Finally, being underwater imposes no penalties on the target's movements and attacks." 😊
@garthwebb4643
15 күн бұрын
Was going to say this exact thing
Waterworld was underrated! I enjoyed it a lot, the sets were amazing, the real functioning Trimaran was incredible!
@bingus549
14 күн бұрын
one of my favorite movies
@owenveighey1765
14 күн бұрын
Where did the people find dirt to smear on their faces in a world covered in water?
@michaelgroce966
10 күн бұрын
@@owenveighey1765I always assumed it was grease
You forgot about Freedom of Movement! Your movement speed is not impacted by difficult terrain, which water is. So basically a swim speed!
@seanreddy1022
16 күн бұрын
Also, as the last line (in a separate clause from the one regarding difficult terrain), it specifically calls out that movement cannot be affected or hampered by water.
@srlandauer
16 күн бұрын
Yeah Freedom of Movement has been clutch whenever my party has had to go underwater. Especially since it’s not a concentration spell.
@backcountry164
16 күн бұрын
"Basically," being the key word. If a feature requires you to have a swim speed, this doesn't cut it.
@JrgenHelland00
16 күн бұрын
PHB p. 182: "Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you're climbing, swimming, or crawling." Swimming costs extra unless you have the right kind of movement. This is not a penalty nor does it count as difficult terrain, so freedom of movement doesn't help you swim. It will help you fight and walk around under water, so it's far from useless. If the spell wanted you to have a swim speed it would say so outright.
@lanceward5904
16 күн бұрын
@@JrgenHelland00 I’m not sure what this quote is referencing and I don’t have the book on me, is it underwater combat? unless I’m very mistaken, water is just difficult terrain. Which the spell prevents you from being effected by. So if you have 30ft movement, you have 30ft movement underwater. Am I missing something?
We have an Open Seas Paladin in our group and the number of times their aura has stopped us from getting grappled is staggering. Also in the Legend of Drizzt books the Wizard Robillard was arguably the most dangerous person on his captain's ship. Lots of options for offense and defense for the vessel and crew there.
Much love and thanks for the shout out Dudes!!!
You could also play a Simic Hybrid with the underwater adaptation feature!
A fun piece out of the Hoard of the Dragon Queen campaign Ch 6 room 1E reads, "if someone steps into the muck or leaps to the steps, the otyugh lashes out with its tentacles. A grappled character is dragged into the pit where, along with all the hazards of being savaged by an otyugh, there is the added danger of drowning. It's safe to assume that characters entering this tower will take a big gulp of clean air first, but the otyugh's attack might knock the wind out of them. Allow the attacked character to make a constitution saving throw with a DC equal to 5 + the damage caused by the otyugh's tentacle attack. A successful saving throw means the character has a lung full of air when dragged into the muck and can hold his or her breath for a number of minutes equal to 1 plus his or her constitution modifier with a minimum of 30 seconds (5 rounds). Failure means the characters lungs are empty, and the character falls unconscious at the end of his or her turn after a number of rounds equal to the characters constitution modifier unless the character breaks free from the otyugh's grasp before then.
Subtle spells should help soc cast underwater, no?
I feel like mimicking concentration checks for breath-holding is a good go-between. If you get hit, you roll constitution concentration check or start con mod countdown
I like the idea of spellcasters losing their held breath (or some of it) if casting a spell with a verbal component; it could up the dramatic tension without being particularly disruptive or counterintuitive, which is something I look for in house rules and homebrew.
Ive found the alchemist is really great in water campaigns as they can make transformation elixirs that give you the affects if the alter self spell for 10 minutes giving your allies water breathing and a swim speed
Ngl the cap of water breathing sounds like a fun way to get the party interested in exploring underwater without making them too powerful
Guys when you work together is like avengers for me, nice vid! assembled! I think there is a sage advice from Jeremy Crawford which seems legit: "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath."
I love seeing KZread content creators getting together. The people who run KZread are asshats, creators need to have each others backs and spread the wealth. It's the only way to survive on the platform right now.
I think its really funny pact tactics said to watch "this video" days before it came out lol.
Awesome! I'm glad you're participating in Kraken Week. I loved Pointy Hat's video!
The Giff are probably one of the best races for pirate based adventures, swim speed, firearm proficency that ignores both the loading property and disadvantage on long range, then advantage on strength checks and saves for all the rigging you'll be doing, lol.
