Homebrew Aquamar Species Details

Warning: This has not been playtested yet, any advice is welcome.

Aquamar are fish people who inhabit the elemental plane of water, scholars believe that they are related to sahuagin. The are often found in service to more powerful denizens of the plane of water such as krakens or marids but occasionally scouts or entire clans will wander onto the material plane.

Creating Your Character

When you create your D&D character, you decide whether your character is a member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.

Creature Type

Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has the Construct type. (The autognome is a noteworthy exception because of its Healing Machine trait.)

Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race in question.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Aquamar Traits

As an Aquamar player character, you have the following traits.

Creature Type

You are a Humanoid.

Size

You are Medium.

Speed

Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Amphibious

You can breathe both air and water.

Bite

You have a fanged maw full of needle-like teeth that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Blindsight

You have blindsight out to a range of 10 ft, this range increases to 30 ft in water.

Darkvision

You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Natural Armor

You are covered in hard bony plates. When you aren’t wearing armor, your base AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Slowing Toxin

When you bite a creature, you can release a slowing toxin into the creature's system. The creature must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a failure a creature is slowed, while slowed a creature can't take reactions, can take an action or bonus action but not both on its turn and can only make one attack a turn. A creature slowed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success a creature can't take reactions until the start of its next turn. Undead and constructs automatically succeed on the save. You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you take a long rest.

Previous Versions

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