Homebrew Aegir (MD) Species Details

The Aegir are a race of humanoids with traits of various aquatic creatures. Ranging from cetaceans, fishes, cephalopods, echinoderms, cnidarians, and crustaceans.

Many Aegir have their aquatic traits clearly visible, having tentacles, fins, or even a full on animalisitc head. But some may have their aquatic traits hidden or even locked away waiting to be revealed...

Aegir (MD) Traits

When you create a character using a lineage option here, follow these additional rules during character creation.

Ability Score Increases

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

Your class’s “Quick Build” section 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.

If you are replacing your race with a lineage, replace any Ability Score Increase you previously had with these.

Languages

Your character can speak, read, and write Common and Primordial.

Creature Type

You are humanoid

Size

You are Medium or Small. You choose the size when you gain this lineage.

Survival of the Fittest

You have proficiency in the Survival skill.

Amphibious

You can breathe air and water, and you have a swimming speed of 30 feet.

Origin

You gain different benefits based on what aquatic creature you're derived from.

Cephalopod

  • Ink Cloud. You can cast Fog Cloud once per short rest and you can cast Darkness once per long rest.

  • Camouflage. You can spend 1 minute camouflaging yourself to your surroundings. Once you are camouflaged in this way, you gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

  • Tentacles. You have a climbing speed of 20 feet, and you have advantage on grappling creatures.

Cetacean

  • Hearty. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

  • Echolocation. You have blindsight out to 30 feet. You lose this feature if you are deafened or if you can not speak.

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Cnidaria

  • Mesoglea. You have resistance to acid damage. 

  • Tentacles. Your tentacles are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal acid damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, when you land a successful attack using your tentacles, you can attempt to incapacitate the creature. The creature must succeed on a Consitution saving throw, DC: 8 + your Constitution modifier + your proficiency bonus or be incapacitated until the end of their turn. Once you use this feature you can't do so again until you finish a short or long rest.

  • Amorphous. You count as one size smaller when trying to move through spaces.

Crustacean

  • Exoskeleton. When you aren't wearing armor, your 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.

  • Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, when you land a successful attack with your claws, you can use your bonus action to attempt to grapple the creature.

  • Molt. As a bonus action, you can reduce your AC by 2 and increase your movement speed by 10 feet. These effects last until you take a short or long rest.

Echinoderm 

  • Spiked. As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns, while the barbs are out, you deal 1d4 + your proficiency bonus piercing damage to any creature grappling you or any creature grappled by you. Additionally, whenever you are damaged by a melee attack, as a reaction, you can use your spikes to retaliate. The creature then takes piercing damage equal to your level + your proficiency bonus. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

  • Regeneration. When you take a short or long rest to restore hit points you regain additional hit points equal to your level. If these hit points exceed your maximum, they turn into temporary hit points that last until you take a short or long rest. Additionally, when you finish a long rest, you slowly regrow back any limbs or regenerate any wounds, the time it takes to fully heal is based on the wound.

 Fishes

  • Adaptable. You gain two skill proficiencies and one tool proficiency of your choice

  • Feeding Frenzy. Once per short rest, when you reduce a creature to 0 hit points, you can use your reaction to regain hit points equal to your level, provided that you have at least 1 hit point.

  • Slippery. You have advantage on ability checks and saving throws made to escape a grapple.
 

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