Great video dudes! You’re forgetting though that if someone wanted to pick up Sebastian Crowe’s Guide to Drakkenheim, the Flesh Patron Warlock can give you a swim speed and let you breath underwater right away at level 1! What a fun looking subclass 😉
The artificer actually gets access to the Cloak of the Manta Ray through Replicate Magic Item at 6th level
Fighters have _some_ options... as long as they're an eldritch knight. They can get some spells that can get them water breathing and a swim speed.
@ranekeisenkralle8265
8 күн бұрын
..or they do what I did with a character of mine and play a warforged that flat-out ignores the need for breathing.
Fun Fact: most Pirates couldn't swim because it would just prolong their death if they fall overboard
The thing that you’re missing is synergies between PC’s. The fighter, for example, isn’t able to breathe water and doesn’t have a swim speed, but when working with an ally who can cast Water Breathing the fighter is suddenly very useful, even without a swim speed.
Artificers can use Replicate Magic Item to make the Cloak of the Manta Ray at 6th level. Gives underwater breathing and 60ft swim speed. They can also Replicate the Cap of Water Breathing at 2nd level and have access to the Water Breathing spell
Aw hell yeah 😍 let's go Dudes :3 Been so excited for this one! :D (Nice to see that you went with the Duck Tales shirt ;D )
I haven't seen anyone in Kraken week bring up the setting "The Seas of Vodari." Great setting that has good races, and sub-classes and for a Swashbuckling game above and below the Seas.
First water breathing spell for everybody. Then Sorcerer cast twinned Freedom of Movement twice. 4 player group have normal speed and attacks underwater.
Druids really stand out as Sea Casters. Wildshape for all the swimming forms like giant octopus and reef shark, as well as flying for scouting enemy ships or land as an eagle or vulture, the full list of water themed spells like create water, water breathing, walk on water, watery sphere, control water, ect, polymorph as well, freedom of movement, the utility spells like Goodberry for rations, Druidcraft for the forecast, and high wisdom for perception and survival. I want to play a sailor druid so bad, gives huge Earthsea vibes
Interesting to note that the alchemist artificer's experimental elixirs can mimic the effects of alter self!
13:29 - druids are basically clerics of animalistic religions. For example, in Polynesia-themed campaigns they can be priests
So... Tasshak Longtail, my lizardfolk druid of the land (coast), would like to have a few words: lizardfolk: swim speed = walking speed, hold breath for 15 minutes druid - Circle of the Land (coast): water walk (R), water breathing (R), control water, freedom of movement all constantly prepared; unhindered by nonmagical difficult terrain (or plants, in case of kelp forests) Others have pointed out how clutch the above listed spells are. Having misty step (grapple escape) and conjure elemental always prepared are also useful.
Thanks dudes! ❤
Cool video guys. It would have been nice to acknowledge that Kraken Week is a Pointy Hat/Ginny Di initiative that the community are getting behind.
@gustavolacerda6873
16 күн бұрын
That part ☝🏻
@RLKmedic0315
16 күн бұрын
It is? Did not know that.
@peterw2880
13 күн бұрын
Agreed. The phrasing in the intro almost even sounds like they’re trying to avoid giving credit where it’s due? Idk weird move
I would add mending to the list of must have spells. Sails tear, ropes get cut, metal components rust, masts snap and ships develop leaks and are high maintenance. All that is easily solved with mending
Lizardfolk also have a swim speed and can hold their breath for 15 minutes. My first party was being pursued across a river by guards in a rowboat. My lizardfolk barbarian swam out, nearly capsized the boat, pulled one guard in, and generally terrorized the guards until they broke off to escape the "river monster."
glad that you shared this video - so useful as a general reference, plus fun to follow your insights and creative ideas!
So, I think a lot of people might miss this because of the flavor text in the current books... but a Bard, in terms of raw abilities, divorced from all the fluff and lute playing, would be an excellent ship's captain. If you get rid of all the very song related fluff text and replace it with something more appropriate, what does a bard do? They can be the face of a group, the one who lifts up their crew to see their full potential, the one who can always fill in some missing part of a plan so that their crew can focus on what they're good at... in a cooperative game it is ill advised for them to be autocratic, but the bard class can definitely be badass if they can outgrow the horny, the silly, the scurrilous lute-playing buffoon stereotype. Don't believe me? I shall summon *The* Bard. Go look up "Kenneth Branagh Saint Crispin's Day Speech." You're welcome in advance. I feel it may have been part of the inspiration for the Bill Pullman Independence Day speech.
