Homebrew Cecaelian Species Details
In Manus Annuntient the Cecaelian species are settled far down in the deep ocean, their Kingdom has existed for millenia, and holds easily the grandest magic users in the land. They are humanoid octopi, with upper bodies similar to most elven creatures, and lower bodies of large octopi-tendrils acting as both legs and arms.
Their Kingdom is secretive, especially about their legacy and species's character. They are renown of their magical talent, often Sorcerers or Wizards. It is unknown to the outside world, but those in positions of power and influence are aware of their species origins to astral deep space, hailing from a magical rift to a plane of water.
Home
The Cecaelian Kingdom is split to two factions. The major, and whole of the Kingdom, is refered to as "Haven" in their Primordial dialect, but Quarlicae (kw-arl-i-shay) to other Common tongue. The other area of the Kingdom, is a darkened pitch of ocean belonging to the Vampiric form of Cecaelian, their land is referred to as "Grove" in Primordial, but "Harkiaek" (har-k-ee-yake), by the other Common tongue.
The area of Quarlicae is purer salt water Kingdom, with a large spiralling tower as the nuclea, surrounded by an azule bubble that projects both defense from outside forces, but also blocks magic from being used within the tower besides from royal forces (DC 23 saving throw, your spellcasting stat). It is the major royal force, so whilst there is larger powerhouses in the Vampiric waters, the royal forces still deploy influence inside both areas.
Harkiaek also has their own Royal force, a Vampiric bloodgroup that act as partners to the major Royal family. They act as a council, on voicing on behalf of the Vampiric population.
Mixed bloodlines
Cecaelians hold dominant genes to other species, their alien biology compatible with the likes of elves and most other species in DnD. The child will almost always be a Cecaelian, their appearance sharing features of the other parent, the bloodline being incredibly difficult to dilute, even the ninth generation still remaining a Cecaelian, this is because of the eggs they lay, which could be used as a magical battery to hold open a gateway to the astral plane for a day before rotting away. If the being eventually is non-cecaelian (for the major part), then they will still retain aquatic features, or at the very least, great magical potential.
Use in your game
Cecaelians always originate from their Kingdom in the ocean of Manus Annuntient, however, if using them in your game they will likely originate from this Kingdom, and be incredibly secretive of their home, or, come straight from the astral plane/sea/deep space. If they themself do not, then your mother (otherwise it would be incredibly awkward for some poor elf to birth an egg). If you are a DM, you can easily filter Cecaelians in as inhabitants of the astral plane/astral space, or as new members of the land.
Cecaelian Traits
Your Cecaelian traits give you an innate ability to magic.Ability Score Increase
Your Wisdom score increases by 3
Age
Young Cecaelians stay in eggs for mere days, then they reach adulthood at 20 years of age (matured at 18), they then live for a millennia. Unless never becoming an Arch, in which case they only live for 100 years.
Alignment
Cecaelians are always different in mind, so they are always differently aligned. However they do lean to be Chaotic.
Size
Cecaelians range from 5ft 10 to 7ft 10, they come with slim figures and weigh 245 lbs.
Speed
Your base walking speed is 15 feet. You swim at a base of 30ft, and must remain in water unless you come to land which you may stay there for ~24hrs before starting to dehydrate, once dehydrating you will take 2d8 force damage, resistance and immunity is ignored.
Tentacles
Strike out with your tentacles, causing your target's nerves to shake, dealing 2d10+4 Psychic damage.
Natural Armor
Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, unless it is specifically Cecaelian, or magical, but if you are using a shield, you can apply the shield’s bonus as normal.
Arch
At level 15 Cecaelians become Arch Cecaelians, they become devoted to learning magic, they can Meditate instead of sleeping, they gain the ability to climb any surface, they grow claws which they can use as Unarmed Strikes.
Your Vulnerabilities change in response to your power. You retain the Vulnerability to Thunder in and out of water, lose the Vulnerability to Lightning, and gain a new Vulnerability to Necrotic damage as your body longs for the astral plane. Additionally, you gain a resistance to Force.
You also gain another +2 to your Wisdom Score.
18th level: You use a breath attack, like a dragons, spewing a vortex in a 150ft line. Anything in this area, must make a Constitution saving throw with an DC equal to your level. On a fail, you deal 1d20 of either Radiant or Necrotic damage, you choose, and an additional d20 of Psychic damage. Half damage on a success. You may use this 1/short rest.
Damage Vulnerabilities
Cecaelians hold great power, but in sacrifice their bodies and being are vulnerable to outside forces. In water you are Vulnerable to the waves of Thunder damage, outside, on the surface, the strikes of Lightning. Treat this as "wet".
Languages
Cecaelian's are raised academically compared to most other species and beings. You can speak, read, and write in Common. Cecaelian's also speak in Primordial, with a dialect similar enough for conversation to Auran, and Aqua, but read, and write, with a completely irregular way for readability. You also speak, read, and write in another exotic language, as per magical studies.
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