Homebrew Deeptouched Species Details

Those unfortunate enough to be consumed by the abyss of Tehom become the Deeptouched. Given abhorrent mutations to their body, they are cursed to forever wander through the inky blackness, many losing their minds or reverting to a primal, animalistic state, their only instinct being their own survival. Those who can retain their sanity for long enough to return to the surface tell tales of former brothers devouring each other's flesh and other horrific experiences. In the upper world, the bizarre bodies of the Deeptouched make many weary of them. They all have pale, almost translucent skin that glows faintly and milky white eyes, with many featuring some other mutation resembling an assortment of deep sea abominations. Shunned by society, some Deeptouched form their own enclaves.

Race Features

  • Age. Deeptouched are essentially eternal, never aging from the time they were consumed.
  • Alignment. Deeptouched are largely chaotic and neutral alignments, with some tending towards evil.
  • Size. Your size can be anything between medium and small, as Deeptouched vary depending on who they were before their consumption.
  • Speed. Your base walking and swimming speed are 30 feet.
  • Darkvision. You gain darkvision of 120 feet.
  • Light Sensitivity. When in bright light, you have disadvantage on perception checks based on sight and have -1 to all attack rolls.
  • Limited Amphibiousness. You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating.
  • Ability Score Increase. Your constitution increases by 2. Your wisdom or intelligence can increase by 2.
  • Luminous. You can choose to cause bioluminescence on your body to activate, causing you to shed a dull light of a colour of your choice. 

Aspect of the deep: The strange mutations that have overtaken your body grant a variety of bonuses. Choose one of the following bonuses.

  • Abyssal Vitality.  You gain thick hide resistant to abyssal conditions. You gain resistance to cold and hydro damage.
  • Lure. A small, illuminated lure hangs hypnotically from your body. You can use an action to cast 'hold person'  or 'cause fear' once per long rest, using a DC of 8+ your wisdom modifier +your proficiency bonus. You can do this once per long rest.
  • Jaw.  Large fangs protrude from your maw. You can make your unarmed strikes deal 1d6 + your strength modifier in piercing damage. After landing a bite attack, you can attempt to grapple the opponent and have advantage on rolls to do so.
  • Camouflage. You can change the colour and texture of your skin. You have advantage of stealth saving throws and can cast 'disguise self' as an action once per long rest.
  • Ink cloud. You gain the ability to eject black clouds of ink that can act as a distraction. You can use an action to either spread ink in a 30ft radius sphere, rendering everything within heavily obscured, or you can spray directly at a creature within 60ft. The creature must mal  constitution saving throw with a DC equal to your wisdom modifier +your proficiency bonus. You can do this once per long rest.
  • Swiftray fins. Broad, wing-like fins protrude from your side or arms, allowing you more maneuverability. Your swim speed increases by 10 feet and you gain a flying speed of 30ft.
  • Tentacles. Long tentacles protrude from somewhere on your body. Your reach is extended up to 10 feet when wielding weapons with the 'light' property, or casting spells with a 'touch' range, and you can grasp and move items under 10 pounds within that range as you would with your own hands, but cannot use the tentacles to make unarmed strikes.

 

 

Deeptouched Traits

You gain dark abilities befitting your cursed form

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