I don't remember which channel said it last time, but aquatic encounters in D&D are so deadly, that players avoid them at all costs. I was gamemastering a D&D 3.5 campaign years agon that had 3 14th Level Characters enter an overflooded dungeon. Right at the entrance they went down the stairs into a room with two exits on the right and left. The room was just 10x10x10ft in size and filled almost to the ceiling with water. Both doors leading on were jammed and one of them was even locked. What looked like foliage from the surrounding forrest floated on top. But that were monsters! Four kelp anglers. They had a challenge rating so low, that the players did not even got exp from them and I missread a game mechanic makig it even weaker. Well the player characters barely made it out alive. They had magic like freedom of movement and waterbreathing. But the kelp anglers tentakels did dispel magic. deadly! Dad-Ly!
Hi, thank you very much. I have a small seafaring campaign going on!
Depth matters a lot too. If you want to think about the fantasy of being far below the surface, you quickly start having other concerns. Like high pressure, extrememly cold waters, and lack of natural light. Practiced free divers only go doen to 100ft. And with lots of practice and technology there are a few divers who have reach 1000 feet. But they were frequently injured in the process.
control water is the secret MVP hack for ship combat. I was also very surprised by ice storm because the range is so far, a lot of ship combat becomes about who can shoot first.
I Love you guys ❤! Happy Kraken week!
That peanut butter jelly line actually made me chuckle and idk if that means it’s a good joke or it just got me
Hey, thanks for the video! I was inspired to run an underwater dungeon for my party because of Kraken Week, but then I realized I didn't know the rules for it. It's way more fun and engaging to hear you explain everything rather than reading it myself.
I'm so happy for kraken week. I've been preparing a pirate treasure hunting campaign and they've been useful to me
Great video. I’ve had a lot of fun discovering new, smaller channels and their content. I’ll post this to Pointy Hat and Ginny Di, but maybe next year a little coordination around content? There’s been some overlap which is not at all bad but some themes are being covered a lot.
4:13 that drowning-issue I circumvented with a character of mine. Simply by him being a warforged. Let me tell you a little story. Vaeringir - my warforged battlemaster/barbarian/artificer/war-wizard (8/1/2/2 at the time i think) had become a bit of the party's leader. and I deliberately wanted to shift the overall spotlight to other members of the party for a time - in part to have them shine, but also to see how they dealt with (perceived) loss. So when we got attacked by three ships full of undead pirates he handed his adamantine greatsword to the party's griffon-riding paladin to take off and destroy some of the incoming ships' rudders, rendering them unmaneuverable While the wizard and sorcerer burnt another ship to a crisp and the bat-riding cleric turned the crew of the third, a giant undead megalodon attacked our ship from below and swallowed some of the crew - including the very unlucky captain. So Vaeringir jumped overboard and onto the megalodon, ripped a hole into the undead creature and pulled out the captain and whoever ofthe crew he could. Even going so far as to drop into the meg's belly to find the remaining sailors. After he got them clear, however, the sorcerer had the bright idea of casting polymorph on the meg, turning it into a goldfish or something. With Vaeringir still in its belly this resulted in the meg being torn to shreds and Vaeringir losing his source of buoyancy, dropping into the depths. This was still days out from our destination. Although the other characters attempted to rescue Vaeringir, the DM followed my request and the attempts failed, so they continued ashore. About a week or so later, Vaeringir arrived ashore, coming walking out of the sea like a statue of Poseidon. Meanwhile the other players had had time to advance the plot a little further.
Love the underwater stuff, wish it was covered more!!
Another amazing video Dungeon dudes I absolutely love your content especially the Drakenheim series
I would take the Circle of Stars Druid for the ship navigator.
Hearing about the Wizard my first thought was: "How do the three seashells work?"
I gotta say this video was such a joy to watch, incredible informative and I could tell the guys had a great time too
I have a middle ground for verbal components underwater. If you can't breathe underwater, you can't cast spells with a language developed for use above water. You need an aquatic language to cast your spells in. Aquan Deep Speech Abyssal Merfolk or any other creature specific language from an aquatic species. An argument could be made for draconic and elvish since most dragons can swim and breathe underwater, lizardfolk are semi aquatic, and elves having too many subraces has turned elvish into the linguistic equivalent of herpes. I also make positive Int scores give bonus languages at character creation.
