Homebrew Water clan Species Details

"Water is the element of change. The people of the water clan are capable of adapting to many things. They have a deep sense of community and love that holds them together through anything." - General Ichiro, The Division of the Elements

Hail and Hale

Known for their versatility and malleability, the water clan includes members in many corners of the world. From the frigid north pole to muggy swamps, the water clan has settled in climates that would be inaccessible to other races, by learning to make their environments work for them. Most members of the water clan stand between 5 and 6 feet tall. Their skin is usually darker than that of other human races, ranging from dark brown to a deep tan. Both men and women alike wear their hair in longer styles, pulling it into traditional ponytails or knots. The water clan can typically be found wearing shades of blue, adopting the color in connection with their affinity for waterlancing.

Tides and Traditions

Like most human races, a water clan member's individual lifespan is most often less than a century. However, the traditions and ideals of the water clan have stood the test of time, lowing and changing as society changes. With a long oral tradition of story-telling, tales of the water clan are passed down through generations, imparting wisdom and guidance as the clan continues to evolve. Most waterlancers hail from the water clan. Waterlancing is seen as an exclusive ability of the water clan, and its practices and forms are seen as paramount to the continuation of the water clan. Many waterlancing masters travel around the world, visiting as many water clan tribes as they can, learning as much about the various applications of waterlancing as they can. While nonlancing water clan warriors dress in polar animal motifs and use makeup to intimidate their enemies, waterlancing fighters are typically more subdued, dressing in simple clothes and allowing their abilities to speak for them.

Fringes of Society

The people of the water clan are the most likely to be those who live in the harshest of environments. The largest groups of peoples from the water clan currently reside on what remains of the Great Glacier after its retreat, in the Vast Swamp, and in Gongheguo City. The people of the water clan call these places home, and rarely encounter others. Only those members who seek out adventure and travel are likely to have many meaningful interactions with other peoples. This makes the trinkets, weapons, and crafts of the water clan exceedingly rare in other areas of the world, and highly sought-after prizes.

Travel and Adventure

The people of the water clan usually form tight-knit communities that rarely venture beyond their own borders. Those of the water clan who do choose to travel are typically warriors, artisans, or traders. These members of the water clan still stick to the oceans and seas, keeping a connection with the water whether they are waterlancers or not. Warriors may be attempting to keep peace between different factions of the water clan, or amongst different nations. Artisans and traders know the value of quality water clan goods, and know what it takes to make a profit from them.

Water Clan Names

Water clan names are bestowed on a child by its parents at birth. Due to the water clan's long oral history, many names are reused through the generations. Children are often named after famous warriors, hunters, or spirits in water clan lore. Water clan names favor hard consonants, especially "k" and "q" sounds. Most members of the water clan do not have family names, relying only on a single name to identify themselves. Most communities in the water clan are small enough that no members in a single area share the same name.

Male names: Aariak, Aassanaaq, Aippaq, Aklaq, Aklark, Amaruq, Anik, Ilannaq, Inuksuk, Irniq, Kanguq, Kumaglak, Nasak, Natsiq, Oki, Pakak, Petuwaq, Qajak, Qimmiq, Siluk, Taktuq, Toklo, Tulimak, Ugalik, Ukiuk, Unnuk

Female names: Aluki, Anniagruk, Anyu, Apaay, Aputi, Availuk, Chikuk, Etsuuya, Higalik, Iqaluk, Kallik, Kunik, Naaqtuuqn, Nirliq, Nuniq, Nuvuk, Opik, Pikatti, Pimniq, Qaaynak, Ticasuk, Tikaani, Tupiq, Tuuq, Uki, Yakone

Water clan Traits

Water clan members can usually be found near natural sources of water, and share some common traits

Ability Score Increase

Your Constitution score increases by 2.

Age

A water clan member reaches adulthood at the age of 18 and typically lives for less than a century.

Alignment

Water clan members are adaptable, and capable of change. Water clan members tend towards neutrality.

Size

Water clan members are typically between 5 and 6 feet tall. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Natural Healer

If you roll a 1 when healing hit points (such as when resting or initiating a form that heals hit points), you can reroll the die and must use the new roll.

Traditional Remedies

You gain proficiency in the Medicine skill.

Waterborne

You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made while underwater.

Languages

. You can speak, read, and write Common and Imiq.

Subrace

The two main groups of the water clan, the polar clan and the swamp people, are mainly separated by geography. The polar clan is used to enduring harsh and biting winters, while the swamp people are more familiar with muggy, humid bayous.

Polar Clan

While water is seen as the element of adaptability, polar water clan members have rituals and traditions that they strictly adhere to. The northern polar clan typically separates the division of labor along gender lines, with men working as hunters, fishermen, and warriors, and women serving as homemakers, healers, or teachers. As the Great Glacier continues to retreat, the polar clan clings to these traditions in an attempt to keep their culture from disappearing as quickly as their home does. Both groups are still accepting of change, however, and do share common characteristics with one another.

Ability Score Increase

Your Strength score increases by 1.

Cold Endurance

You gain resistance to cold damage.

Extreme Environment

The first time you would be required to make a saving throw against exhaustion in a day due to environmental effects (such as extreme cold, hunger, or loss of sleep), you can shrug off the effect, automatically succeeding on the saving throw. Once you use this trait, you must complete a long rest before you can do so again.

Swamp People

The swamp people don’t have much contact with their polar brethren, but still see them as family just the same. Members of the water clan always have a friend in the swamps and bayous of the world, anywhere they can find a swamp person. The largest concentration of swamp people live in the Vast Swamp. Naturally gregarious, the swamp people have learned to use the swamp’s flora and fauna to serve their needs, and don’t usually venture beyond their home unless spurred to do so by some outside force.

Ability Score Increase

Your Wisdom score increases by 1.

Plant Familiarity

You have advantage on Intelligence (Nature) checks made to identify and understand the properties of plants and plant creatures.

Mask of the Wild

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Previous Versions

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