Homebrew water-bound Species Details
The water-bound resemble those who've drowned in their waters. Not even the water-bound themselves know when someone who has drowned turnes into a water-bound or what kind of water source it has to drown in. Nontheless their mysterious appearences and scary zombie looking appearence makes some creatures see them as threats to their society.
The water-bound have the physical appearence of a creature in the worst case for a drowning victim, covered in algea and sometimes barnacles (depends on water source) thogether with mostly empty eyes makes some call them corrupted versions of those who've drowned. Even though they take the appearence of drowning victims they cant recall any memory of those creutures. After a water-bound steps foot on land it will never really enter the water again since they physically can't due to their mirror reflection taking a physical shape and keeping them from entering the water yet giving the water-bound the abilty to walk on it. Their mirrorreflection takes the shape of themselves but being completly covered in algea leaving no room for facial expressions or clear identification.
water-bound Traits
the water-bound has the following traits:Creature type
You are a humanoid, however, you can easily be mistaken for an undead
Size
You are Medium (about 4–6 feet tall)
Speed
Your speed is 30 ft
Dark-sea-vision
You can see in dim light within 60 feet of you 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
Sealegs
Because of their life on the water. water-bound have developed sealegs making it hard for them to get knocked over even in the most extreme cases of wild waves.
Water-bound get advantage on saving throws against getting pused or moved as well as getting knocked prone. You will never get pushed, moved or knocked prone if the surface you're standing on is a liquid or humid by a liquid.
Water manipulation
You gain access to the spell Create or Destroy Water at 5th level, and Shape water at 3rd level.
Ride the waves
Because of your flexibility with the waves of the water you've learned how to use the water as an advantage to move quicker then usual.
Relfection walking
Because your mirror image has a physical form and perfectly copies your movement you gain the abilty to walk on any liquid surface (water walk) but cant turn it off. In other words you can only walk on liquid surfaces, not swim
Ability scores increase
When determining ability scores, increase your dexterity score by 1, and increase your wisdom score by 2.
languages
Your character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it. Your class and other features might also give you languages.
The Standard Languages table lists languages that are widespread on D&D worlds. Every player character knows Common, which originated in the planar metropolis of Sigil, the hub of the multiverse. The other standard languages originated with the first members of the most prominent species in the worlds of D&D and have since spread widely.
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