@TheLogicMouse
16 күн бұрын
I think it's a different sort of Abyss, but that's a great idea! I'd suggest including Primordial/water elemental language on the list as well
I had an Archmage who I planned to cast Time Stop, drop a Delayed Blast Fireball, and then drop a Forcecage on the party, but he rolled pretty low initiative. The Druid hit him with Watery Sphere, and because I house ruled you have to be able to breathe in order to cast spells unless you can breathe underwater, the super-powerful spellcaster was completely negated by a single fourth-level spell. His crappy strength score wouldn’t let him get out, and by the time he finally escaped, he was surrounded and got ganked in one round before he could Teleport away. Don’t forget to give your Archmage a Contingency (or an ally that can cast Dispel Magic).
Love kraken week!!
I LOVE seafaring adventures lets goooo
I’m running a homebrew pirate game alongside the ghosts of Saltmarsh module right now. Something tells me I’m going to enjoy kraken week!
Autognome, Warforged, Dhampir, and Reborn do not need to breathe. Can't go wrong with a Vampirate.
Kraken week is a great idea, love Dungeon Dudes videos.
I am playing in a ghosts of Saltmarsh as a monk/cleric winged tefiling. My Dm gave us a homebrewed magic item called the tear of Bemva. It gives the wearer a swim speed, the abiity to breath underwater, and cast water themed spells. However a major risk to the item is that if the user uses all of the charges on the tear to cast spells and rolls a one on a d20 the tear is destroyed.
I love the themed week between creators! So fun~~
Waterworld is one of my favorites to groan through on a Friday night.
Kraken week is such a fun concept for these kinds of creators
Love this video and your take on things. Since 3rd edition days all my campaigns have been nautical/piracy themed. Love seeing the campaign style getting attention ❤
JC says that being underwater doesn't prevent spellcasting, except that you're no longer holding your breath. Keeping in mind, these tweets were from 2016-2017 when Wizards of the Coast was fully in love with spellcaster classes.
My group is sea faring (for now) and about to go into underwater combat. I play the blood cleric. On that note, I did ask the dm on how collecting samples work and we concluded the water would dilute it too much to be usable. So that was interesting. But I digress. What I did is the monk and I crafted some water breathing potions ahead of time (they can craft potions somewhat well but my character is more familiar with medicine and working in a “hospital,” basically a temple dedicated to healing, as part of her profession outside adventuring) and the ranger had us switch out our usual weapons we had confiscated earlier. Honestly my character may not have a swim speed but between spiritual weapon, bless, and my insane con score (maxed out right now and war caster) I’m doing pretty good I feel. I plan to focus my character into being our primary medicine and potioneer/alchemist so we can gather and make many potions. Lol, might even take focus after a while lol. But for now we are treasure hunters who are a bit neutral in our morality.
I can see a perfectly good argument to have rapier join the non disadvantaged weapon group for underwater combat. I'd even also add quaterstaff, used in sharp thrusting jabs, likewise.
9:10 "Monters" made me laugh way harder than it should have
Speaking of the monk, it seems a water-focused elements monk would be a good choice for flavor.
I think Waterworld was actually not that bad. It was a financial failure not because it didnt have a good box office total, but because it cost SOOO much to make. I liked the movie itself though.
In my friend's upcoming campaign I am playing a water genasi sorcerer that is focused on water based spells but with a wrinkle, he's a wild magic origin after being blasted by magic infused water. So being able to breath water is good for me!! Being able to Ice knife through water will be soo cool, just as long as I don't blow up my party with a wild surge!!! 😆
This was great!
