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Ottermancer
Firbolg Ottermancer and her Otter familiar
Subclass Druid


Ottermancers are a subclass of Druids who form a magical bond with their otter companion, and master the ability to cast arcane magic as well as primal magic. The first Ottermancers arose during the reemergence of Dragons during the War of Many Names with the first Ottermancers being taught their magic by Otter Dragons known as Drotters.

Description[edit | edit source]

Ottermancers are druids who draw upon the innate arcane magic of otters. In the Quelmar Realm, otters hold a rare place among beasts, uniquely attuned to the natural weave of magic. Scholars debate the origin of this gift. Some claim otters were long ago blessed by a god of magic, while others argue their keen senses and adorableness allows them to unknowingly slip into the flow of nearby leylines. Whatever the truth, most otters possess the curious ability to manifest simple wizardly cantrips, commonly Dancing Lights, Mage Paw (Mage Hand), Prestidigitation, Mending, Minor Illusion, and even Fire Bolt. Otters who are gifted intelligence via the Awaken spell are often able to dive deeper into these abilities and become master wizards,

An Ottermancer and her Otter Familiar
An Ottermancer and her Otter Familiar

Unlike most druids, who rely solely on primal magic, ottermancers weave strands of arcane energy into their craft through their bond with an otter companion. This partnership is sealed by mutual affection: the druid grants the otter speech and companionship, while the otter shares its connection to the arcane. To outsiders, ottermancers are commonly mistaken for eccentric wizards for since they use arcane magic, many unaware that they are actually druids. What doesn't help this misconception is that many Ottermancers who travel beyond their druid circle go to learn more about their magic at arcane schools of wizardry and sorcery.

Ottermancers embody the otter’s spirit: clever, carefree, and lighthearted, yet fiercely protective of kith and kin alike. Whether gliding through rivers wreathed in spell-light or calling upon the Great Drotters for guidance, ottermancers spread joy and wonder, all while wielding magic not to be underestimated.

Origins[edit | edit source]

The practice of ottermancy traces its roots back to the teachings of the majestic otter dragons, more commonly known as Drotters. These magnificent beings are colossal, river-dwelling dragons shaped like otters, with sleek fur shimmering like scales and whiskers that crackle with magic.

They first emerged during the War of Many Names and took a hard stance against Tiamat and her evil dragons. Hoping to help protect the many lakes and rivers they so loved, the Drotters took chosen druids under their care, and taught them the wonders of otter magic. They taught that this power could only be carried forward through kinship with the otters, the Drotters’ smaller cousins, and by forging a bond with an otter companion, druids could share in their magic. And so the teachings of the Drotters spread, with new druidic circles sprouting up along the many forested riverbanks of Quelmar passing down these teachings just as the Drotters did. Many of these circles live near a Great Drotters den, and in times of trouble when their Ottermancy magic is not enough, they will call on their great Drotter protector for aid.

In other corners of the world where Drotters do not swim and scamper, Ottermancy was taught by Wereotters, Lycanthropes either born or cursed with the ability to transform into otters. Many of these wereotters are not as noble or kind as the Drotters, believing that survival is important above all other things, and passing these lessons down to their chosen pupils.

Drotters[edit | edit source]

Drotters are a unique draconic lineage, and are often described as the playful cousins of Bronze Dragons. Where their coastal kin delight in storms and the sea, Drotters make their homes in deep rivers and sprawling lakes, especially near druidic circles that practice ottermancy. At first glance, they look like massive otters with small horns on their heads and kind eyes. Their long, sleek bodies are covered in smooth, metallic fur that glimmers like bronze in sunlight. Despite their draconic nature, Drotters are renowned for their gentle and affectionate nature. Ottermancers revere them not just as teachers and protectors, but as family, often swimming beside them with many smaller otters.

Like many dragons, Drotters collect hoards at the bottom of their watery homes. Most of it is made out of fishbones but there is also a large amount of gold and jewels gifted to the Drotter by nearby Ottermancer as offerings. Drotters are able to wield arcane magic on par with many powerful wizards. When they are in danger, they can breath out a disorienting mist breath that magically confuses and bewilders foes. While not the strongest of dragons, Drotters are extremely fast, both in water and on land. In combat they will quickly scamper up to foes before biting them with their powerful jaws. Though they would much rather confuse or scare away enemies then use violence.

Wereotters[edit | edit source]

Wereotters are a rare offshoot of lycanthropes, humanoids who are able to transform into otters or into otter-humanoid hybrids. Unlike Ottermancers, who honor otters through bonds and companionship, wereotters fully embody it, either due to their birth, or by the cursed bite of another wereotter. They are curious by nature, yet remain extremely fierce hunters who thrive along rivers and coasts. In some corners of Quelmar were Drotters did not dwell, especially in isolated fishing villages or survivalist clans, wereotters became the first to teach ottermancy as a tool to fight and hunt. Their lessons focused on stalking prey, defending one’s kin, and using otter magic as a weapon.

These teachings gave rise to a harsher, more pragmatic form of ottermancy. While some ottermancers see those following the path taught by the lycanthropes as tainted or dangerous, others respect their raw, instinct-driven wisdom. Wereotters may lack the gentleness of their draconic cousins, but their version of ottermancy remains an essential tradition in places where survival is a daily struggle. Where these two practices of Ottermancy butt heads tensions can rise, but the adorableness of otters is always able to cool things down.

