Homebrew Boondaburran Species Details

Boondaburrans are a platypus-like, shorter, stout folk adapted for life along the waterways. Webbed hands and feet, a water-repellent fur covering their form, small eyes, and a soft skin-covered bill make them perhaps one of the strangest looking folk you could meet, but it makes them talented swimmers, spear fishers and able to move unnoticed through their natural environment.

Fey Origins

Due to their unique form, scholars have heavily theorized that the Boondaburran originated from the Feywild. This theory holds some water, as the Boondaburran are difficult to charm. How they began to appear on the Material Plane, however, is difficult to track. 

Another theory is that the first Boondaburran were once Eladrin cursed as a punishment by a powerful Archfey for destroying the Archfey's river domain. 

Life along Waterways

Much of Boondaburran society exists in small communities along the banks of rivers and creeks. Waterways are their lifeblood, used for various forms of aquaculture and spearfishing, and their main form of travel through the use of the wide, flat-bottomed boats unique to their people. 

Since many different cultures use waterways to travel, it's not uncommon for Boondaburran communities to engage in quite a lot of trade with passersby. Boondaburran settlements on large rivers often grow into small towns as a main trade hub for many diverse people in the region. Other boondaburran groups may prefer to live on smaller creeks, where they are left to their own devices. 

Today You, Tomorrow Me

Maybe it's related to their interaction with a wide variety of people (many of whom aren't adapted to the water) or the seasonal changes in their waterways from abundance to scarcity; Boonburrans believe in helping others and mutual aid. Many stories are told of the hospitality and general willingness to help others that characterise most Boondaburrans. 

When asked why they regularly perform acts of selflessness, they often respond with a Boondaburran saying: "Today you, tomorrow me." They believe that everyone, no matter who can have bad times and moments of need and you should always help people in these moments because one day you'll be the one in need, then you won't have to go it alone. This can lead to them being taken advantage of by some with more nefarious or selfish motivations, but Boondaburrans often don't seem too bothered by this as they believe it all balances out in the long run. 

Boondaburran Names

Traditionally, Boondaburran names are taken from positive, strong, or hopeful aspects from observing nature around the time of their hatching. When a Boondaburran mother is caring for their eggs, she often spends the day doing light activities and observing the world around her. If the creek is turbulent, the child may be given names like Steady, Swoft, or Rapid. If there is a drought, the child may be given names inspiring hope during the period, like Rain, Shade, or Relief. 

Boondaburrans who interact with many different cultures may adopt names from other people if they respect the person or just like the sound of the name.

Boondaburran Traits

As a Boondaburran, you have these special traits.

Fey Ancestry

You have advantage on saving throws made to avoid or end the Charmed condition. 

Darkvision

You have Darkvision with a range of 60 feet.

Aquatic Stealth

You have advantage on Dexterity (Stealth) checks made when you are underwater. 

Electrolocation

You have sensitive electroreceptors located in your bill, which allows you to sense signals as subtle as the electrical pulses given off by muscles. As a bonus action, you can focus this sense, gaining blindsight out to 10 feet for 1 minute, or until you end it as a bonus action. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you complete a Long Rest.

Constructs and Undead cannot be sensed by this blindight.

Venomous Barb

You have venomous barbs sheathed in your wrist. As a bonus action, you can make a special attack with your barb using Constitution as the modifier. If you hit, you do 1d6 + your Dexterity modifier Poison damage, and the creature must make a Constitution saving throw or be Poisoned until the end of your next turn. The damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. 

The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest. 

Hold Breath

You can hold your breath for up to 15 minutes at a time.

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