Homebrew arakaorka Species Details

Sequestered in deep oceans, and trenches, the arakaorka, sometimes called squid-people , evoke fear and wonder. Many aren’t even native to the Material Plane. They hail from a world beyond — from the boundless vistas of the Elemental Plane of water, doning tentacles of an octopus of varying species on their bodies, allowing them to swim at high speeds

They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.

 

arakaorka Traits

As an arakaorka, you have certain traits in common with your people. Being able to swim at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an arakaorka requires special consideration by your DM.

Ability Score Increase

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

Age

Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.

Alignment

Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

Size

Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

Speed

Your base walking speed is 25 feet.

Swim

You have a swim speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor, nor can you have tentacles covered.

Tentacles

Your tentacles are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike, OR if you hit them, you enter a grappling check with advantage, causing 1d6 damage from the suckers on your tentacles.

Languages

You can speak, read, and write Common, Aarakocra, and Auran.

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