Homebrew Krakin Species Details

As outcasts in most landlocked cities, Krakin tend to form
small collectives that function like tribes, dotting the coasts
of rivers, lakes, and oceans. If a Krakin strikes out for life in a
big city, they will inevitably find themselves in bustling ports
and island nations. Krakin society is welcoming to other
waterborne races such as merfolk, merrow, sea elves, and
tritons. As a result, the collectives that become large very
commonly have a mixed population. The cursed blood that courses through a Krakin often leads
them to a life of reclusion and malevolent action. However,
within their own collective, and with those they choose to
treat as ally, their personality flourishes. 

Krakin Traits

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1. Age. Krakin mature at the same rate as humans, but live just a few years less. Alignment. Krakin tend toward an evil nature, as their perception of the judgment against them from other races leads them to an opposed lifestyle. However, they tend to be lawful within their own laws. Size. Krakin are roughly the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Amphibious. You can breath air and water. Darkvision. Your underwater adaptations grant you superior vision in dark and dim light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey. Denizen of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep

Ability Score Increase

Your Constitution score increases by
2, and your Wisdom score increases by 1.

Age

Krakin mature at the same rate as humans, but live just
a few years less.

Allignment

Krakin tend toward an evil nature, as their
perception of the judgment against them from other races
leads them to an opposed lifestyle. However, they tend to be
lawful within their own laws. 

Size

Krakin are roughly the same size and build as humans.
Your size is Medium.

Amphibious

You can breath air and water.

Darkvision

Your underwater adaptations grant you
superior vision in dark and dim light conditions. You can see
in dim light within 60 feet of you as if it were bright light, and
in darkness as if it were dim light. You can’t discern color in
darkness, only shades of grey.

Denizen of the Dephs

Adapted to even the most extreme
ocean depths, you have resistance to cold damage, and you
ignore any of the drawbacks caused by a deep, underwater
environment.

Underwater Predator

Your ability to detect motion while
in water provides you a unique way to become aware of
danger. Your movement while swimming does not provoke
opportunity attacks. Additionally, you always treat visibility
underwater as if it is clear water and bright light, and the
range at which you detect encounters becomes 120 feet,
instead of 60 feet as described in Chapter 5 of the Dungeon
Master’s Guide.

Monstrous Magic

You know the frostbite cantrip. Starting
at 3rd level, you can cast the tendrils of the depths spell
(sidebar); you must finish a long rest in order to cast the spell
again using this trait. Starting at 5th level, you can also cast
the darkness spell; you must finish a long rest in order to cast
the spell again using this trait. Wisdom is your spellcasting
modifier for these spells.

Languages

Speak, read, and write Common and Aquan

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