Homebrew Rï Species Details

The Rï are a semi-humanoid, amphibious race that dwells in the submerged borders between land and water. They are divided into Clans and settle in misty swamps, silent marshes, the Underdark, and shallow waters where few dare to venture. Despite their grotesque appearance and the damp smell that accompanies them, they are deeply attuned to nature, keepers of ancient plant secrets and guardians of forgotten territories. Each clan is composed of dozens of individuals and is organized according to a matriarchal or druidic tribal system led by a Shaman. The Rï do not build villages in the traditional sense, but rather shape nature itself—intertwining giant lilies to form floating platforms, carving dens into submerged trunks, and cultivating fruit trees on exposed roots. They live in balance, never hunting more than necessary, and they celebrate every return of the rain with guttural chants.

The Pursuit of Flavor
The Rï revere refined cuisine, always seeking new dishes. They do not write chronicles but pass down stories through culinary rituals, scents, and natural motifs. They are wary of those who come from the “dry lands.” They tolerate merchants and travelers who respect the swamp but become extremely aggressive toward poachers, loggers, or alchemists who steal resources without permission. Some clans are known to offer secret guides through the swamps in exchange for favors or ingredients.

“They are neither the strongest nor the wisest. But they know every path that water has forgotten.”

Name
Male Rï Names: Thïrak, Gorïm, Zulïk, Maïroth, Truïn, Vaïgor, Loquïsh, Draïm, Sekhïl, Bïlgar, Noïruk, Shurïn, Kaïlok, Rïzol, Ukïsh, Moïtag, Tavrïx, Elïr, Kruïd, Xalïm.
Female Rï Names: Sïrala, Naïra, Lïmeya, Veshïn, Kaïlora, Thalïa, Moïsha, Larïel, Orïnna, Shaïma, Bïluna, Quïrae, Eïsha, Druïla, Loquïne, Selïra, Mïthae, Tavïsha, Yalïen, Ushïra.

Rï Traits

Rï Traits

Ability Score Increases

You Constitution score increases by 2, plus two  at you choises

Age

Rï reach adulthood at 3 years and have been known to live up to 45 years.

Alignment

Most are purely neutral or have some aspect of neutrality in their alignment.

Size

Your size is Medium. Rï stand between 4.5 and 5.2 feet (137–160 cm) tall.

Speed

Your base walking speed is 30 feet. Your swimming speed equals your walking speed.

Amphibious

You can breathe both air and water. You are proficient in the Perception and Survival skills.

Rï Traditions

Starting at 2nd level, you can cast “Locate Animals or Plants” as a free action once per long rest. At 5th level, you can cast it up to 3 times per long rest. Starting at 4th level, you gain the “Chef” feat and its associated benefits.

Rï Combat Training.

You are proficient with the trident and the net.

Toxic Skin

Choose your initial habitat; this determines your skin color and the type of venom you produce. You can use your venomous skin a number of times equal to your proficiency bonus per long rest. When you activate this ability (Bonus Action), your body secretes a thin toxic layer that lasts 1 minute. Any creature that hits you with a melee attack or grapples you must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failure, the creature is Poisoned until the end of its next turn. If a creature fails two consecutive melee attacks within the same minute, it also suffers the special effect of your habitat (see table below). As part of an attack or action, you can coat a single piercing weapon with your venom. If you hit within 1 minute, the target must make the same saving throw.

                                                      Habitat                                 Venom Effect
                                                      Costal                                    The creature is Poisoned for 1 minute.
                                                      Swamp                                  The creature is Incapacitated until the end of its next turn.
                                                      Underdark                            The creature is Paralyzed until the end of its next turn.
                                                      Undersea                               The creature is Stunned until the end of its next turn.

 

Poison Immunity

You are immune to the effect corresponding to the venom of your chosen habitat.

Thermal Sensitivity

You have disadvantage on Wisdom (Survival) checks in extreme conditions (Desert and Arctic).

Water Dependency

 If you do not immerse yourself in water for at least 1 hour per day, you gain one level of exhaustion at the end of the day. You can recover from this condition only through magic or by immersing yourself in water for at least 1 hour.

Prehensile Tongue

As a bonus action, you can strike a creature within 10 feet with your tongue. Make an unarmed strike using Dexterity. On a hit, the target takes 1d4 bludgeoning damage, and you must succeed on a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) to pull it 5 feet toward you. You can use this ability a number of times equal to your proficiency bonus per long rest.

Languages

You can speak, read, and write Aquan and Common.

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