Homebrew Stikkemar Species Details
Large Gastropodal Humanoids which travel the various reefs among the shallows, the Stikkemar are a curious and otherworldly race. One of the more alien to be found in Therenor, they migrate against the ocean current, slithering along the seafloor and harvesting kelp and shellfish as they travel. In times of low food, they wave about their their six elongated arms. Covered in pinnules near the tips, the arms filter plankton, algae, and debris from the water, allowing the Stikkemar to feed as they travel.
One of their more notable features is their hardened shell; just large enough to protect the vitals and to squeeze in one’s head. Should an aquatic beast attempt to pry the Stikkemar out, they risk being envenomed; the spines along their shells either secreting or injecting a potent toxin.
the Stikkemar travel in search of a storm giant polyp, who emits a deep rumble that pacifies the seas around it and exposes it’s denizens true intentions. The Stikkemar take full advantage of the lack of predators that come with a happy polyp, building entire communities around the young storm giant and devoting their days to caring for it.
As a Stikkemar, you have the following racial traits.Ability Score Increases
When determining your character’s ability scores, your Charisma Score increases by 2, and your Constitution Score increases by 1. Alternatively, you can increase one score by 2 and a different one by 1, or increase three scores by 1. None of these increases can raise a score above 20.
Age
With relatively slow metabolisms, the Stikkemar are a long-lived race capable of reaching ages upwards of 350 years.
Size
Your size is Medium (about 5-6 feet tall)
Amphibious
You can breathe in both air and water. Additionally, you have a swim speed equal to your walk speed, and a climb speed equal to 10 feet.
Pelagic Bulwark
When a creature that you can see hits a target other than you within 5 feet with a melee attack, you can use your reaction to redirect the attack to you instead.
The creature must also succeed a DC 8 + Proficiency Bonus + Constitution modifier Con saving throw or take 1d4 piercing damage and become poisoned for one minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Sturdy Whorl
Your shell is a formidable defense from the dangers of the coasts, constantly secreting a nacre like substance to patch up cracks and repair external damage.
After a short or long rest, You gain temporary HP equal to half your level. When you gain this temporary HP, you also receive a bonus +2 to your Armor Class.
You lose this Armor Class bonus once you have taken an amount of damage equivalent to the temporary HP you have gained.
Deep Cleanse
Once per Long Rest, you can spend ten minutes tending to yourself or an allied creature with your pinnules, cleansing it of any parasites or toxins.
You remove one disease or poison afflicting the targeted creature.
Additionally, if the target is a friendly creature other than yourself, you can choose to allow the creature to spend one of your hit die, roll it, and regain a number of hit points equal to your hit die + your constitution modifier, so long as you have an available hit die. If you choose to forfeit one of your hit die in this way, the temporary HP from the next use of your Sturdy Whorl ability is instead equal to your level.
Once you have used this feature, you cannot use it again until you have finished a long rest.
Culture of Honesty
You have disadvantage on charisma checks which require you to lie.
Languages
Your character knows at least two languages: Common and Aquan. Knowledge of a language means your character can communicate in it, read it, and write it.