Homebrew Deep Folk Species Details

Appearance:

The Deep Folk evolved from ancient ocean dwelling humans who migrated to The Inner World, over the centuries they have evolved to the point where they are visibly different from surface humans with elongated limbs and light coloured hair and eyes, they also tend to be more slimline than surface humans.

Lore:

Deep Folk society is matriarchal and they hold a deep reverence for water, a tradition held over from their desert dwelling days. Because of this its common to find Deep Folk settlements near a rushing river or one of the many deep lakes and seas found around The Inner World. The reason that they hold such a reverence for water (beyond the obvious) is that they believe that all water is the physical manifestation of their Patron God, Astura Mother of the Sands.

The Deep Folk are on good terms with both the Merfolk (their closes neighbours) and the Myconids. They first made contact with the Merfolk as The Deep Folk found The Inner World by following deep underground rivers which lead to the many lakes and seas that the Merfolk inhabited. Trade was quickly established. The Merfolk were also quick to respect The Deep Folk as they had a common reverence for water. The Deep Folk's relationship with the Myconids started off a bit rocky. The Myconids, having once been subjugated by the Deep Gnomes reacted to their new neighbours with a 'shoot first ask questions later' approach and it was only after a few bloody skirmishes that peace was established. Once the peace talks had been ratified the Myconids and The Deep Folk settled into a passive relationship with each other which over time has blossomed into a positive and prosperous relationship for both races.

Deep Folk Traits

As a Deep Folk, you have the following traits

Poison Resistance

Due to the constant exposure to and consumption of the poisonous grasses found in the Glowing Plain, Deep Folk have developed a resistance to poison damage

Ability Score Increase

Your Wisdom score increases by 2, and your Dexterity score increases by 1

Age

Humans reach adulthood in their late teens and live less than a century.

Darkvision

Due to the lightless nature of much of the Inner World, you gain darkvision out to 120 feet

Size

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Innate Spellcasting

You gain the cantrip Dancing Lights and can cast it at will. Additionally at level 3 you learn the spell Faerie Fire and can cast it an amount of times equal to your Proficiency Bonus per long rest. The spell casting modifier for these spells is your Wisdom score.

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