A penguin Arakokra would be rad because you could make Prinny that way
Thanks for th guide. I'm DMing a pirate campaign and this helps. I love this Kraken week
I also like to add in any electrical spells whatever distance that says it can do is now a circle starting from the person casting the spell and they get a 10% damage from the spell due to the fact that is electrical. When they're on the water
another thing you could do is get the old Unearthed Arcana: Waterborne Adventures where the Swashbuckler originated from in that UA there was a new fighting style called Mariner so long as you dont have heavy armour or a shield you have a swimming and climbing speed equal to your walk and you gain +1 AC and while it dosent give you any boosts to surviving the waves the Rune Knight will fit very well with your Viking party, throw in being a drauger too and suddenly you can wrestle with the kraken also couple fun ideas with Artificers, as an artillerist your eldrich cannons could literally be stylised as naval cannons meanwhile i would totally homebrew a heavy variant for the armorer so they could go bioshock big daddy mode so long as they can work out a way to get heavy armour prof
Ok, the burger -> cheese as pirate -> black powder guns analogy is absolutely perfect. Sometimes I get burgers without cheese just to dodge the lactose
You should have vulnerability to Electricity while fully submerged. IMO Subtle Casting for Sorcerer is the go around for spell casting problem. The Metamagic Adept Feat from Tashas CoE is a must have for non Sorcerer if going under the waves. Uncommon or Rare magic items that gives you the ability to cast subtle is a must
3 player pirate campaign. Warforged warlock doesn’t need to breath, water genasi monk has water breathing, and I gave the dwarf barbarian an old timey bubble helmet that grants water breathing. It would feel wrong not to give everyone some kind of water breathing in a sea-based campaign. It’s also a gritty campaign where permanent physical damage is very possible. Our barbarian has two peg legs, named Peggy.
I rule a bit more leniently about spellcasting underwater at my table, ruling it is a constitution saving throw equal to 12+ the spells level. On a success, the player loses 1 minute of breath, on a fail, they aren’t holding their breath anymore.
@TheLogicMouse
16 күн бұрын
That's very close to what I was thinking. Not sure that spell level needs to come into it, and I'd probably make it a straight concentration check. You might also allow the player to choose their poison: Failure either means you cast the spell and lose 1 minute's breath, *or* you keep your breath but the spell fails, losing the spell slot
I'm thinking about running a seafaring campaign using Worlds Without Number, but this video is still good for inspiration.
Base artificer has alot of features that could help in this type of adventure. Some clutch Infusions like Cloak of the Manta Ray, Cap of water breathing are great. Once Spell storing item is online you can pass around air bubble, alter self, enhance ability or other useful spells without using more limited resources. A good example of how an artificer could be useful in a party
woo knew you legends would take part
20:19 There have been pirates in real-world history since long before the Trojan War. The vast majority did not have firearms. The problem, of course, is Hollywood. I encourage the Dudes and the viewers to check out Roman era warships in particular for inspiration for pre-gunpowder ships and ship-mounted weapons. 🙌
Awesome video snd great topic. Also I know you'll be making a ranking of the new dnd subclasses for the new edition so I'm channeling I'll Eldritch powers to ask my patrons the dungeon dudes to have the warlock video sooner than yhe other classes 🙌🏾
“If you’re using verbal components, you’re not holding your breath”
I had an idea for a Pirat genie warlock with the patron being the Dutchman and the container being a ship in a bottle.
I love all these aquatic monter
Hamburger is inferior to cheeseburger. Gimme the cheese 🤣 Wish I watched this before getting in the pool today. Time to try and cast spells under water.
Let’s get kraken!
Regarding spell effects: If you take "an open (very solid) container" within 30 feet, align it correctly, and cast "Create Water" you just invented the depth charge ...
My favorite pirate character idea is a kensai monk. That way I can have my cutlass in one hand, a pistol in the other, and just wade into battle with only my cool jacket and hat on
There's a Sage Advice that you can cast spells underwater, but start suffocating right thereafter.
@villesavolainen5793
13 күн бұрын
For those only with verbal components.
I feel theres a huge missed opportunity here for you to run a session called dungeons of krakkenheim
For holding breath, I use a modified version of Pathfinder 1e's rules, which states that a character can hold their breath for a number of rounds equal to their CON Score (not Modifier), and every action you take you must spend a round of breath to do so. So I just mix it into the 5e rules saying you have 3 minutes plus your CON Score of rounds, actions cost a round of breath, and spells with verbal components cost an extra round of breath (so moving and casting a verbal component spell would cost you 4 rounds of breath in one turn: 1 for the round, 1 for moving, 1 for the action of casting the spell, and 1 for the breath lost in the verbal component), this draws on BobWorldbuilder's general idea of DnD vs IRL (because moving your body uses up the oxygen store you have in your lungs, because oxygen is for all muscles, not just for your brain)