Homebrew Antrahul - Aquan Species Details

The Antrahuls are the shortest-lived yet also the most versatile and adaptable of the Outerkyn. Unlike the Elderis, who boast psionic features, and Kyn’dyons, who are famed for their magical potential, Antrahuls seem to have a biological quirk that allows members of their species to create empathetic bonds with creatures and animals they live with over long periods. 

 

 They appear humanoid of varying heights, with unique animal-like features, which each Antrahul is born with. Antrahuls born in certain regions of the World will slowly, over many generations, take on the physical traits of the local wildlife in their appearance and the ecosystem that they reside in, as a spiritual connection to the land and ecosystem seems to be inherent in their blood. 

 

These traits appear over a wide scale of subtlety, with some Antrahuls sporting only feline eyes and a propensity for faster-growing hair across their body, to seeming more like an upright, humanoid version of a mammal or even certain animalistic monsters. Some scholars have even tried to research possible links between Antrahuls and lycanthropes due to their physical similarities, but there’s no evidence to support the theory. 

 

Antrahuls also appear to have almost no limit on the kind of life they can mimic so long as they remain 'animalistic' in nature. They are even capable of mimicking monsters of certain types or even taking traits from multiple creatures akin to a hybrid. They can also shift to a spiritual and larger animal form of the creature that their lineage mimics. 


[Note: Antrahuls’ animalistic traits are limited to vertebrate creatures, so insects, mollusks, arachnids, cephalopods, etc are off the table. In addition, monsters they can mimic are limited to monsters that lack a Humanoid shape, so they couldn’t mimic, say, a Mind Flyer or other creatures of a Humanoid form.]

Being a Aquan means that your Lineage is that of marine life.

This allows you to take heritage based abilities intended for Aquan.

 

Antrahul - Aquan Traits

Antrahuls

Aquan Adaptation

You can breathe air and water, and you gain a swim speed equal to your walking speed.

Ability Score Increase

Antrahul get a +2 to Wisdom and Auran’s gain a +1 ability score increase to CON.

Age

Antrahul age and mature at the same rate as humans and live
Roughly the same lifespan as most humans, that being 55-80 years.

Size

Typically Antrahul have a wide variety of heights and sizes, you may choose to be small or medium sized.

Languages

You can speak, read and write Common, Antrarian 

& one more language of your choice.

Beastial Communication

Antrahul have a natural affinity when communicating with beasts, giving them proficiency in animal handling, if they have proficiency in animal handling already, they gain expertise instead. At third level Antrahul can communicate simple ideas to beasts and animals of all types. (You may need to manually give yourself Expertise due to limitations of Dnd beyond, in that case give yourself the feat or change it in the settings to read correctly.)

One With Nature

Antrahul being humanoid-beast hybrids often have access to magically wild shape into an animal of their choosing, this wild shape feature is treated like the [Summon Beast] Spell, however the level of said spell is decided by the player’s overall level.

Your max HP is shared between forms and you cannot access your class features while in this form.
Level 3 [2nd level]
Level 5 [3rd level]
Level 7 [4th level]

Level 9 [5th level]
Level 11 [6th level]
Level 13 [7th level]
Level 15 [8th level]
Level 17 [9th level]

 

Which shape you manifest depends entirely on your lineage.

-If you are a Terran, you may shape into a Beast of the Land.

-If you are an Aquan, you may shift into a Beast of the Ocean.

-If you are an Auran, you may shift into a Beast of the Sky.


This wild shape lasts until the form runs out of HP or if the player dispels this form and it is its own feature separate from any druid wild shape features and does not stack with them.

One use per long rest.

Nature’s Growth

Each Antrahul has their own set of abilities due to their heritage or due to a mutation.
You get to choose one at 3rd level and a second one at 8th level.

Aquan Senses

As an Aquan, you have advantage on all active perception checks.

Bioluminescent Glow

As an Aquan, you have the ability to, as an action, produce a dim light that radiates 20 feet from your own body.

Bioluminescent Flash

As an Aquan, you have the ability to to instantly flash a bright light in a 30 foot cone in front of yourself, all creatures not behind at least half cover must succeed a CON saving throw or be blinded until the end of your next turn. The DC of your Bioluminescent Flash is 8 + Proficiency Bonus + your Constitution modifier, this ability may be used once per long rest.

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