Homebrew Corazoa Species Details

Protectors of The Coral

Corazoa mostly live underwater in coral reefs, or larger and rarer Coral Forests, where most of the Corazoa population reside. Due to their close proximity to the coral, they have developed a deep connection to it, and do everything in their power to defend the beauty of the coral from would-be threats. They respond to even the slightest of threats to their homes with relentless amounts of force, determined to protect their land by any means necessary. Due to the fact that they largely resemble coral as well, they can hide in it unnoticed for prolonged periods of time.

Varying Shapes

Corazoa vary in size, from as small as 2 feet tall, to as large as an imposing 8 feet in some cases, rivaling that of even the Goliaths and Giffs. Their bulk varies as well, some Corazoa being rather thin, and others being much larger, ranging from 40 pounds all the way up to 500. 

Good Natured

Corazoa tend to lean towards good alignments, ranging from lawful to chaotic depending on what coral reef or coral forest they live in. Evil Corazoa are hard to come by, but not unheard of. A Corazoa who's home has been destroyed can commonly stray to the path of evil, and lash out at the world for the loss of their coral home, although many Corazoa tend to move to a new coral reef or coral forest, attempting to prevent the same misdeeds from occurring again there.

 

Corazoa Traits

As a Corazoa, you have the following racial traits.

Ability Score Increase

Your Constitution score increases by 2.

Age

Corazoa reach maturity at 20 years of age and can live up to 500 years.

Size

You are Medium or Small. You choose the size when you select this race.

Speed

Your walking speed is 25 feet, and you have a swimming speed equal to your walking speed.

Amphibious

You can breathe both air and water.

Coral Armor

When not wearing armor, your AC is equal to 13 + your Constitution modifier. You can use a shield and still gain this benefit.

Coral's Blessing

You have resistance to poison damage, and you have advantage on saving throws against being poisoned. 

Coral's Wrath

Once per turn, if a creature touches you directly, you can use a bonus action to attempt to sting them. The creature must succeed on a DC 8 + your Proficiency Bonus + your Constitution modifier Constitution saving throw or take 2d6 poison damage, taking half as much on a successful save. This poison damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. You can use this sting attack a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
4/9/2023 7:57:15 PM
36
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes