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# Aquatic Expansion
##### Seven Races, a Subrace, and Four Variants for an Aquatic Setting
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##### Table Of Contents - **[1 Aquatic Expansion](#p1)** - **[2 Caetuskin](#p3) 1** - [2.1 Great White Caetuskin](#p3) 1 - [2.2 Hammerhead Caetuskin](#p3) 1 - [2.3 Mako Caetuskin](#p4) 2 - [2.4 Whale Caetuskin](#p4) 2 - **[3 Cetakin](#p5) 3** - [3.1 Blue Cetakin](#p5) 3 - [3.2 Humpback Cetakin](#p5) 3 - [3.3 Orca Cetakin](#p5) 3 - [3.4 Odontian Cetakin](#p6) 4 - [3.5 Narwhal Cetakin](#p6) 4 - **[4 Cepholokin](#p7) 5** - [4.1 Octoponian](#p7) 5 - [4.2 Squidarian](#p7) 5 - [4.3 Nautilan](#p7) 5 - **[5 Pinnipedian](#p8) 6** - [5.1 Seal Pinnipedian](#p8) 6 - [5.2 Sea Lion Pinnipedian](#p8) 6 - [5.3 Walrus Pinnipedian](#p8) 6 - **[6 Testasian](#p9) 7** - **[7 Aldani](#p10) 8** - **[8 Sahuagin](#p11) 9** - **[9 Aquatic Variants & Subraces](#p12) 10** - [9.1 Penguini](#p12) 10 - [9.2 Coastal Dwarf](#p12) 10 - [9.3 Merfolk](#p12) 10 - [9.4 Merrow](#p12) 10 - [9.5 Kuo-Toa](#p12) 10 - **[10 Detect Balance Scores](#p13) 11**
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1
CAETUSKIN
# Caetuskin While many know of the existence of tritons, there are many other seaborn races of the world. Merfolk and sahuagin are more commonly known, but there exists a race of shark people, living in the depths of the sea. People of this race are known by the tritons as Caetuskin. In their language, this roughly translates to "shark kind". ### Aberrative History While the caetuskin themselves don't know much about their history, and most don't particularly care, scholars have discovered that their origins lie with aboleths. A powerful aboleth living in the Sea of Fallen Stars desired a new race of servants who could serve as coastal raiders and barbarians. It experimented on various kinds of sharks, thinking them to be the perfect race. The newly sapient caetuskin were turned loose, only to take up residence on the seafloor and largely keep to themselves. The aboleth, ashamed of its failure, went into self-imposed exile. ### Communities Caetuskin villages are extremely community-focused. The old and sick are cared for by all the village, and every able-bodied caetuskin shares in the work in some way. These villages are quite small, usually housing only a couple hundred caetuskin in each, with the notable exception of the village nearest Waterdeep, which is home to over ten thousand caetuskin. ### Isolationists Caetuskin are relativley isolationist, living in seafloor villages. They do not activley seek out contact with other races, but will usually welcome travelers into their villages provided they do not cause any harm. Travelers who have set their sights on harming caetuskin in the past have not returned, torn apart by furious jaws. ### Sportsmanship Caetuskin love sport and contests. Most villages contain an arena where caetuskin will fight in duels for entertainment, though these duels are only to yield and not to death. Those who cheat in their duels are cast out, as fair play is also important to caetuskin. Other favorite sports of theirs include hunting contests and seahorse races. ### Caetuskin Traits As a caetuskin, you gain the following traits. **Ability Score Improvement.** Your Constitution score increases by 2. **Age.** Caetuskin reach maturity in their mid-twenties, and live around two hundred years. **Alignment.** The isolationist nature of caetuskin tends them towards neutrality, while their passion for sport tends them towards law. Caetuskin that deviate from this become renowned heroes or gladiators, or they become dreaded pirates. **Speed.** Your base walking speed is 30 feet. **Jaws.** Your jaws are a natural weapon, which deal 1d4 + your Strength modifier piercing damage. **Natural Athlete.** You spent your life playing many sports. You have proficiency in the Athletics skill. **Olfactory Hunter.** Your nose is incredibly sensitive. You have advantage on Wisdom (Perception) checks that rely on smell. **Amphibious.** You can breathe water as well as air, and have a swimming speed of 30 feet. **Languages.** You can speak, read, and write Common and Aquan. **Subrace.** Caetuskin are most commonly seen resembling great white, hammerhead, mako, and whale sharks. ### Great White Caetuskin Caetuskin resembling great white sharks are the largest of their kind. They are quite the intimidating sight, but are usually quite gentle. They usually serve as soldiers and generals when battle is needed, and great champions otherwise. **Ability Score Increase.** Your Strength score increases by 1. **Size.** Great white caetuskin are rarely under 7 feet tall, and weigh around 350 pounds on average. Your size is medium. **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, and lift. **Mighty Jaws.** Your jaws are more powerful than those of other caetuskin. The damage die used increases to a d6. In addition, you can grapple a creature of your size or smaller using your jaws. A creature grappled in this way takes 1d4 piercing damage and you can use a bonus action on your turn to deal 1d4 piercing damage to them while they remain grappled. ### Hammerhead Caetuskin Caetuskin who resemble hammerhead sharks are the most intelligent of their kind, and usually serve as sages or alchemists in their home villages. **Ability Score Increase.** Your Intelligence score increases by 1. **Size.** Hammerhead caetuskin are about the size of humans, though a bit stockier. Your size is medium. **Natural Alchemist.** You gain proficiency in the Nature skill and proficiency with alchemist's supplies. **Cephalofoil.** Your eye placement grants you an improved ocular radius. You have advantage on checks made to find a hiding creature. \pagebreakNum
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CAETUSKIN SUBRACES
### Mako Caetuskin Caetuskin who resemble mako sharks are the most dexterous and chaotic of their kind. These caetuskin are the most likely to leave their home villages, and when they do stay are most commonly scouts. **Ability Score Increase.** Your Dexterity score increases by 1. **Size.** Mako caetuskin are smaller than humans, standing between 3 and 4 feet tall, and weighing an average of 100 pounds. Your size is small. **Nimble.** You can move through the space of a creature at least one size larger than you. **Quick.** Your walking speed and swimming speed increase by 5 feet. **Stealthy.** You gain proficiency in the Stealth skill. ### Whale Caetuskin Caetuskin who resemble whale sharks are extremely wise members of their community. They commonly serve as druids in their home villages. **Ability Score Increase.** Your Wisdom score increases by 1. **Size.** Whale caetuskin stand between 6 and 7 feet tall, and weigh an average of 300 pounds. Your size is medium. **Communicate with Sea Creatures.** You can communicate simple ideas with any creature that has an innate swimming speed. **Natural Connection.** You know the *druidcraft* cantrip. Wisdom is your spellcasting ability for it. **Thick Skin.** Whale caetuskin have thicker skin than most caetuskin, and can withstand colder temperatures. You are resistant to cold damage. **Filter Feeders.** Whale caetuskin are filter feeders rather than traditional carnivores. The damage type of your Jaws ability changes to bludgeoning and the attack changes to a slam. >##### Detect Balance >If the Detect Balance scores matter to you, here they are. > >|Subrace|Score| >|:-:|:-:| >|Great White|30| >|Hammerhead|30| >|Mako|30| >|Whale|29| \columnbreak
Credit: Fantasy Pics Inc \pagebreakNum
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CETAKIN
# Cetakin Cetakin are the gentle giants of aquatic species. This species contains many mammalian beings, resembling various types of whales, dolphins, or rarely even narwhals. Cetakins are wise, gentle, and incredibly tough. They hate being pinned down, and commonly wander the world looking for more wisdom. ### Nomads The phrase "wherever I lay my head is home" can be easily applied by cetakin. Most wander the oceans of Toril, searching for any wisdom they can discover. They spend their lives never settling in one place, always looking for the next adventure. ### Cetakin Features As a cetakin, you gain the following features. **Ability Score Increase.** Your Constitution score increases by 2. **Age.** Cetakins live very long. They reach maturity at around one hundred years old, and live an average of four hundred years. **Alignment.** The gentle nature of the cetakin tends them towards good and neutrality. **Speed.** Your base walking speed is 25 feet. **Amphibious.** You can breathe water as well as air, and have a swimming speed of 30 feet. **Tough.** You gain an additional hit point at each level. **Renowned Wisdom.** You have proficiency in one Wisdom-based skill of your choice. **Thick Blubber.** All cetakin are protected by a thick layer of blubber that grants an unarmored Armor Class of 11 + your Constitution modifier. In addition, you have resistance to cold damage. **Nomad.** You have proficiency in the Survival skill. **Languages.** You can speak, read, and write Common and Aquan. **Subraces.** Cetakin resemble all kinds of cetaceans, but the most common resemble blue and humpback whales, orcas, and dolphins. Cetakin resembling narwhals have also been reported, but are extraordinarily rare. ### Blue Cetakin Blue cetakin are those that resemble blue whales. As such, they are by far the largest of their kind, and the longest lived. **Ability Score Increase.** Your Constitution score increases by an additional 1. **Size.