Homebrew Abyssborne Species Details
Belonging to the eye of the deep are savage and Nature Tempered Lycanthropes, The Direct Children of Gaia, for the most part. In humanoid form, The Abyssborne have noticeably long teeth and harder skin. In battle, The Abyssborne simulates the pressure of their homelands, tearing and crushing their foes to volcanic rubble with bites and sheer force, their typically uncaring to ones shorter than them but challenge passive the ones who are larger, more troublesome foes. They prefer to take residence near coastal regions, where it can indulge its hunger for raw fish and the occasional sailor, and where it can take full use of their aquatic forms, which is better suited for rain or Underwater combat.
Scribes of The Sirens
Abyssbornes are folks that can meld their shape to any human appearance they choose, though once they do, that'll be the only human features they can stick to for the rest of their life, their magic comes from the unknown tides of pressure under every continent and their deceptions for human nature in inertly deceptive, almost like sirens.
Abyssbornes aquatic forms are much more pure, something most are born into, as they age they'll come to seamlessly turn their Human and Abyss forms on and off, a sign on maturity.
Abyssbornes are almost never spotted by the commonfolk, transitioning into societal hierarchies as impressively as a human, Abyssborne know each other the moment they see one another, due to sharp senses and irregular facial movements, though in brief intervals, racial discrimination is rare as the built in social climate of The Abyss is Adaptability and The Rules of Nature
Self Induced Confidence
Abyssborne don't typically follow anixity, though fully possible there's a rare lack of tenacity, seeing themselves as equal to almost any challenge in their path. Depending on what species they are, their outgoing mannerisms are determined from environment induced motion from their natural habitat . However, Survival Instincts can sometimes blind Abyssborne to hospitality received from others , and their zero excess combat prowess makes them difficult to team with.
The Idea of failing in combat can trigger a Abyssborne's will to push past endeavors, but this can also lead to risk taking that borders on irrational.
Mother Gaia's Teachings
As uncommon folk, Abyssborne can go their entire life without being found out. There are great sunken kingdoms only known by the race itself but ultimatly relies on leyline placement in under continental plates. Abyssborne have different faiths but they mostly drift to teachings of equal give and take, as mother nature feeds all, the ocean will protect all. Those outside their fundamental teachings are considered "Rude" or "Immature" to the majority. Abyssborne can be anywhere, at any time and don;t change form if killed, which is why the Humanoid form will often be underused to keep the possibility to dying with True Identity.
ABYSSBORNE BACKGROUNDS
Every Abyssborne subrace has its own set of abilities and drawbacks, which might make some backgrounds more suitable than others.
Selachimorpha otherwise known as The Shark Archetype, are proud of their heritage, sometimes to the point of Sadism. They can be ferocious, and favor family over heavy social grounds. They often find themselves near smaller cities where family businesses are placed and behavior is most influenced by natural influence and crowds are quieter and less of a mental hassle. Fitting backgrounds include Artisan, Marines, Entertainer, and Faceless.
Cephalopoda otherwise known as the Kraken Archetype, are seen as Smarter, and their sense of Connecting through Philosophy lets them slip into heavy populated cities. Their uncommon wisdom and Constitution makes them natural Scholars, though, and with their stoic demeanor, they can encourage others with their ideals and make amazing mentors. Many Krakenfolk live honest lives, where they can pursuit hobbies and allow their kin to evolve with Agricultural influence. When they become centers of influence, they dart for Equality amongst livelihood and sharing of wits, making them widely loved. Typical backgrounds fall into Sage, Folk Hero, Noble and Charlatan
Hydrophytes Otherwise known as The Flora Archetype are more attuned with Mother Gaia's Ways of life. Like their Sharkfolk and Krakenfolk relatives, they're down-to-earth personalities take diplomatic and near tactical approaches to everyday scenarios. They do their best to share their ways with others as to find connection and trust, Mother nature heals and looks over all so the senselessness of War doesn't fit into their motto of living. Some Florafolk are Tribal, culture is rich with them and preservation of the old ways leads to Heritage driven activities. Most Probable backgrounds for a Florafolk include Outlander, Hermit, Acolyte and Rune Carver.
Abyssborne Names
Abyssborne use the naming conventions of Enviroment, as other features of themselves lead. Reaching Maturity they can change their name as a show of Archetype , Examples being Kai, Marina, Lament, Pearl, Reef and Neptune
Subraces
Three major subraces of Abyssborne are found among the worlds of D&D: Selachimorpha, Cephalopoda and Hydrophytes. Choose one of these subraces.
Abyssborne Traits
Your Abyssborne character has certain characteristics in common with all other Abyssborne.Languages
You can speak, read, and write Common Aquan and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants and Aquan is a flowing language full of subtleties of meaning.
