Homebrew Worterian Species Details

Born from the water, rise from the water, adventure away from the water, protect the water. This is the life of a worterian. They follow The Cycle of Worterians, in which they have to travel on a journey once they are of age, before they return to make a new life to follow the cycle.

Devoted societies

The worterians usually live in already existing communities, as long as they have access to relatively safe waters for their children. But they do prefer safe and quiet towns, compared to a city filled with crooks.

Worterians take turns on having 2 male and 2 female adults watch over the wortlings, until they are able to go onto the surface. It is possible for others than worterians to take the job as a wortling guard, but that requires being highly trusted by the wortling's guardians, which takes quite a long time.

A worterian’s home is usually very important to them, and they take great pride in their name and family tree. If a stranger were to speak negatively of their clan, it can lead to the stranger being banished and forbidden to speak to any members of the clan.

The Cycle of Worterians

They start life as baby wortlings that can only breathe in water, for about a year. They quickly grow legs after a year has passed, and can then stay out of water for a couple of hours before becoming dehydrated. As wortlings they spend most of their time trying to gain a basic understanding of the world. When they become children wortlets, adult worterians will usually tell them everything they know about the world, including the history of their clan. When they reach their mid teens, they lose their tails and gain the ability to breathe both air and in water.

From around the age of 20 to 40, all worterians leave their home, and go on an adventuring journey to find themselves. When they hopefully come back, they breed wortlings of their own, and live a generally calm life. The worterian watches over the elders and the children until their own kids leave. Once a worterians children have left for their own journey, the worterian will keep taking care of the elders and other children, until they become old themself.

Amphibian genus

Worterians despise being called anything related to frogs, toads and other mucus-y related amphibians. Even though they are most likely related to an ancient, amphibian-like creature (considering that they are cold-blooded), they prefer to be seen and spoken to like they are aquatic humans.

They still need to keep their skin moist, which their mucus makes sure of. This is the reason why worterians try to stay away from deserts, savannas and other warmer climates. Their mucus starts evaporating, which dries their skin and makes them sick. Therefore, if they have to go through a warm biome, they need some sort of water they can dunk themself in from time to time.

Connatural interests

It is said that each individual wortling is born with a certain interest. Many believe that a worterian's passion will reveal itself to them on their journey. Most returning adventurers will work on their interest adjacent to taking care of their people, even if it is just as a hobby. They usually work for absolute beauty and perfect detail in what they do.

d20 Passions:
1. Woodcarving.
2. Painting.
3. Carpentry.
4. Weaving.
5. Leatherworking.
6. Smithing.
7. Baking.
8. Bowyer.
9. Candlemaking.
10. Shoemaking.
11. Gardening.
12. Music.
13. Pottering.
14. Cooking.
15. Astrologi.
16. Comedy.
17. Cooking.
18. Clothier.
19. Herbalist.
20. Brewing.

Worterian names

A worterians first name is based around their parents’ name.
If it’s a boy, their first letter must be the the same as their father’s, and their last letter must be the same as their mother’s, followed by sen. If it’s a girl, the first letter must be the same as their mother’s, and the last letter must be the same as their father’s, followed by daut.

Their last name is the name of their home, such as the village their pond belong to.

Example: Ferdnisen Kanalü (father) + Trianadaut Kanalü (mother) + Kanalü village (home) = Fesasen Kanalü (son) / Twalidaut Kanalü (daughter)

Personalities

d12 Personality traits:
1. I can find common ground between the fiercest of enemies, empathizing with them and always working toward peace.
2. Nothing can shake my optimistic attitude.
3. I have a joke for every occasion, especially occasions where humour is inappropriate.
4. I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
5. I am incredibly fast to trust, even if i have been tricked on multiple occasions.
6 I blow up at the slightest insult.
7. I'll settle for nothing less than perfection.
8. When I set my mind to something, I follow through no matter what gets in my way.
9. The elders of my community has something wise to say on every topic, and I am eager to share that wisdom.
10. The common folk love me for my kindness and generosity.
11. I'm driven by a wanderlust that led me away from home.
12. I once ran twenty-five miles without stopping to warn my home of an approaching orc horde. I'd do it again if I had to.

d6 Ideals:
1. Adherent: I grew up like this, just like everyone else, and we are doing great. (Lawful)
2. Altruistic: I wish for everyone, if i know them or not, to live a fulfilling life. (Good)
3. Repute: Nobody shall think unwell of me, my name or my home. (Evil)
4. Bawdy: I have a crude sense of humour. (Chaotic)
5. Clannish: I’ll do whatever it takes to support my close ones in their endeavours, even when they’re in the wrong. (Neutral)
6. Purpose: I wish to fulfill my adventure and find my passion. (Any)

d10 Bonds:
1. Everything I do is for the common people.
2. I will do anything to protect the home where I grew up.
3. A powerful person killed someone I love. Some day soon, I'll have my revenge.
4. I would do anything for the other members of my community.
5. I worked the land, I love the land, and I will protect the land.
6. I wish my childhood sweetheart had come with me on my journey.
7. One day I will return home, and I will be greatly welcomed by everyone i know.
8. I will bring terrible wrath down on the evildoers who destroyed my homeland.
9. It is my duty to provide and protect children to sustain my tribe.
10. I send most of my earnings to my people.

d8 Flaws:
1. I'm convinced that no one could, or even would, ever fool me.
2. I have a 'tell' that reveals when I'm lying.
3. A scandal prevents me from ever going home again. I don't know what to do with myself now.
4. I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
5. People who don't take care of themselves get what they deserve.
6. It's not stealing if me and my people need it more than you.
7. I'd rather chop of my arm than admit when I'm wrong.
8. I know a secret about my family that can ruin our credit.