** Blue cetakin stand between 9 and 11 feet tall, and weigh an average of 800 pounds. Your size is large. **Long Lived.** Blue cetakin are known for living incredibly long. You only age one year for every three years that go by, and you cannot be aged magically. \columnbreak ### Humpback Cetakin Humpback cetakin are the most wise of the cetakin, and the most who keep their nomadic lifestyle. They are also quite skilled in music. **Ability Score Increase.** Your Wisdom score increases by 1. **Size.** Humpback cetakin stand between 6 and 7 feet tall, and weigh an average of 300 pounds. Your size is medium. **Extreme Nomad.** You have spent your life wandering, and know how to find your way. You have advantage on Wisdom (Survival) checks made to avoid being lost. **Musically Inclined.** You gain proficiency with one musical instrument of your choice and the Performance skill. ### Orca Cetakin Cetakin who resemble orcas are much different from most of their species. Orca cetakin are much more violent and brutal, and far stronger. **Ability Score Increase.** Your Strength score increases by 1. **Size.** Orca cetakin stand between 7 and 8 feet tall and weigh an average of 350 pounds. Your size is medium. **Jaws.** Your jaws are a powerful natural weapon. They deal 1d4 + your Strength modifier piercing damage. **Natural Hunter.** You are used to hunting prey. You have advantage on Wisdom (Survival) checks made to track creatures. ___
Credit: Jason Snair \pagebreakNum
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CETAKIN SUBRACES
### Odontian Cetakin Odontian cetakin are those that resemble dolphins and porpoises. They are very intelligent, and have limited telepathic abilities. **Ability Score Increase.** Your Intelligence score increases by 1. **Size.** Odontian cetakin are about the size of humans. Your size is medium. **Telepathic.** You can telepathically communicate with a willing creature within 30 feet. You and the target must share a language. ### Narwhal Cetakin Narwhal cetakin are extremely rare, and thought by some to be a myth. They have limited connection to fey creatures, manifesting as weak innate magical abilities. **Ability Score Increase.** Your Wisdom score increases by 1. **Size.** Narwhal cetakin are a bit smaller than humans, standing between 4 and 5 feet tall and weighing an average of 100 pounds. Your size is medium. **Innate Spellcasting.** You know the *druidcraft* cantrip, and can cast the *protection from evil and good* spell once per long rest. Wisdom is your spellcasting ability for these spells. >##### Detect Balance >If the Detect Balance scores matter to you, here they are. > >|Subrace|Score| >|:-:|:-:| >|Blue|30| >|Humpback|31| >|Orca|29| >|Odontian|32| >|Narwhal|31| \pagebreakNum
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CEPHOLOKIN
# Cepholokin Cepholokin are an incredibly intelligent species. They have a strange, alien biology. Their bodies lack any bones, with only the occasional bit of chitin forming a beak or shell. This does grant some advantages, such as the ability to squeeze through very tight spaces that most would need magic to get through and limited psychic abilities. ### Nearly Aberrations Cepholokin are very similar, genetically, to an aberration. Their intelligence and alien nature are thought to be a result of this. While this is a rumor the cepholokin leaders like and perpetuate as it gives them a very mystical feel to their race, they keep the truth hidden from most of their race. ### Nearly Aberrations: The Truth Cepholokin, as it turns out, are indeed somewhat aberrative. They are most closely related to mind flayers, a fact that has horrified some particularly learned cepholokin. However, this has granted them their psychic abilities. ### The Council Cepholokin are ruled by an inner council of extremely intelligent leaders known as the Council of Tendrils. This council currently consists of three members: Svekt, a cold and calculating octoponian; Thaldax, an impulsive squidarian; and Veldivoss, an unfallingly logical nautilan. ### Cepholokin Traits As a cepholokin, you gain the following traits. **Ability Score Increase.** Your Dexterity and Intelligence scores increases by 1. **Age.** Cepholokin reach maturity in their teens and usually live around one hundred and fifty years. **Alignment.** Cepholokin exist in all alignments. Their high intelligence allows them to be very independent. **Size.** Cepholokin are quite small, standing between 3 and 4 feet and only weighing and average of 30 pounds. Your size is small. **Speed.** You have a base walking speed of 20 feet. **Amphibious.** You can breathe water as well as air, and have a swimming speed of 30 feet. **Aberrative Nature.** Your creature type is aberration instead of humanoid. **Telekinesis.