Oceanic Races (Race)

by astrarche

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Races from the Sea

By @genasilesbians

An expansion on races from under the sea, ranging from Merfolk to Selkies.

Merfolk

Merfolk primarily find that they resemble fish; with large eyes accustomed to sight underwater and fish-like scales in a myriad of hues.

Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1.

Age. Merfolk mature and age at a rate similar to humans.

Size. Merfolk are typically 7-9 ft. long in merfolk form, however, accompany a height similar to humans in humanoid form; your size is Medium.

Speed. When you have legs, you have a movement speed of 30 ft. When you have a tail, you have a 10 ft. walking speed and a 40 ft. swim speed.

Amphibious Transformation. You breathe both water and air. In addition, you may use an action to shed your scales and take human form or vice-versa.

Subrace. You may pick one of the following subraces:

Bioluminescent Merfolk

In tropical settings it is possible to find populations of Merfolk with bioluminescent hair and scales, shining in hues unlike the typical coloration of other mers.

Luminescence. You know the Light cantrip and can illuminate the area around you with brightly shining scales and hair. In addition, you may cast Color Spray once per long rest.

Deep Sea Merfolk

Some Merfolk live deep within the depths of the ocean, possessing genetic modifications necessary for their style of life, such as dark, streamlined bodies and large glowing eyes.

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.

Bring the Depths. You gain the ability to cast Darkness once per long rest.

Sirens

Most feared or revered of Merfolk are the Sirens, renowned for their beautiful singing capabilities and occasionally, murderous intent. They are known to beautiful, dazzling tails.

Siren Song. You gain proficiency in your choice of Persuasion or Performance.

Allure. You gain the ability to cast Charm Person at first level once per long rest. Use Charisma as your spellcasting modifier.

Selachii

Selachii are sleek, shark-tailed humanoids. Intelligent and effective, they often live in small groups and are efficient hunter-gatherers, in fact, some Selachii are completely carnivorous. Despite the prejudice against them, they are thoughtful and not as aggressive as thought to be, and have very close bonds to those they love.

Ability Score Increase. You may increase your Dexterity by 2 and your Constitution or Strength by 1.

Age. Selachii mature quickly, around the age of 15 and live up to 70-80 years.

Size. Selachii are longer than Merfolk, often 8-12 ft long. In humanoid form, they are often broader and taller than the average human. Your size is medium.

Speed. When you have legs, you have a movement speed of 30 ft. When you have a tail, you have a 10 ft. walking speed and a 40 ft. swim speed.

Amphibious Transformation. You breathe both water and air. In addition, you may use an action to shed your sharkskin and take human form or vice-versa.

Blood Frenzy. One per long rest, you may enter a Blood Frenzy, and gain advantage on melee attack rolls against a creature that does not have full hit points. You gain advantage until the creature dies or regains full hit points.

Cecaelians

Cecaelians are a race of octopus-like humanoids that live deep within the ocean. They can be found in both temperate waters or cold waters.

Ability Score Increase. You may increase your Dexterity by 2 and your Intelligence by 1.

Age. Cecaelians mature and age at a similar rate to humans.

Size. Your size is medium. In humanoid form, you tend to be shorter than the average human.

Speed. When you have legs, you have a movement speed of 30 ft. When you have tentacles, you have a 10 ft. walking speed and a 40 ft. swim speed.

Amphibious Transformation. You breathe both water and air. In addition, you may use an action to take human form or vice-versa.

Camouflage. You may alter the color and texture of your skin, allowing you to blend into your surroundings. This ability grants you advantage on Stealth checks to hide. If you are wearing no clothing or armor and carrying no items, you may make a Stealth check to hide even when a creature could normally see you.

Ink Cloud. You may cast Fog Cloud once per long rest with a range of self and a duration of one minute. The spell does not move with you.

Art Credits

"Merfolk Rogue" from PIAZO.
Unknown.


Selkies

Selkies are an aquatic race native to cold, wet coastlines. They live in villages on the shore, and occasionally mingle with Elves and Dwarfs. They have a particular fear of humans, due to their tendency to steal seal skins.

Ability Score Increase. Your may increase your Dexterity score by 2 and your Wisdom by 1.

Age. Selkies mature at a rate similar to humans and can live to be over 200.

Size. Your size is medium. Selkies in human form, are often shorter than humans and round.

Speed. You have a base speed of 30 ft.

Seal Skin. You possess a seal skin and are capable of transforming into a seal at will. Without your skin, you cannot transform. While you are transformed, Wild Shape rules apply. Your seal form has the statistics listed below.


Seal

Medium beast, Unaligned


  • Armor Class 11 Natural Armor
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft., walk 15 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 2 (-5) 10 (+0) 4 (-3)

  • Saving Throws DEX +4
  • Senses Darkvision 60 ft., Passive Perception 10
  • Challenge Challenge and Xp

Hold Breath. You can hold your breath for 30 minutes.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 1) piercing damage.