Homebrew coralborn Species Details

Deepbloom

In the bleakest, blackest trenches, where mutagen-
ic toxins creep from abyssal fissures, deepbloom

coralborn thrive. Accustomed to natural poisons
and equipped with soft, crush-resistant bodies, most
deepblooms take on the new, conflict-riddled world
and all its dangerous adventures without hesitation.
Many now stand tall at the front lines of aquatic
battles, at the prows of leviathan-hunting vessels,
and atop lighthouses amidst lightning-strewn skies.
The sight of a deepbloom coralborn, easily resisting

the horrors of the deep with a fierce, proud expres-
sion as brilliant as the chemical reactions that blaze

within its translucent flesh, is an inspiring remind-
er that fierce joy can still be found on this black,

alien sea.

coralborn Traits

Where their cnidaran progenitors drift idly in the VoidSea’s waters, coralborn stand firm and unyield- ing against the mutagenic tide. They are bulky, pon- derous, and ever-enduring (in stark contrast to their sleek, mobile cousins), with toxin-resistant bodies more than equipped to take on the dangers found at the end of the world. Each of their million polyps instinctively wields a minuscule stinging barb, which delivers a potent toxin to those foolish enough to lay hands upon them. To strike a coralborn is to invite not only a painful sting but also to awaken a far stronger, ancient, collective fury.

Aquatic Aquifer

You always have the Create Food
and Water spell prepared. You can cast the spell once
without expending a spell slot, and you regain the
ability to do so again when you finish a Long Rest.

You can also cast it using any level 3+ spell slots you
have. Constitution is your spellcasting ability when
you cast it with this trait.

Darkvision

You have Darkvision with a range of 60 feet

Distributed Body

You have Resistance to Poison
damage. You also have Advantage on saving throws
you make to avoid or end being Poisoned.

Obligate Amphibian

You can breathe both air
and water. When you take a Long Rest, you must
spend it at least halfway immersed in water to gain
its benefits.

Stony Stingskin

You can take a Bonus Action
while you are Grappled or are grappling a creature
to fire thousands of tiny needles into one creature

that is touching you. That creature makes a Con-
stitution saving throw (DC 8 plus your Constitution

modifier and Proficiency Bonus). On a failed save,

the target takes 1d6 Poison damage and is Poi-
soned for 1 minute. The Poisoned creature repeats

the saving throw at the end of each of its turns, end-
ing the condition 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.

Chemical Action

You know the Dancing Lights
cantrip. Constitution is your spellcasting ability for
it.

Flexible

When you take Bludgeoning damage,
you can take a Reaction to gain Resistance against
that damage. You can use this trait a number of
times equal to your Constitution modifier (minimum
of once), and you regain all expended uses when
you finish a Short or Long Rest.

Sustenance from Sulfites

You can use sulphur,
coal, crude oil, or other high-energy inorganic
compounds as food to fend off the hazard
of Malnutrition. you can also spend 8 hours in the sun to do the same