Homebrew Drowned Species Details
*This is a non-official WIP entry, free use is intended, and the race is best suited for the world of the wandering inn*
The Drowned are an amalgamation of the sea and land, they have the sea bound to their flesh in the form of sea creatures. If I was to describe a Drowned man, it would be complex, and difficult to understand. Some are more creature than man, while others take on a split form.
*Note*
This race requires double or triple the amount of water as non-aquatic races(optional of course)
Drowned Traits
The most visually disturbing of the racesAbility Score Increase
Your unique origins are most intriguing
+2 to Constitution, +1 to Dexterity
Age
The Drowned age, and mature at a similar rate to Humanity.
Size
Although it may vary, your size is Medium
Aquatic Origins
Your unique watery origins, provide many gifts unknown to those of land & sky
Used to the unseen depths, you gain Darkvision of 60ft, a Swim speed of 30ft, and may breathe underwater.
You are able to communicate simple ideas to aquatic life, gain advantage to Nature/Animal Handling when dealing with aquatic life.
You may also harvest poison from aquatic beings, advantage when using a poisoners kit.
Fetid Aura
Sadly, most people from the land, can't stand your presence. Thanks to your smell, and looks, people have the chance to be disgusted.
You gain personal space...lol, Disadvantage on all Charisma checks, and higher prices when dealing with merchants, and tradesmen
When an enemy enters your Melee range, they must roll a Constitution saving throw DC 12, or take 1d6 psychic damage, and must use their bonus action to retch.
luckily, proper washing techniques can remove your smell, don't want to harm civilians!
Born of The Seas
Your Origins bring several benefits, upon picking this race, please choose one of the following:
Moray: You have hybridized with the noble Moray eel, and gained some of their properties. Gain resistance to slashing damage, and a bonus action Bite attack, that deals 1d8 poison damage.
Voltai: You have developed the shock glans of the Electric eel! When attacked in melee range, you may use your reaction to deal 2d10 lightning damage, and possibly stun your enemy with a DC 12 Con save, or half damage, and no stun. If the enemy wears metal armour, it's a guaranteed hit. This ability may be a number of times equal to your proficiency bonus.
Sepia: Your transformation has brought upon a strange change! Like the Cuttlefish, you may alter your body color at will. Gain advantage on all stealth checks, and the ability to mesmerize your targets. As an action, any person within 30ft looking your direction must make Charisma saving throw, or be charmed by your shifting colors. This ability may be used a number of times equal to your proficiency bonus.
Wheke: Your lower half has been transformed into that of an octopus! You gain a climb speed of 30ft, and as a bonus action, you may use your legs to attempt to grapple your enemies DC 14 Strength save. While grappling an enemy, you have advantage on melee attacks against your captive. Alternativly, as an action while you hold a captive, you may deal 1d8 Bludgeoning/Crushing damage.
King: A rare mutation found among the northern waters, you gain an exoskeleton that resembles nobleman's armour +2 to your AC when not wearing Heavy Armour, you also gain resistance to cold damage. you may molt to repair your armour.
Boxer: A rare and powerful mutation has had your left arm mutate into that of the Mantis Shrimp, your left hook can devastate your enemy at a cost! Once per short rest, and as an action, you may launch a devastating blow, for 1d12 puncturing damage, and 1d8 thunder damage, but you must reduce your max health by 1d12 until you take a long rest.
Previous Versions
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