Ottermas[edit | edit source]

Ottermas is one of the most sacred holidays to ottermancers, though its origins lie outside their circle. The day is observed across Quelmar in honor of the dwarven hero Ótr, whose tragic death is remembered in in the celestial halls of Ysgard. On this day alone, druids everywhere gain access to the elusive Wild Shape of the otter, a gift from the planes themselves to commemorate Ótr’s sacrifice. Tradition holds that any druid who assumes the otter form on Ottermas must embrace the animal’s nature, slipping into rivers and streams, feasting upon fish and shellfish, and reveling in the carefree play of the day. To refuse this compulsion is said to draw ill fortune for the year ahead.

For ottermancers, however, Ottermas carries even deeper meaning. It is seen not only as a remembrance of Ótr, but as a celebration of their bond with otters and the Great Drotters themselves. Many ottermancers gather in riverside circles or lakeside coves during the holiday, bringing their companions to feast alongside them. Ritual games, water dances, and playful contests are held to honor the otters. Some claim that on Ottermas, even Drotters themselves will join in the revelry, emerging from their watery lairs to celebrate the festivities.

Notable Ottermancer Druid Circles[edit | edit source]

The Fishbone Tribe[edit | edit source]

The Fishbone Tribe is one of the most prominent ottermancer circles in Quelmar, dwelling along a wide delta where the river meets the sea on the continent of Osugbo. Named for the intricate fishbone patterns they paint on their skin and carve into their river-stones, the tribe is a loose-knit but fiercely loyal community of druids and their otter companions. The Fishbone druids live in floating villages built upon woven reeds and driftwood, constantly shifting with the currents. To them, rivers are not only lifelines but sacred pathways where the echoes of the Great Drotters can still be felt. They are often seen swimming alongside pods of otters and chanting in unison while water shimmers with sparks of arcane energy. They are mediators between coastal villages, protectors of fisheries, and wardens against poachers or marauders who would despoil the rivers.

During the War of Many Names, the Ottermancers of the Fishbone Tribe would have to fend off repeated attacks by the Blue Dragon Salazar who was poaching otters in order to harvest their magic for its own evil draconic needs.

Druid Subclass: Circle of the Otter (Ottermancer)[edit | edit source]

Otter Companion[edit | edit source]

2nd Level Druid Feature Starting at 2nd level you gain a magical otter familiar that acts like a familiar from the Find Familiar spell. The otter familiar uses weasel states but with the following changes:

  • The otter has an intelligence of 10 and a Charisma of 12. It can speak and understand any language you know..
  • The otter has a swim speed of 30 ft and advantage on Dexterity (Acrobatics) checks in water.
  • The Otters hit points equal your Druid level plus your Wisdom score modifier..
  • The otter has the ability to cast one wizard cantrip of your choice, using charisma as its spellcasting modifier. This expands to two cantrips at 6th level, three cantrips at 10th level, and four cantrips at 14th level.
  • If your otter familiar dies, you can perform a 1-hour ritual by a natural water source to summon it back.

Arcane Waters[edit | edit source]

2nd Level Druid Feature Your bond with your otter companion lets you draw upon strands of the arcane as easily as you do primal magic.

  • You gain proficiency with the Arcana skill.
  • You learn two wizard cantrips of your choice from the wizard spell list. These do not count against your number of druid cantrips. When you gain a level in this class, you can replace one of these cantrips with another wizard cantrip.
  • Additionally, when you prepare your druid spells, you can prepare an additional number of wizard spells equal to your Wisdom modifier. These spells can be of 3rd-level or lower if you have the slots to cast them. Once per long rest, you can cast one of these five spells without expending a spellslot. You can cast these spells in this way even while Wildshaped.

Ottercane Recovery[edit | edit source]

6th Level Druid Feature

At 6th level, your bond with your otter deepens, allowing both of you to draw more heavily on the arcane. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Twin Currents[edit | edit source]

10th Level Druid Feature

At 10th level, your bond with your otter allows you to channel your magics through one another. Whenever you cast a druid or wizard spell of 1st-level or higher, you can expend another spellslot of the same level to have your otter companion cast the same spell at the same time, using your spell attack and spell save DC. You can use this ability a number of times equal to your proficiency bonus per long rest.

Your otter learns one 1st-level wizard spell from the Enchantment or Illusion schools using its Charisma modifier. It can cast this spell once per long rest.

Tides of Two Worlds[edit | edit source]

14th Level Druid Feature

At 14th level, your bond with your otter transcends mortal magic, becoming a seamless current of arcane and druidic power. When you prepare your spells, you can now prepare a number of Wizard spells equal to your Wisdom modifier that are of 7th level or lower.

Once per long rest, as a bonus action you can create a 15-foot radius aura of magical energy centered around you that lasts for one minute. While in this aura, you and your allies can enhance their spells with otter magic. When someone in the aura casts a spell of 1st-level or higher, they may apply one of the following effects:

  • The spell gains a +1 bonus to its spell attack roll or to the save DC it imposes.
  • The spell’s range or duration is doubled.
  • The spell damage type is changed to force.
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