Homebrew Accursed - The Way of Water Species Details
The Way of Water are Accursed whose transformations have made them equally suited to life on land and beneath the waves. They can breathe air and water, move through the depths with natural grace, and climb sheer surfaces to escape danger or reach otherwise inaccessible places. Their altered eyes can pierce the darkness of caves, drowned ruins, and the deepest waters.
Life in a dangerous world has sharpened their instincts and taught them to react quickly when threatened. They survive through a combination of ingenuity, physical resilience, and an uncanny ability to push their talents beyond ordinary limits. Though their appearances and origins vary greatly, all who follow the Way of Water possess an intense drive to adapt and endure.
Their unnatural bodies can recover from horrific injuries, reattach severed limbs, and even accept replacement body parts taken from similar creatures. Such abilities allow them to survive wounds that would permanently maim another person, but they also ensure that the Way of Water are viewed with suspicion, fear, and fascination wherever they travel.
Accursed Traits
Creature Type: Humanoid
Size: Small or Medium (3 — 6 feet tall)
Speed: 30 feet
Age: Accursed that strongly resemble other humanoids might have a longevity only slightly different than those other folk. However, unusual Accursed might age quickly or live effectively ageless lives until cut down by tragedy.
Traits: Amphibious, Climber, Darkvision, Quick Initiative, Skill Prowess, Swimmer. Toughness, Unnatural Healer
Accursed - The Way of Water have certain traits as a result of their unique nature.Amphibious (Exploration)
Surviving underwater is second nature to you. You can breathe air and water.
Climber (Exploration)
Sometimes staying away from what threatens you means getting clear of those threats. You have a Climb Speed equal to your Speed.
Darkvision (Exploration)
A life spent in shadow has made you grow accustomed to the gloom. You can see in Dim Light within 60 feet of you as if it were Bright Light, and in Darkness within 60 feet of you as if it were Dim Light. You can’t discern color in Darkness, only shades of gray.
Quick Initiative (Combat)
Danger is never far away from you, and you are always ready for it. You add your Proficiency Bonus to your Initiative rolls.
Skill Prowess (Roleplaying)
Your ingenuity and inventiveness help keep you alive in a dangerous world. Before you make an ability check using a skill you are proficient with, you can add your Proficiency Bonus again. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
Swimmer (Exploration)
You are in your element while in the water, moving with grace and ease. You have a Swim Speed equal to your Speed.
Unnatural Healer (Roleplaying)
Toughness (Combat)
An intrinsic hardiness marks you as one born for battle. Your Hit Point maximum increases by 1, and it increases by 1 each time you gain a level.
This has been taken twice for af bonus of +2
Unnatural Healer (Roleplaying)
Your innate healing abilities let you recover from some of the grimmest wounds. During a Long Rest, you can automatically reverse Grievous Wounds. Additionally, you can reattach any severed body parts (fingers, legs, tails, and so on), which are automatically restored at the end of the Long Rest. If your severed body parts aren’t available, you can replace them with the same body parts of another creature of the same general anatomy as you. If you wish to intentionally swap out body parts with replacements, you can sever your own body parts with no pain or discomfort.
The ability to make use of unusual body parts (for example, giving yourself the taloned paw of a lion if you lose a hand) are left to the GM’s discretion. In any event, swapping a severed body part for an unusual body part grants you no mechanical Advantages not covered by other traits (see “Features and Traits”)
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