Subraces

A great majority of worterians are forest-born, as that is the most common biome their children can survive in. Swamp-born worterians are born in swamps, and grow up with a more poison oriented body. Waterfall-born worterians are a bit more agile than the other subraces, and they are born around waterfalls at the edge of mountains or underground streams.

Recommended classes

Worterians work exceptionally well as Intoxicators and Blood hunters, but they also work well as tanky Wizards and Druids, and astute Barbarians and Fighters.

Worterian Traits

Worterians are aquatic humanoids which moved out of the waters and onto land, a couple of millenniums ago. They are both tough and smart, but are very indecisive, so they don't fit well as diplomats, leaders, commanders and such.

Ability Score Increase

+2 Wisdom or Intelligence (or a split on both), +2 Constitution, -1 Charisma. Worterians are tough and smart, but they are also are very indecisive.

Age

Worterians reach adulthood in their mid teens and live for about a a century, similarly to humans.

Alignment

Worterians are usually Neutral, but sometimes lean towards Lawful Neutral and Lawful Good.

Size

Worterians stand between 4.5 and 5.5 feet (1.35 - 1-65 m) tall and average about 130 pounds (60 kg). Your size is Medium.

Speed

A worterians base walking speed is 30 feet, and they have a base swimming speed of 40 feet, thanks to their webbed hands and feet.

Languages

As dwellers of both land and sea, worterians can speak both Common and Aquan.

Amphibious

A worterian has gils on its neck which it can open to breathe in water. On land, they close, so the worterian can breathe air instead.

Reattach

If a worterian loses a limb or body part, it can be reattached by holding it to the stump while in purified water. It can take from 1 minute to a whole day based on how bad the damage is, and the worterian needs to concentrate at all times.

Underwater capability

Underwater combat does not impose any penalties or disadvantages on movement or weapon attacks.

Speak with amphibians

You can speak to frogs, toads and other mucus-y amphibians, and they will generally understand you. They can possibly be persuaded.

Fitness proficiency

Worterians are generally quite fit, which makes them quite athletic. You gain proficiency in strength (Athletic).

Poison Resistance

Wortlings are born with a resistance to poison, to fight back the possible contamination of their ponds. This resistance stays with them their whole life.

Forest-born

The most common kind of worterian is the Forest-born. The reason for this is probably a mix of the forest biome being the most common biome, and the fact that it’s the safest place for them to grow up.

Forest-born worterians are the most social kind of worterians. They are used to mingle with all the common races, and most of the uncommon races.

These worterians commonly have relatively small batches of water hidden underground, for anybody to use. These batches of water can be sensed by fellow Forest-born, and can be retracted by them for whatever reason they may need it for, such as moistening, purifying or simple consumption.

Purify Water

Touch a relatively medium sized amount of water, such as a pond, pool, basin and lagoon to purify it for 24 hours.

Sense Water

You gain advantage on skill checks based on finding bodies of water. This works on both Investigation, Nature and Survival.

Lower or raise water

Magically lower or raise a body of water in which you are aware of. The water must be within 50 feet (15m) to control it, or else it will act like regular water.

Swamp-born

Those who are accustomed to live in swamps, are called Swamp-born. These swamps are a bit harder to survive in than simple forests, mainly because of all the kinds of toxins there are there, but the Swamp-borns counter this by making it a part of their body.

Not only have they become completely immune to the effects of poison, but they are also able to use it to their own advantage to defend themself from others. But in case they ever hurt their non-Swamp-born friends, they can just smear some curing mud over them. They may be slightly less prone to feeling secure with strangers, than a Forest-born would be, but that doesn't stop them from wanting to make new acquaintances.

Poison Immunity

Swamp-born wortlings are more exposed to poisonous effects than other worterians, and therefore need better resistance against it. They have immunity to poison throughout their whole life.

Poisonous Mucus

A worterian can choose to touch someone and put their poisonous mucus on them. If the mucus makes skin contact, the creature has to make a constitution saving throw of 16 or become poisoned.

Muddy Restoration

You can cast Muddy Restoration on a handful of mud, and smear it over someone to end 1 disease afflicting the target.

Waterfall-born

Close to streams inside of caves, or by a waterfall at the bottom of a mountain side, is where you can usually find the Waterfall-born. These worterians are more used to the darkness of caves and the night sky, but they are also a bit more timid than other worterians.

When a stranger approaches, they will commonly hide in the water until they feel safe enough to come out. If that doesn't work, they may just use their sticky arms and feet to climb up mountain sides or cave walls. Keep in mind, this doesn't mean that they are frightened, because they will quickly trust someone after getting a good grip of their personality, just like other worterians.

Darkvision

Accustomed to caves and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Sticky Limbs

Worterians have mucus laced arm and feet, so they gain advantage on climbing checks and grappling checks .

Underwater Camouflage

Worterians have advantage on dexterity (stealth) checks made while underwater, even if only lightly obscured.

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