Selkie race 5e

by QuietNoise88

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The Selkie















The Selkie:

The Seal Folk

Selkies are an aquatic race of fey native to the cold, wet northern coastlines. They live in villages on the shore, and occasionally mingle with Elves and Dwarfs. They have a particular wariness of humans, due to their tendency to steal their seal skins, but Selkie are otherwise very sociable creatures that love exploring the shores and the oceans beyond.

Children of the Sea

The Selkie usually live in small rookeries along the shoreline, or on secluded islands just off the northern coasts. Originally denizens of the waters of the Feywild, selkies are instinctively drawn to the sea. While some may venture inland for a time, in time all Selkies hear the call of the ocean once again. While selkies prefer living alone, they are known to cooperate with other races.

On a whim a Selkie may take off to explore the world on land or take off swimming to some distant shore. Wherever they wander, however, a Selkie is most at home in the free and flowing water.

Seal-Folk Physiology

Shapeshifters such as selkies not only transcend the limits of the body, they also transcend liminalities by functioning on both land and sea.

A Selkie in human form are said to be very beautiful creatures, in their seal form they're just as visually captivating in comparison to the average seal, emitting an air of elegance.

If their sealskin was lost, or stolen, the creature was doomed to remain in human form until it could be recovered. Because of this, if disturbed while on shore, the selkie-folk would hastily snatch up their skins before rushing back to the safety of the sea.

Selkie Names:

Selkies first identify themselves by their surname, which usually indicate the origins of their family clans. Their given names however are given to them a month after their birth, and reflect conditions of their birth, physical appearance, or other omens

Selkie Traits

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

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

Alignment. Selkies live for freedom, both for themselves and others. Most selkie tend toward chaotic and good alignments, but neutral selkie are not uncommon.

Size. Your size is medium. Selkies in human form, are often a little shorter than the average human.

Speed. You have a base speed of 30 ft.

Languages: You can speak, Common, Sylvan, and Aquan

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.

Fey Nature. Your creature type is fey, rather than humanoid or beast.

Amphibious. As a selkie you can breathe air and water in both your seal and human forms.

Hold Breathe. You can hold your breath for 15 minutes in humanoid form, and up to 30 minutes in your seal form.

Aquatic Grace. Even in human form, you are as at home in the water as you are on land. Swimming does not cost you extra movement. In human form, you can hold your breath for 15 minutes and may double any proficiency bonus you are allowed on Athletics checks to swim.

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 Fey, Unaligned


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

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 10 (0) 10 (0) 12 (+1)

  • Saving Throws Dexterity +4
  • Skills Perception +2
  • Damage Immunities Cold
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Aquan, Sylvan, Common
  • Challenge 1/8 (25 XP)

Aquatic Species. You have advantage on Athletics and Acrobatics checks made in water and you can take the Dash action as a bonus action while swimming.

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

Amphibious. The Selkie can breathe air and water.

Actions

Bite. Melee Weapon Attack: +5 to hit, Reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Slam. Melee Weapon Attack: +7 to hit, Reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Credits

 

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