Familiar Arcana species selector, Duda-safe embed. All component styles are scoped to #fa-hero-selector.
undine
Undine
Brinari
https://irp.cdn-website.com/1a87fa92/dms3rep/multi/Undine+2+-+Familiar+Arcana+TTRPG+%283%29.jpg
Small
30
Common, Primordial, plus one extra language of your choice
Arcana, Medicine, Nature, Perception, Sleight of Hand, Stealth, Survival, Insight
Standard
Living Water
Your body can bend and deform in ways a solid creature cannot. You can move through a space as narrow as 4 inches wide without squeezing, provided you are not wearing armor or carrying an object that could not fit through the opening.
Child of the Tides.
You have a number of Tidal uses equal to your Constitution modifier, with a minimum of one use. You regain all expended uses when you finish a Long Rest. You can expend one use of Tidal to use Borrowed Mannerisms.
Borrowed Mannerisms
When you make an ability check, you can attune yourself to that skill until you finish a Short or Long Rest. While attuned, you can add 1d4 to ability checks you make using that skill. You must choose to add the die after seeing the roll but before knowing whether the check succeeds or fails.
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Liquid Form
When you take bludgeoning, piercing, or slashing damage, reduce the damage taken by an amount equal to your proficiency bonus.
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Undine began as simple droplets conjured by Wizards to serve as pets, companions, and household helpers. They fetched water, cleaned cluttered workrooms, prepared meals, tended gardens, and helped with magical experiments.
Undine began as simple droplets conjured by Wizards to serve as pets, companions, and household helpers. They fetched water, cleaned cluttered workrooms, prepared meals, tended gardens, and helped with magical experiments. Over time, summoning magic grew more sophisticated, and powerful Wizards discovered how to keep these conjurations alive for centuries rather than watching them vanish when the spell ran its course.
For generations, few Wizards questioned what that meant. Undine and other conjured beings were often treated as living spells, useful creations rather than people. That began to change when Grath McKinney proved that familiars and conjurations could think, feel, remember, and form attachments of their own. The Wizards' Ethics Committee eventually outlawed harmful experimentation on conjured beings and restricted each Wizard to a single enduring summon. The ruling changed magical society, but old habits did not disappear with it, and some Wizards still treat Undine as property rather than people.
Undine are formed from living water held together in a roughly humanoid shape. Some are almost perfectly clear, while others take on shades of pale blue, sea-green, or deeper colors stirred with slow-moving currents beneath the surface. Their faces usually retain something of the droplet they once were, with soft features and large, fluid eyes. What passes for hair might spill like running water, gather like foam, drift like mist, or hang in place as though caught in a current no one else can feel.
The enchantment that gives an Undine shape also gives their body enough firmness to wear clothes, hold tools, and move through the world like anyone else. Even so, they are never entirely still. Their edges shift as they walk, small ripples pass across their skin when they are startled, and strong emotions can disturb the surface of their body. When an Undine is exhausted or badly wounded, maintaining a clean humanoid shape becomes harder, and their outline may begin to blur, sag, or run.
Most Undine are raised by the Wizard who summoned them, not by other Undine. Because of this, they usually inherit the customs of whatever household or community they grew up in. They learn its language, food, beliefs, routines, and little habits. An Undine raised in a cluttered tower may become unusually particular about books and glassware, while one raised in a fishing village might know how to mend nets, clean a catch, and feed an entire household. Two Undine can meet for the first time and discover they have almost nothing in common beyond the magic that created them.
Even so, many Undine are drawn to communal living once they have the choice. When several settle together, they often share work, meals, and living spaces, with older Undine helping those who have recently lost their summoner or left a household for the first time. Some communities have also become vocal supporters of inheritance reform. An Undine might spend a century caring for a home only to lose any claim to it the moment their Wizard dies. For many, finding other Undine is less about returning to a shared culture and more about building one for themselves.
Undine are often quick to notice when something needs doing. A cluttered table gets cleared, an empty kettle gets filled, and dinner may already be underway before anyone thinks to ask. Many genuinely enjoy being useful and take pride in caring for the people around them. That instinct can make them dependable companions, but it can also make them easy to exploit.
The magic that shaped the first Undine left them with a natural pull toward service, but not obedience. They can refuse an order, walk away from a household, or turn against someone who mistreats them. Some Undine embrace that instinct and build their lives around helping others. Others struggle with it, especially when service is tied to painful memories of the Wizard who created them. Many also pick up the speech, habits, and small mannerisms of the people who raised them, sometimes without realizing it.
