Homebrew Awakened Fish with a Body made of Water Species Details
You are a tiny fish who has had the awaken spell cast on it. At the DM's discretion, you could also be another tiny aquatic animal. You have somehow learned to conjure and form water around yourself, be it through limited telekinesis, a magic item or some enchantment placed on you. Roll on the table below or work with your DM to determine the nature of your body (which functions the same regardless of its origin).
| d6 | NATURE OF BODY |
|---|---|
| 1 | When you were awakened, a latent telekinetic power was conjured from within you, allowing you to take limited control of water. |
| 2 | You swam through a portal to the elemental plane of water. When you swam back, you found that water followed you and obeyed your mental commands. |
| 3 | The same druid that awakened you cast a spell to allow your control of water. |
| 4 | Your body is a water elemental that was magically bound to you. |
| 5 | You once swallowed a magic ring that remained inside you and allowed you to shape water. |
| 6 | You studied magic in order to escape the confines of your watery home. |
You should also consider your character's relationship with the druid (or whichever source you and your DM decide is appropriate) who awakened them. Why did they awaken you? Do you resent them for taking away your simple, fishy life? Or do you admire them for showing you the world above water?
Creating Your Character
When you create your D&D character, you decide whether your character is a member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class 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.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has the Construct type. (The autognome is a noteworthy exception because of its Healing Machine trait.)
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race in question.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player's Handbook, and choose the row in the table that best represents the build you imagine for your character.
Awakened Fish with a Body made of Water Traits
As an awakened fish with a body made of water player character, you have the following traits.Creature Type
You are a Beast.
Size
You are Medium or Small. As an action, you can conjure or absorb more water into your body to grow from small to medium, or you can shed some to shrink from medium to small. While unconscious, you are Tiny (see the Watery Nature trait).
Speed
Your walking speed is 30 feet and you have a swimming speed of 40 feet.
Amorphous
You can squeeze through a space as narrow as your fishy self could squeeze through, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple.
Darkvision
You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Water Breathing
You can breath only underwater. Thanks to your watery body, however, you can take water with you wherever you go.
Small Target
Thanks to your inorganic body, you have resistance to piercing damage unless that damage is from a critical hit.
Watery Nature
As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, makeshift hands and feet, or you can revert to a limbless blob. While you have a humanoid shape, you can wear clothing and armor made for a humanoid of your size.
When you drop to zero hit points, your water body collapses, you drop all equipment your body was carrying, and you begin to suffocate if not otherwise submerged. When you regain consciousness, your body reforms at the size it was before you lost consciousness.