** You can cast the *mage hand* cantrip, and when you do so the spectral hand is invisible. **Psychic Fortitude.** You have resistance to psychic damage. **Boneless.** You have no bones, and thus can squeeze through spaces as small as one inch. Your equipment cannot move with you unless it is also small enough to squeeze through. **Languages.** You can speak, read, and write Common, Aquan, and Deep Speech. **Subraces.** Cepholokin come in three common varities: the octoponian, squidarian, or nauitlan; which resemble an octopus, squid, and nautilus respectivley. ### Octoponian Octoponians are those of the cepholokin race that resemble an octopus of some description. They are the most intelligent of their kind, and have more powerful telekinetic abilities. **Ability Score Increase.** Your Intelligence score increases by an additional 1. **Empowered Telekinesis.** You know the *levitate* spell, and can cast it once per long rest. Intelligence is your spellcasting ability for it. ### Squidarian Squidarians are the most impulsive of their kind. They are very charismatic however, and possess a form of telepathy. **Ability Score Increase.** Your Charisma score increases by 1. **Telepathic.** You can telepathically communicate with a willing creature within 30 feet. You and the target must share a language. ### Nautilan Nautilans are the wisest of their kind, and usually the most logical. They can read the minds of other intelligent creatures. **Ability Score Increase.** Your Wisdom score increases by 1. **Mind Reading.** You know the *detect thoughts* spell and can cast it once per long rest. Intelligence is your spellcasting ability for it. >##### Detect Balance >If the Detect Balance scores matter to you, here they are. > >|Subrace|Score| >|:-:|:-:| >|Octoponian|30| >|Squidarian|32| >|Nautilan|30| \pagebreakNum
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PINNIPEDIAN
# Pinnipedian Pinnipedians are a race of semiaquatic beings who resemble pinnipeds, that being seals, sea lions, and walruses. They are incredibly free-spirited and jovial, loving a good joke and usually spending a lot of time playing practical jokes on their friends and companions.
### Arctic Born Many pinnipedians live in very cold regions, and have adapted to be very resistant to the cold. This also very much changes their sense of humor, and most of their jokes commonly come across as rude or insensitive. However, this is all in good fun to a pinnipedian. ### Pinnipedian Traits As a pinnipedian, you gain the following traits. **Ability Score Increase.** Your Charisma score increases by 2. **Age.** Pinnipedians live about as long as humans, maturing in their late teens and living about eighty years. **Alignment.** The prankster nature of a pinnipedian tends them towards chaos, but even their more cruel jokes are usually good-spirited. **Speed.** Your base walking speed is 30 feet. **Amphibious.** You can breathe water as well as air, and have a swimming speed of 30 feet. **Arctic Born.** You have resistance to cold damage. **Lucky.** When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. **Subraces.** Pinnipedian commonly resemble seals, sea lions, or walruses. Each has subtly different physiologies and types of humor. ### Seal Pinnipedian Seal pinnipedians are the most dexterous of their kind, and their sense of humor largely entails practical jokes. They are also the most likely to perform for an auidience. **Ability Score Increase.** Your Dexterity score increases by 1. **Performer.** You gain proficiency in one musical instrument of your choice and the Performance skill. ### Sea Lion Pinnipedian Pinnipedians who resemble sea lions are the toughest of their kind, and their sense of humor largely entails puns and sarcasm. **Ability Score Improvement.** Your Constitution score increases by 1. **Naturally Sarcastic.** You have advantage on checks made to remedy a social situation. **Wordplay Expert.** You have advantage on checks made to solve riddles and puzzles related to wit. \columnbreak ### Walrus Pinnipedian Pinnipedians who resemble walruses are the largest and most jovial of their kind. Their sense of humor is slapstick, and they are extremely loyal to their friends. **Ability Score Increase.** Your Strength score increases by 1. **Loyal.** You have advantage on saving throws made to avoid effects that would force you to act against your will, such as the *charmed* condition or the *command* spell. **Powerful Build.** You count as one size larger when determining your carrying capcity and the weight you can push, drag, and lift. >##### Detect Balance >If the Detect Balance scores matter to you, here they are. > >|Subrace|Score| >|:-:|:-:| >|Seal|27| >|Sea Lion|27| >|Walrus|28|
Credit: Max Kostenko \pagebreakNum
