Homebrew Anthro Otter Species Details

Anthropomorphic (Meaning humanoid for those who don’t know) Otters are a secluded race within D&D. It’s unknown when they appeared, but are most commonly found near large bodies of waters, such as oceans, lakes, large rivers, and small swamps in medium camps consisting of on average, 30-50 of them. It’s very rare for one to enter a city or town, and will usually be cloaked in some manner, sometimes hiding their face and tail. They are mostly shy when without other Anthro Otters, as they rarely leave their camps located near the bodies of water, which is hidden to the average person. However, it is possible to earn one’s trust and befriend them. They are very playful and love to go swimming and do some physical activities, such as running around, playing hide and seek, and swimming wherever possible. They are also one of the most trustworthy races to exist, and will go great lengths to not break promises to those who earned their trust and friendship.


 

A key trait of Anthro Otters is the primal magic flowing within them, which originates from the creation of the first Anthro Otter, which was the beginning era of the forgotten realms. This magic gives them amazing powers and abilities. While all Anthro otters have this magic, it can be more powerful in some individuals, giving them more magical enhancements. And in others, they lack most of the magic, but in return, have much better physical traits than others, such as being stronger or being more agile. Regardless, all of them share certain magical traits. Those being Enhanced senses, the ability to breath under water, heightened movement on land and water, the ability to transform into a normal otter and back at will (mostly to get in small spaces or to hide.), and longer lifespans.


 

Inside their camps, it consists of the majority being members, 3 to 5 leaders, and a head leader, who can have the final say in situations and manages agreements with others groups of different races. All camps have a head leader, who is usually the strongest magic user in the camp. The head leaders are decided by tests of strength, magic, and will power to protect the camp and those who inhabit it. The head leader will lead for as long as they live, unless they choose to step down and give the role to someone of their choosing. While they are a peaceful race, striving to not create conflict whenever possible, they will defend their camps, using magic and light weapons, from those who mean to destroy it, such as members from the evil elemental cults.


 

The physical characteristics of them is that their fur, while usually black or brown, can be of any color, small noses with whiskers like a otter, human like eyes and mouth, rounded ears,  an otter's tail, and paw's with webbed feet. They also have "hair" (Which is a long/large clump of fur) which they can style in any way they like. Male's don't have beards or mustaches, and females have small to no breast. They also have a small skin pouch located near your belly that can store about one to two small objects, depending on what they are. (It has a space of about one foot tall by 2 inches long by 2 inches deep). From normal view, its unnoticeable this pouch, even while things are inside it.

Anthro Otter Traits

Having the attributes of an otter and with the addition of primal magic, you have the following traits.

Ability Score Increase

Otters are naturally agile, giving you a +2 in dexterity. They’re also very cute, giving you a +1 in Charisma.

Age

The primal magic that flows within you makes you live up to 175 years, aging slightly faster than the average human. Most Anthro Otters reach adulthood at age 19.

Alignment

Most Anthro otters are usually Lawful good, so that they co-exist with other races when needed. It is rare for them to have a neutral or chaotic alignment, but not impossible.

Size

They average about the same as a typical human, about 5’6’’ in height and weight around 150 to 200 pounds. Your size is medium.

Speed

You have a walking speed of 30ft, and a swimming speed of 50ft thanks to your otter characteristics.

Small claws

Your paws have small, retractable claws used to hunt and to defend yourself while unarmed. Your unarmed strikes will deal slashing damage equal to 1d4 +1 + your strength modifier.

Darkvision

Otters are great hunting at night, so you can see up to 60ft in the dark. Dim light appears as bright lights and darkness appears as dim light. You cant see color in darkness however, only shades of grey.

Holding breath

Because otter's are great at swimming and hunting underwater, you can hold your breath for up to 30 minutes.

Primal dependency

Due to the primal magic flowing within you, getting hit by spells/effects that remove magic, such as dispel magic, or enter a area of no magic, such as antimagic field, the primal magic weakens significantly within you and you lose all magical traits you have (Marked with a (M)). The magic still resides within you and will come back depending on how you lost it. If you where hit by a spell/effect, you lose them for 1d8 hours. The DM rolls for the hours. This effect can stack for a maximum of 24 hours. If you enter a non magic zone, for every 2 hours you spend inside it, you take 1d4 necrotic damage as your body depends on the primal magic within you, and you gain 1d4 -1 hours of no magical traits. If you enter the zone while you suffer from at least 1 hour of no magic traits, The DM rolls for 1d6 more hours and you take 1d6 +2 necrotic damage as being affected by all of the non magical abilities is damaging to your primal powers. This only happens when you enter it, and cant be triggered while inside it. Taking a short rest removes 1d4 hours and taking a long rest removes all hours present.

Magical senses (M)

Thanks to the magic within your body, as long as it flows, your senses are heightened, allowing you to see farther and hear more than the average person. You gain blindsight of up to 100ft, and your darkvision increases to 100ft. You can also see through magical darkness.

Enhanced movement (M)

Thanks to the magic flowing within, your able to move much faster while swimming, boosting your swim speed to 70ft. You are also noticeably faster, allowing you to dash as a bonus action.

Primal revert (M)

Thanks to your primal magic, you can shapeshift into a regular otter and back for an unlimited amount of times. (When you shapeshift, you wont revert back from any effect, except you choosing to revert. When you shapeshift, your true form is also what you are currently, I.e. if your a regular otter, your true form is a regular otter and vise versa). If you lose the magic in you however, you will be stuck in what form your currently in until you regain your magic. Turning into an otter makes anything being worn melds with you. Any simple, light, melee weapon you are holding when you become a regular otter, you can hold in your mouth.

As a regular otter, you keep your traits, your health (Including temporary health and your hit dice), and your intelligence, wisdom, and charisma scores. You can supply verbal and somatic components to spell, but cant supply material components, as you cant hold much with small paws. If you aren’t holding any weapons, you can attempt to make a stealth check, as you just look like an otter. If your health drops to zero as a regular otter, you don’t revert back and fall unconscious. (This is, in a nutshell, Druid’s wild shape ability.)

Water breathing (M)

Thanks to your primal magic, your able to breath and live underwater without the need of gills or fins.

Languages

You know Common to talk to others when in towns or cities and two other language of your choice. Otters are fascinated by literature and love to learn new them whenever possible.

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