Homebrew Coralolean Species Details
Coraloleans live in the ocean depths, building small settlements far from the eyes of land-bound folk. In recent years the braver coraloleans have become increasingly active in the world above.
Coralolean looks
Coraloleans look like humans with scales except they have lots of bright colored coral growing out there body, when a coralolean is out of water there coral starts to turn grey so they feel the need to stay closer to water unless they have a pouch of water just to keep there coral alive.
Coralolean Life
Coraloleans tend to live simple relaxing life's in the deep waters. They live in settlements where they spend there lives. One coralolean was always selected to be a hero and protect the settlement from any invaders.
Coralolean names
Most coralolean names always start with a c and have something in common with sea life.
Coralolean Traits
Your coralolean character has the following racial traits.Ability Score Increase
Your Strength scores increases by 2, Constitution, and Charisma scores each increase by 1.
Age
Coralolean reach maturity around age 20 and can live up to 500 years.
Size
Coraloleans are slightly taller than humans, averaging about 5 feet tall to 7 feet tall. Your size is Medium.
Speed
Your base walking speed is 35 feet, and you have a swimming speed of 60 feet.
Amphibious
You can breathe air and water.
Emissary of the Sea
Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
The Deep Depths
Adapted to even the most extreme ocean depths, you have resistance to cold damage.
Languages
You can speak, read, and write Common and Primordial.
Darkvision
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 gray.
Tremorsence
A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground and within range. If no straight path exists through the ground from the creature to those that it’s sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving. As long as the other creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for a creature with tremorsense to detect them. Aquatic creatures with tremorsense can also sense the location of creatures moving through water.