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TESTASIAN
# Testasian A place rarely ventured even by powerful tritons is the deepest of ravines in the sea floor. These dark, dismal places are home to a warlike race of beings resembling crabs, covered in thick armor plating and with enormous, brutal claws in place of hands. These people are known as Testasian by tritons, a word that roughly translates to "shelled brute". ### Great Warriors Testasians are known by tritons and other seaborn races as being extremely powerful warriors. Many a tale exists of testasian berserkers taking on entire legions of enemy forces and coming out of the fight with nary a scratch on their shells. These tales are embelishing somewhat, of course, but aren't too far from the truth. Testasians are known to be some of the most fierce and determined warriors under the sea. ### Glory In Battle To a testasian, battle is how one gains glory and dignity in the eyes of their society. The most glorious thing to do is to die in battle, and become a legend. The most dishonorable act is to surrender. A testasian who surrenders is outcast by their society, and left wandering the ocean, usually exchanging mercenary services for alcohol to numb their guilt. ### Honor Above All While a testasian is a very strong and brutish warrior, they can usually be counted on to at least have a strong sense of honor on the battlefield. They will not kill an innocent, or an enemy that surrenders. Doing so would be to break every tradition and code of their nature. ___
Credit: © DC Comics \columnbreak ### Testasian Traits As a testatsian, you gain the following traits. **Ability Score Increase.** Your Strength, Constitution, and Wisdom scores increase by 1. **Age.** Testasians are biologically immortal, much like the crustaceans they resemble. This means that unless they die of disease or injury, they could hypothetically live forever. However, due to their warlike nature, most testasians only live around fifty years. **Alignment.** The belligerence of testasians tends them towards evil, and their sense of honor tends them towards law. Those who deviate from this commonly become legends in various commmunities, when they shrug off mighty blows as part of an adventuring party or military unit. **Speed.** Your base walking speed is 25 feet. **Size.** Testasians stand around 7 feet tall, and commonly weigh around 400 pounds. Your size is medium. **Claws.** All testasians, regardless of their size, have deadly claws. Your claws are a natural weapon which deal 1d6 + your Strength modifier slashing damage and can be used to make unarmed strikes. **Clumsy Claws.** Your claws are powerful, but also rather clumsy. Weapons and tools that are not specifically designed for testasian use are rather hard for you to use. You have disadvantage on checks or attack rolls with such weapons or tools and on Dexterity (Sleight of Hand) checks. **Waterbound Predators.** Testasians are masters of underwater combat. You gain proficiency with the javelin, net, spear, trident, dagger, and shortsword. **Amphibious.** You can breathe water as well as air, and have a swimming speed of 30 feet. **Darkvision.** Your life living in deepsea trenches has made your eyes very adept in the dark. 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. **Brave.** You have advantage on saving throws against being frightened. **Hard Shell.** Your body is covered in a chitinous exoskeleton that grants you much protection. You cannot wear armor, but your Armor Class is 17 while unarmored. A shield's bonus can be applied as normal. **Warrior Culture.** The culture of testasians glorifies battle and powerful warriors. You gain proficiency in the Athletics and Intimidation skills. **Languages.** You can speak, read, and write Aquan. >##### Detect Balance >If the Detect Balance scores matter to you, this race scored a 31. \pagebreakNum
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ALDANI
# Aldani In many ways, the Aldani is the polar opposite of the Testasian. While they look quite similar, both resembling various types of crustaceans, their cultures differ drastically. Testasians are brutish warriors, while aldani are very intelligent and civilized. Tritons associate with them on a regular basis, consulting their most wise and learned sages for all kinds of information. ### Cursed People Legend has it that the aldani originated as a humble community of fishermen living in Chult who had fished the lobsters in the area to near extinction. This angered the Chultan god Ubtao, who transformed them into the monterous lobster people they are now as a punishment. The fishermen accepted this change and embraced their new existence. However, they were largely shunned by the rest of their tribe and forced to live in the rivers nearby. ### Legendary Intelligence Among aquatic races, aldani are renowned for their intelligence and wisdom. Those from other aquatic races looking for knowledge usually eventually find themselves in an aldani library. ### Aldani Traits As a aldani, you gain the following traits. **Ability Score Increase.