Merfolk: Difference between revisions
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|'''Deep Diver''' | |'''Deep Diver''' | ||
| | |Natural Adaptation | ||
| | |Your bonuses from Natural Adaptation increase to Resist Cold 5 and Darkvision of 60 ft. | ||
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|'''Destor's Blessing''' | |'''Destor's Blessing''' | ||
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|Gain +2 to [[Initiative]] rolls. When you go first in Initiative, your Swim speed increases by | |Gain +2 to [[Initiative]] rolls. When you go first in Initiative, your Swim speed increases by 10 ft for the duration of [[combat]]. | ||
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|'''Natural Adaptation''' | |'''Natural Adaptation''' | ||
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* Resist Cold 2 | * Resist Cold 2 | ||
* Ignore the negative effects of water pressure | * Ignore the negative effects of water pressure | ||
* Gain Darkvision | * Gain Darkvision 30 ft | ||
You lose these benefits immediately upon returning to land. | You lose these benefits immediately upon returning to land. | ||
Revision as of 18:32, 23 February 2024
Aquatic folk who primarily live in shallow coastal waters and in and around great coral reefs, Merfolk quickly adapted to life both at sea and on land. Capable of breathing air and water, many Merfolk make their living as dockhands or by crewing ships. Merfolk generally feel more at home in the sea than on the land, and they have mastered the art of domesticating schools of fish, which they raise and tend for both food and labor.
Merfolk and the Sea
While many land-based humanoids experience fear of the sea and its vast unknown depths, merfolk feel that the ocean holds wondrous opportunity and spiritual significance. Land is both harsh and restricting. Water, on the other hand, allows one to swim freely through beautiful reefs, haunting kelp forests, and even into the great deeps where the sun does not shine. The ocean is to be respected, but not feared, according to Merfolk. Accordingly, they worship various oceanic gods, including a deity that they call Destor, whom they attribute to the creation and maintenance of oceanic currents.
Dwellvur Traits
Height: 4'-6'
Weight: 80 - 250 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Merfolk are humanoids who have a wide variety of appearances shared with various ocean fish. They are humanoid and bipedal, pale to dark-skinned, and have various patches and markings of shimmering fish scales all over their body. Many Merfolk have hair like that of a human and tapered, elfin ears, but some have spines or frills instead of hair. Their feet are wide and webbed, allowing them to swim with greater ease. From the back of their knees down to their heels, Merfolk also have sweeping fins that fold up against their legs while on land, and fan out to offer powerful aquatic mobility when in the water.
Lifespan: Merfolk reach maturity around 16 years of age and typically live less than a century.
Merfolk Features
Merfolk Starting Features
At level 1, gain the following features as a Merfolk.
| Feature | Description |
|---|---|
| Amphibious | You can breathe both air and water, and you have a Swim speed equal to your walking speed. |
| The Ocean Provides | When you spend at least 1 hour in a large body of water, you find enough food to sustain you for the day. |
All Merfolk Features
At level 1, and again at levels 5, 10, 15, 20, 25, and 29, choose one option from the list below.
| Feature | PreReq | Description |
|---|---|---|
| Adventurous | Repeatable. Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature.
| |
| Coastal Negotiator | Repeatable. Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature.
| |
| Deep Diver | Natural Adaptation | Your bonuses from Natural Adaptation increase to Resist Cold 5 and Darkvision of 60 ft. |
| Destor's Blessing | Gain +2 to Initiative rolls. When you go first in Initiative, your Swim speed increases by 10 ft for the duration of combat. | |
| Natural Adaptation | When you have been submerged in water for more than 24 hours, you gain the following benefits:
You lose these benefits immediately upon returning to land. | |
| Ocean Friend | You gain the ability to speak with and understand aquatic beasts. | |
| Siren Song | You gain a special attack that you may use 2/Rest.
+CHA vs WILL of a creature that is not hostile to you. Hit: The creature is Charmed by you for 10 minutes. | |
| Siren Song II | Siren Song | You may target a creature that is hostile to you. If you hit, they are Charmed by you for up to 1 minute. At the end of each of their turns, they may make a CHA check vs your WILL. If they succeed, they end the effect early. |
| Siren Song III | Siren Song II | When you Recoup, you may regain 1 use of your Siren Song. (1/Rest) |
| Siren Song IV | Siren Song III | When you use Siren Song on a hostile creature and hit, it is Charmed for the full minute and cannot end the effect early. |
| The Ocean Provides II | The Ocean Provides | When you use your The Ocean Provides feature, find enough food to sustain 1d4+1 creatures for the day. |
| Water Jet | You may spend 4 AP and 1 quart of water to make an END attack against all creatures in a 30ft cone. Hit: Creature gains Dazed condition until the end of its next turn and falls Prone. Miss: Creature falls prone and is not Dazed. This attack also extinguishes non-magical flames. (1/Rest) | |
| Water Jet II | Water Jet | When you Recoup, you may regain use of your Water Jet. (1/Rest) |
| Water Jet III | Water Jet II | Water Jet becomes 1/Recoup. |