Homebrew Deepkin Species Details
The Deepkin are a primordial people, half-elementals whose bloodlines plunge into the ancient depths of the sea. They find their homes amongst sunken cities and ancient ruins, in the forgotten palaces of gods and ancient waterways that run like veins through the land, where the ethereal echoes of their people hum through the earth like a song of lost souls.
Eldritch Beauty
With light, flowing bodies that glow in darkness, those not turned away find a haunting beauty in the Deepkin. They are typically slightly larger than humans, ranging from just above 5'8" to a towering 7 feet. They are typically lithe, with partly liquid bodies covered in soft tissue frills with very little hard bone, typically weighing from 80 to 120 pounds. Males are typically smaller, with females often towering over their counterparts.
Deepkin coloration is vast and varied, with their soft bodies encompassing the entire range between ghastly white and vantablack, their bioluminecent organs range across all colors and often give the impression of glowing coral. They lack hair in any traditional sense, though most have a flowing "veil" of soft, translucent tissue over their face and head.
Primordial Witnesses
Deepkin possess exceptional longevity, to the point of a biological immortality that deeply unsettles shorter lived races and even elves to a degree. Older Deepkin go as far as to consider themselves as outside of time, remaining passive, often apathetic witnesses to a march of time that cannot take them. In spite of such a melancholic perspective of their lifespans, younger Deepkin often find themselves enthralled with the sensation of living for a moment, often resulting in passionate firebrands and daring adventurers who disregard their elders resignation to inevitable melancholy.
Deepkin reach full maturity a few years after humans, usually around 25, and typically cease physical aging after that point beyond an increasing vibrancy in their bioluminecent organs. While young Deepkin are often quick to provoke and dangerously headstrong, elders among their people will often face conflict with tact and patience, be it a matter of simply outlasting an enemy or waiting for the perfect chance to spring a trap.
At Home In The Abyss
Most Deepkin dwell among clusters of sunken ruins or within coral reefs, gathering in deep sunken ruins that have been since settled as cities for grand traditions. They hunt and forage from the bountiful beasts and plants of the sea, seldom requiring tools from the land. However those that dedicate themselves to the arts are famed for ornate jewelry and fine textiles that repel water and are not able to be ruined by the tide.
Despite the natural daring of their youth, very little contact has been made in the modern age due to prior conflicts with terrestrial peoples, however those who are found on land are often reliable allies in search of adventures to bring home to their kin.
Exploration and Adventure
Deepkin adventurers are often wanderlust stricken youths who wish to see the world and bring home legends to their people. Often such high energy makes staying among other societies feel boring and unattractive to such an adventurous lot, so they often pursue careers that allow them to wander to their hearts content and travel as they please. With such immense passion, Deepkin adventurers will often throw their lot in with the righteous and rebellious, with their home continent of the Crumbling Realm having a history of more than a few Deepkin who'd come to be revolutionaries.
Strange and Passionate
Though eldritch and visibly out of place among most peoples, Deepkin are quick to attach themselves to those they travel with, ironically beating out humans in their tendency to pack bond to "literally anything"
Humans. "Humans are a fascinating and diverse race, with more passion and ambition packed into such a short life than most of us could manage in millenia. If you seek a friend that will match your ambition, find a human. If you're lucky, their children will be of the same lot their progenitors were."
Halflings. "Good natured and humble folk, their slow lives and simple pleasures are an acquired taste, but not particularly a bad one. There's no home like a Halfling home, after all, and no fight like a halfling fighting for their home."
Dwarves. "Stubborn, hardy, strong. Dwarves are like stone, and nothing is more impressive than that. It can be attested that the only iron stronger than a Dwarf's will is his tools, and for that one should be grateful if you ingratiate yourself to one."
Elves. "Ancient folk, the only ones who could come close to living like us. Haughty and graceful, but not an awful folk once you get to know them. It's worth bridging that gap of horror, an Elf is as loyal an ally as they come. and it's nice to have a friend who understands just how heavy "forever" can be."
Deepkin Names
- Feminine Names: Ayr-Sith, Loo-Mina, Mae-Liss, Nyl-Rith, Oll-Oma, Sae-Lith, Sae-Miri, Sae-Vone, Sio-Bhan, Ves-Sia
- Masculine Names: Mallo-Ru, Mos-Sath, Myr-Vane, Nas-Sor, Rh-Umin, Sla-Nesh, Sol-Onis, Val-Rhum, Vane-Lith
- Gender-Neutral Names: Drif-Thos, Echo-Rie, Fr-Ayan, Glen-Viss, Lu-Mith, Shi-Mera, Sol-Aria, Wav-Eris
- Honorifics & Titles: The Abyssal-Bloom, Coral-Heart, Current-Rider, The Deep-Glow, Pale-Veil, Soft-Strobe, Sunken-Song, Void-Pulse
Deepkin Traits
Your deepkin has a range of natural power, the result of your people's ancient bloodAbility Score Increase
Your Wisdom and Dexterity increase by 1
Age
Deepkin reach physical maturity some time after humans, typically around 25, though beyond this point they do not physically age; only their bioluminescence grows brighter and more vibrant. Though disease and violence can still kill a Deepkin
Size
Deepkin range from 5'8" to well above 7 feet, typically having slender builds. Your size is medium
Speed
Your base walking speed is 15ft, and your base swimming speed is 25ft.
Ethereal Presence
Your visage and bearing is unnatural and alien, appearing either terrifying or enchanting depending on your audience. Gain your choice of proficiency in Intimidation, Performance or Persuasion
Fluid Body
Due to your body being mostly soft tissue and partially water, you lack the physical space restrictions other races do. You can squeeze into a space one size smaller than your size would imply without suffering reduced movement.
Amphibious
You can breathe air and water
Radiant Body
Your body glows vibrantly in darkness. Your body radiates bright light for 10 feet, and dim light for another 10.
Deep Tendrils
Long, slender tendrils extend from your frills that are covered in venomous, microscopic barbs. You gain a tendril attack, and once per long rest, you may coat a weapon in neurotoxin. When you land an attack with a weapon coated in your venom, it must make a DC 8 + your level Constitution saving throw or be paralyzed until the end of its next turn.
Languages
You can speak, read, and write Primordial (Aquan) and Common
Previous Versions
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