Homebrew Otterfolk Species Details

Otterfolk stand upright like humans, and are well aware of how humanoids view their animal cousins. Adorable. Otterfolk have been known to use this to their advantage when fitting in with other humanoids. Otterfolk live in small groups called lodges when on land and rafts or floats when in the water. They are natural swimmers and will rarely be seen building their homes or cities away from water sources. Otterfolk get along well with most other races and have good ties with halflings and gnomes. 

Otterfolk despite their small stature believe in the greatness of deeds and actions as opposed to thoughts or ideas. Laws in otterfolk society are loose at best, as they align with chaotic ideals. Tradition plays a large part in an otterfolk's upbringing, but does not bind them to a singular way of thought. 

Otterfolk have many shades of fur colors ranging primarily from browns to blacks, but on occasion reds and silvers as well. Some otterfolk sport spots or stripes along their backs and some others are known for dying patterns into their fur like tattoos. Otterfolk eyes are usually greens, browns or blues. 

Animal Origins

The animal heritage of the Otterfolk can best be seen in their appearances, still holding on to characteristics similar to common otters. Otterfolk tend to be between 2½ feet to 3½ feet tall, weighing around 30 to 60 pounds. All Otterfolk have a set of whiskers surrounding their nose and mouth.

Otterfolk tend to wear practical clothes, preferably material that is water repellent or water proof as to make it easier to swim and travel. However, they will often accessorize themselves with sea shells, shiny trinkets, or any other items they might have found or traded.

Wanderhearts

Many lodges/floats tend to stick to their nomadic and voyager traditions, with only a few tribes having permanent settlements, and even fewer living among the same settlements with other races. Most tribes travel through the winding rivers of the land or the vast oceans in search of new land and places to set temporary camps to care for the needy and raise the young.

Once in a few generations, a group of young Otterfolk will say their farewells to their home tribe and set off on their own, charting their own paths and creating new tribes in order to help keep their traditions and sense of family alive.

Otterfolk Personality 

You can use the Otterfolk Quirks table to determine a personality quirk for a Otterfolk character or to inspire a unique mannerism.

Otterfolk Quirks

1d8      Quirk

1 You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable!

2 You sleep best while in the water.

3 Some races view money as meaningless, you see its shiny value.

4 You view the races of world in comparison to your lodge or float. Humans are similar but greedy, Elves are pretty but selfish, Dwarves are like Otters but angry, and other races as such.

5 You have learned to laugh. You use this talent in response to all emotional situations, to better fit in with your comrades.

6 You still don’t understand how metaphors work. That doesn’t stop you from using them at every opportunity.

7 You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with.

8 You enjoy the thrill of the hunt.

Otterfolk Names

Otterfolk names often originate from their native language of Lutrin. This language evolved from the series of squeaks, squeals, clicks, and other noises that ancestral Otterfolk would make. Each male and female have their own names and a tribe name they associate with instead of surnames, their Tribe name is usually spoken in Common or Halfling, and is a descriptive word for the lodge as a whole. Otterfolk that use their Lutrin language for their family name usually have trust issues with others. Otterfolk sometimes also use a name from the Common language instead, which is either a translation of their Lutrin name, or a choice they like the sound of.

Male Names: Anaho, Epon, Ikai, Kono, Mua, Ohi, Zeto, Bark, Oak, Rock, Root, Thistle, Spruce, Oars, Moor, Tack, Knot, Jib, Stern, Keel, Boom, Aft, Skeg

Female Names: Asa, Ekani, Geska, Mello, Oha, Pirra, Sacha, Ura, Zio, Azure, Coral, Ivy, Jade, June, Lily, Kelp, Moss, Petal, Pine, Poppy, Star

Tribe Names: Breezewin, Clawson, Embercreek, Fischer, Longripper, Oceanlight, Proudtail, Stonebrook, Stormheart, Strongsail, Waverider

Lutrin Tribe Names: Ao'waá, Dkaiss, Hio-rra, Mnoa, Peq-uuin, Soti'suun, Uth'taák, Zorago

Otterfolk Traits

Your Otterfolk character has several racial traits from their lutrine heritage.

Ability Score Increase

Your Charisma score increases by +1 and your Dexterity score increases by +1.

Age

Otterfolk age relatively fast, reaching adulthood in about 8 years, and can live for about 60 years. Due to their shortened lifespans, many otterfolk like to make lots of friends and know a lot of people who can share in their travels and remember them after they've passed.

Speed

Otterfolk are capable of walking on land, but have a proliclivity for swimming instead. You have a base walking speed of 25 feet. And your base swimming speed is 35 feet. 

Size

Most Otterfolk stand between 2 1/2 feet to 3 1/2 feet tall. This range can vary slightly for Ocean or River clans. Your size is small.

Languages

Otterfolk can speak, and read, Common, but cannot write in it. They know all forms of Halfling, and are natural speakers of their native tongue Lutrin. Lutrin doesn't have a formal writing system, and therefore can't be read. Otterfolk clans will typically use Druidic as their written form, as it is similar in many ways to their language.

Darkvision

Otterfolk live in the wilds far from civilization, they have innate darkvision out to 60 feet. They cannot discern color in darkness, only shades of grey. Otterfolk are used to searching underwater, they do not suffer from Disadvantage on Wisdom (Perception) checks which are sight based in dimly lit water, and if the water is heavily obscured they do not suffer from the Blinded condition for a number of minutes equal to their Constitution modifier (minimum of 1), though they suffer from the normal rules for underwater sight.

Hold Breath

Otterfolk are natural swimmers, spending long periods of time submerged, you may hold your breath underwater for up to 1 hour. 

Friendly Personality

Otterfolk are quite amiable in social interactions, even those who tend away from other humanoids. They gain advantage on Charisma Persuasion checks.