Ability Score Increase
Your Constitution score increases by 2.
Age
Abyssborne mature at about the same rate as humans and reach adulthood in their late teens. They live past human years, to about 150.
Alignment
Survival Driven and Adaptive, Abyssborne fall into Chaotic Neutral.
Twilight Sight
You can see in dim light and darkness within 60 feet of you as if it were bright light. You discern colors in that darkness all the same from hypersensitive eyes.
Size
Built to withstand underwater depths, Abyssborne are on the heavier side, standing anywhere from 7 feet to over 8 feet tall. Your Typical size is Large.
Speed
Your base walking speed is 30 feet, you move at 60 feet when in rain or in water.
Shapechange
You have the ability to change your form into a humanoid creature of your choice, you assume the same size and Character Abilities on DM's Choice, you can do this an indefinite amount of times.
Cephalopoda
Lurking admist plantline and bodies casting shadows to the drapes of bleak clouding The void. Krakenfolk are those who are the natural strategists of the deep are varying with shells, eyes, scales and Sunken remains binded to their bodies, they were blamed for the singing of several ships to sailors daring to sail the seas for search of Glory and Riches. Do not be fooled by their Alien like appearance, as they are smarter than most and those who are wiser know not to challenge this idea. Cunning and Risk takers, Cephalopoda have The Blessing of Knowledge from Nature, peering into patterns and precognition to deliver fate, where those without it lie cursed.
Ability School Improvement. Your Wisdom score and Insight modifier increases by 1.
Gift Of The Depths. Selachimorpha have been blessed with the Wisdom of The All Seeing, You know the Guidance cantrip. When you reach 3rd level, you can cast the Command spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Enhance Ability spell once and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Abysswalker's Brave. You have resistance to Force Damage.
Crushing Grasp. When you take the Attack action on your turn, you can replace one of your attacks with a Grapple based crushing Coil. The creature within 10 feet of you must make a Dexterity saving throw (DC = 8 + your wisdom or Strength modifier + your proficiency bonus). On a failed save, the creature takes 1d6 Bludgeoning damage. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). You can use your Coil Attack a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
Hydrophytes
Rulers of Lands in the dark and light, Plants come to life for the sake of Gaia's Dream for a better future yet unfulfilled. Florafolk are Tribal, Cultural denizens and workers of The Depths, supplying the natural ecosystem of the Unseen veil of Shadows, breath. They are mistaken for their plant like bodies as other similar races with parallels, yet there's a easy indicator for their individuality, Marks. In the beginning they were the hand of abundance, caretakers of The Natural Order all together, breaking down foreign debris from the surface worlds with their powers, thus they were granted Gaia's Markings. Tribal marks of arcs, Waves and life Tattoo their Presence, Making sure that Oblivion NEVER becomes a part of The Abyss.
Ability School Improvement. Your Charisma score and Nature modifier increases by 1.
Gift Of The Depths. Hydrophytes have been blessed with the Wisdom of The Everkeeper, You know the Mending cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Fortune's Favor spell once and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Abysswalker's Brave. You have resistance to Force Damage.
Natural Order. You can use your action to exhale Enzymes via spit. When you use your breath weapon, all creatures in the area must make a saving throw, The DC of this saving throw is 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d6 Necrotic or Acid damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.
Watcher's Will. Florafolk have the capability to push past the age limit of 150 years for the sake of Duty, living up to 300 years for the longest.
Selachimorpha
From The Darkest corners of life, those with fins are known as Nature's Vanguard, cleaving and devouring all threats to The Abyss. The Sharkfolk are misunderstood as terrifying all due to their varies appearance and natural Muscle Structure. Entering a State of Hunger when in combat, their fins sharpen as the body grows, they needed this during passageways for Gaia's Children to go to one Ocean To Another. They served as The Eyes of The Unseen, the blades of The Abyss, The All consuming Warriors that Favor Family Over Matter.
Ability School Improvement. Your Strength and Survival score increases by 1.
Gift Of The Depths. Selachimorpha have been blessed with the Wrath of The Tides, You know the True Strike cantrip. When you reach 3rd level, you can cast the Compelled Duel spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Invisibility spell once and regain the ability to do so when you finish a long rest. Strength is your spellcasting ability for these spells.
Abysswalker's Brave. You have resistance to Force Damage.
Gnashing Fangs. When you take the Attack action on your turn, you can replace one of your attacks with a Snapping Jaw Maneuver. The creature within 5 feet of you must make a Dexterity saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failed save, the creature takes 1d8 Piercing or Slashing damage. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You can use your Bite Attack a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
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