** Your Constitution score increases by 1 and your Intelligence or Wisdom score increases by 2. **Age.** Aldani, like their warlike counterparts, are biologically immortal. However, their civilized nature leads to much less premature death. Still, many old aldani will die of exhaustion when attempting to molt. They live an average of five hundred years. **Alignment.** The scientific and cultured nature of the aldani tends them towards law and neutrality. **Size.** Aldani range from 7 to 8 feet tall, and weigh an average of 450 pounds. Your size is medium. **Speed.** Your base walking speed is 25 feet. **Amphibious.** You can breathe water as well as air, and have a swimming speed of 30 feet. **Learned.** You have spent your life in libraries and academies, learning many things. You gain proficiency in one of the Arcana, History, Nature, and Relgion skills. **Claws.** All aldani, regardless of their size, have rather large claws. Your claws are a natural weapon which deal 1d4 + your Strength modifier slashing damage and can be used to make unarmed strikes. Unlike a testasian, your claws are much more dexterous and can be used as a humanoid being would use hands. **Hard Shell.** Your body is covered in a chitinous exoskeleton that grants you much protection. You cannot wear armor, but your Armor Class is 17 while unarmored. A shield's bonus can be applied as normal. **Darkvision.** Your life living in the ocean has adapted your eyes to low light. 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. **Fishermen.** The history of the aldani as a tribe of fishermen remains their abilities to this day. You have advantage on Wisdom (Survival) checks made to find food if there is a source of fresh water nearby. **Languages.** You can speak, read, and write Common, Aquan, and one other language of your choice. >##### Detect Balance >If the Detect Balance scores matter to you, this race scored a 33.
Credit: © Wizards of the Coast \pagebreakNum
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SAHUAGIN
# Sahuagin Sahuagin are dangerous creatures, lizard-like barbarians who raid coastlines and triton settlements. They have little regard for the sanctity of life, and steal whatever they want from whoever they want. They despise other aquatic races, most notably sea elves, kill them without remorse. ### Laws of Battle Despite their general image of coastline raiders, sahuagin are surprisingly well organized, at least when it comes to warfare. These laws are very sparse, but are not completely nonexistent. The sahuagin on a war path are usually led by a figure known as a baron. The exception to this is when a group of sahuagin will band together and go on what is known as a Wild Hunt. ### Brutality and Cruelty Sahuagin morals are virtually nonexistent. They value strength and combat prowess above all, and even frequently pit youths against one another in battles to the death to weed out the weak among them. They are brutal fighters as well, prefering to use intimidation tactics in combat. ### Fear of Magic Sahuagin greatly fear magic, and as such have not cultivated to any significant degree. While it is not impossible for a sahuagin to gain magical abilities, it is almost completely unheard of. Usually, magic is only used by priests of their god, Sekolah, and even then it is regarded as a necessary evil. ### Sahuagin Traits As a sahuagin, you gain the following traits. **Ability Score Increase.** Your Strength score increases by 2 and your Wisdom score increases by 1. **Age.** Sahuagin have the potential to live about as long as humans, but few live longer than twenty. **Alignment.** The brutal and barbaric nature of sahuagin tends them towards evil and chaos. **Speed.** Your base walking speed is 30 feet. **Darkvision.** Your time spent underwater has honed your eyesight. You can see in dim light within 120 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. **Shark Empathy.** You have the ability to communicate simple ideas with sharks. **Amphibious.** You can breathe water as well as air, and have a swimming speed of 30 feet. **Coastal Raider.** Sahuagin spend most of their time raiding coastal cities. You gain proficiency with the javelin, net, spear, trident, dagger, and shortsword. **Razor Maw.** Your mouth is filled with sharp teeth. It is a natural weapon that deals 1d4 + your Strength modifier piercing damage. **Menacing.** You gain proficiency in the Intimidation skill. **Languages.** You can speak Sahuagin. Most sahuagin can't read or write.