Undine usually live for around three hundred years. They can be injured, weakened, and killed like anyone else. Their bodies may be made of living water, but the enchantment holding that water together can still fail. Serious wounds can leave an Undine struggling to keep their shape, and age slowly makes that effort more difficult.
Most Undine outlive the Wizard who summoned them, sometimes by well over a century. Some remain with the same family, household, or settlement for generations, becoming quiet witnesses to its history. An older Undine may remember who lived in a house before anyone else was born, where an old road once ran, or what stood on a patch of empty ground a hundred years ago.
Undine are equally at home on land or beneath the water, though most prefer to live somewhere they can reach it easily. Coastal towns, river settlements, marshes, and homes built around wells or fountains are especially popular. They do not need to stay submerged, but many spend part of each day in the water simply because it feels good to let their body loosen and stop holding such a careful humanoid shape.
Dry country is less comfortable, but hardly unlivable. Undine who settle there often carry extra water, avoid the worst of the midday heat, or turn part of their home into a cool, humid refuge with basins or shallow pools. Fresh water and salt water suit them equally well. Polluted rivers and stagnant pools are another matter, and most Undine avoid them for much the same reason anyone else would avoid living in filth.
An Undine may take up adventuring after the Wizard who summoned them dies, disappears, or leaves behind a task that cannot be finished from home. Some set out in search of rare ingredients, stolen research, or some half-forgotten object their Wizard once insisted was important. Others are looking for a new household, a place willing to take them in, or someone powerful enough to bring their former summoner back from the dead.
But an Undine does not need someone else’s unfinished business to leave home. Some travel because they want to discover who they are beyond the purpose they were created for. Others want a name, a reputation, or simply a life built on their own choices. Those who escaped cruel Wizards may hunt down illegal workshops or help other conjured beings get free. Older Undine sometimes need no grand reason at all. After spending a century or two in the same place, seeing what lies beyond the next road can be reason enough.
Common Undine names include: Tavi, Luma, Nori, Puddle, Wella, Bim, Tupp, Drip, Pebble, Mist, Splash, Rilli, Mip, Tolla, Vinni, Pip, Lolo.
Undine typically align somewhere in the Lawful, Neutral, and Good alignments. Preferring to be useful to society and to help the greater good. Neglected, exploited, or abused Undine may reject human values entirely, becoming Chaotic, selfish, or even cruel as they define themselves in opposition to the humanity that once controlled them.
Undine who seek out Brinari settlements are often drawn to the familiarity of aquatic communities. Among Brinari, they are less likely to be treated as unusual outsiders and more likely to become simply another face in the crowd. Many Undine find a strong sense of belonging in settlements where their aquatic nature is ordinary rather than remarkable.
Undine who seek out Caerwyn settlements are often drawn to the forests, rivers, streams, and springs that make water easy to find. Caerwyn’s deep affinity with nature can also make these communities feel especially welcoming. Many Undine find comfort in settlements where their needs are understood and the natural world is treated with care.
Undine who seek out Elonian settlements are often drawn to their free spirit, passion, and love of celebration. For someone created to spend much of their life tending to another person’s needs, Elonia’s carefree way of life can feel deeply liberating. Many Undine find joy in communities where being useful matters less than simply enjoying the life they have.
Undine who seek out Morveth settlements are often drawn to the strange and otherworldly peoples found among them. Having been created through magic themselves, some Undine feel an immediate kinship with beings whose origins or nature lie outside the ordinary world. For them, Morveth communities can offer a place where being supernatural is not something that needs to be explained.
Undine who seek out Nytherian settlements are often drawn to their focus on innovation and magical progress. Many are eager to contribute to new technologies, especially those intended to improve everyday life across species and communities. For these Undine, helping advance society can feel like a way to turn their instinct for service toward something they chose for themselves.
Undine who seek out Silcan settlements are often drawn to their holiday traditions, cheerful customs, and constant sense of celebration. Life among festive creatures can feel especially comforting to Undine who spent much of their lives focused on work and responsibility. Many find joy in communities where decorating, feasting, gift-giving, and shared traditions are treated as important parts of everyday life.
Undine who seek out Tebian settlements are often drawn to danger and excitement. Life among scouts, rogues, and Urchins can feel unpredictable compared with the structured households many Undine were raised in. For some, that sense of risk is exactly the appeal, offering a chance to experience a life that feels adventurous, unfamiliar, and entirely their own.
Undine who seek out Varkesh settlements are often drawn to their strength, discipline, and rigid military structure. For some, a society where power can be earned through competence and determination is deeply appealing. Undine who spent much of their lives serving someone else may find particular satisfaction in becoming powerful enough to command respect on their own terms.