Credit: © Wizards of the Coast >##### Detect Balance >If the Detect Balance scores matter to you, this race scored a 26. \pagebreakNum
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VARIANTS & SUBRACES
# Aquatic Variants & Subraces ## Penguini Penguini are a relative of the aarakocra, resembling penguins of all kinds. They are natural swimmers and fishermen, but lack the ability to fly. They hail from the icy coasts of the northern lands. ### Penguini Traits As a penguini, the following traits replace your Flight and Talons traits. **Swimmer.** You gain a swimming speed of 50 feet. **Hold Breath.** You can hold your breath for up to an hour. **Fisherman.** You have advantage on Wisdom (Survival) checks to find food if there is a source of water nearby. ## Coastal Dwarf Coastal dwarves are those that live in sea caves on the coasts of rocky islands. Their economies are largely mercantile, and they trade a great deal with their neighbors. ### Coastal Dwarf Traits As a coastal dwarf, you gain the following traits. **Ability Score Increase.** Your Charisma score increases by 1. **Sea Trader.** You gain proficiency with sea vehicles and the Persuasion skill. ## Merfolk Merfolk are similar to tritons, but have the tail of a fish instead of legs. They are much more charismatic than tritons. Merfolk also live in much warmer waters. ### Merfolk Traits As a merfolk, the following traits replace your Ability Score Increase and your Guardian of the Depths trait. **Ability Score Increase.** Your Charisma score increases by 2 and your Wisdom score increases by 1. **Legless.** You have no legs, and thus cannot walk. Without help from friends or magic, you can only crawl while on land. **Singer.** You gain proficiency in the Performance skill. **Siren Call.** Your call can charm creatures. You can cast the *charm person* spell once per long rest. Charisma is your spellcasting ability for it. \columnbreak ## Merrow Merrows are similar to merfolk, but much more brutal and evil. They are vicious hunters, without remorse or pity. ### Merrow Traits As a merrow, the following traits replace your Ability Score Increase and your Guardian of the Depths and Emissary of the Seas traits. **Ability Score Increase.** Your Dexterity score increases by 2 and your Strength score increases by 1. **Legless.** You have no legs, and thus cannot walk. Without help from friends or magic, you can only crawl while on land. **Claws.** Your fingers end in razor claws. You can make an unarmed strike with them, and they deal 1d4 + your Strength or Dexterity modifier slashing damage. **Waterborn Fighter.** You gain proficiency with the javelin, net, spear, trident, dagger, and shortsword. **Menacing.** You gain proficiency in the Intimidation skill. ## Kuo-Toa Kuo-toa are a distant relative of the locathah, and and are sometimes known as god-makers, due to their unique ability. If enough kuo-toa believe in a god, the god springs into existence. ### Kuo-Toa Traits As a kuo-toa, the following traits replace your Ability Score Increase and your Leviathan Will trait. **Ability Score Increase.** Your Dexterity score increases by 2 and your Wisdom score increases by 1. **Otherworldly Perception.** You can sense the presence of any creature on the Ethereal Plane within 30 feet of you. As a bonus action, you can pinpoint their location. \pagebreakNum
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DETECT BALANCE
# Detect Balance Scores |Race|Subrace/Variant|Detect Balance Score| |:-:|:-:|:-:| |Caetuskin|Great White|30| |Caetuskin|Hammerhead|30| |Caetuskin|Mako|30| |Caetuskin|Whale|29| |Cetakin|Blue|30| |Cetakin|Humpback|31| |Cetakin|Orca|29| |Cetakin|Odontian|32| |Cetakin|Narwhal|31| |Cepholokin|Octoponian|30| |Cepholokin|Squidarian|32| |Cepholokin|Nautilan|30| |Pinnipedian|Seal|27| |Pinnipedian|Sea Lion|27| |Pinnipedian|Walrus|28| |Testasian|-|31| |Aldani|-|33| |Sahuagin|-|26| |Aarakocra|Penguini|33| |Dwarf|Coastal Dwarf|27| |Triton|Merfolk|24| |Triton|Merrow|25| |Locathah|Kuo-Toa|25|
*Sea icon by Andi Nur Abdillah*