Races Amphibian & Aquatic
Roll 1d10 Race Species
1-4 Select or roll a common (C) race/species from appropriate environment
5-7 Select or roll an uncommon (UC) race/species from appropriate environment
8-9 Select or roll a rare (R) race/species from appropriate environment
10 Select or roll a very rare (VR) race/species from appropriate environment

Legend

C = Common
UC = Uncommon
R = Rare
VR = Very Rare
L = Leader (this race is not found as a population - only as rulers).


FANTASY RACES

Civ Wild Aqua UG Race / Species / Monster Player Character traits Monster stat blocks
- - R - Adaro - 5E D&D Pirate Campaign Compendium
- - R - Aquarian Savage Worlds Adventure Edition -
- R UC - Crustacean folk - 5E D&D Tomb of Annihilation (lobster - aldani); 5E D&D Mordenkainen's Fiendish Folio 1 (crab); 5E D&D Tome of Horrors; 5E D&D Plane Shift Dominaria (homarid); 5E D&D Pirate Campaign Compendium (asquenti); 2E D&D Monstrous Manual
- R R - Darfellan 5E D&D House (see below); 3E D&D Stormwrack 3E D&D Stormwrack
- - R - Deep one - 5E D&D Tome of Beasts; 5E D&D Pirate Campaign Compendium; Cypher Strange Bestiary
- - VR - Deep scion (shapechangers) - 5E D&D Ghosts of Saltmarsh
- - C - Fish folk (locathah) 5E D&D House (see below); 5E D&D Tales of Arcana Race Guide (laguna); B&B Core Rulebook 5E D&D Ghosts of Saltmarsh; 2E D&D Monstrous Manual
- C - VR Frog folk - brutish (bullywug, boggard) 4E D&D Monster Manual 2; 2E D&D Complete Book of Humanoids 5E D&D Monster Manual; 5E D&D Ghosts of Saltmarsh; 5E D&D Tome of Horrors (tsathar); 5E D&D Mordenkainen's Fiendish Folio 1 (blindheim); 5E D&D Monster Manual Expanded; PF2 Bestiary; 4E D&D Monster Manual 2; PF Bestiary; 3E D&D Monsters of Faerun; 3E D&D The Diamond Throne (inshon); 2E D&D Monstrous Manual; Savage Worlds Hellfrost Bestiary (bufom, gnasher);
- R - - Frog folk - tree (grippli) 3E D&D Dragon Magazine #324; 2E D&D Dragon Magazine #262 2E D&D Monstrous Manual; 1E D&D Monster Manual II
- UC - - Frog folk- small poison (grung) - 5E D&D Volo's Guide to Monsters; 5E D&D Tomb of Annihilation; 5E D&D Creature Codex (cueyatl); 5E D&D Monster Manual Expanded 2; FF Out of the Pit (as slykk)
VR UC C - Grindylow 5E D&D Tales of Arcana Race Guide Savage Worlds Hellfrost Bestiary (under fey)
- - VR - Half-merrow 3E D&D Legends & Lairs Seafarer's Handbook -
R R R - Hengeyokai (shapechanging animal) 3E D&D Oriental Adventures; 2E D&D Dragon Magazine #266; B&B Core Rulebook 3E D&D Oriental Adventures
- - VR UC Kuo-toa B&B Core Rulebook 5E D&D Monster Manual; 5E D&D Monster Manual Expanded; 4E D&D Monster Manual; 4E D&D Monster Manual 3; 4E D&D Underdark; 2E D&D Monstrous Manual
VR - R - Laneshi 5E D&D Grim Hollow Players Guide -
- - UC - Merfolk/Tritons 5E D&D House (see below); 5E D&D Mythic Odysseys of Theros (as tritons); 5E D&D Plane Shift Zendikar; 5E D&D Plane Shift Ixalan; 5E D&D Tales of Arcana Race Guide; 3E D&D Legends & Lairs Seafarer's Handbook 5E D&D Monster Manual; 5E D&D Ghosts of Saltmarsh; 5E D&D Mythic Odysseys of Theros (as tritons); 5E D&D Pirate Campaign Compendium; 5E D&D Monster Manual Expanded; PF2 Bestiary; PF Bestiary; 2E D&D Monstrous Manual; Savage Worlds Hellfrost Bestiary (havmand)
- - UC - Merrow - 5E D&D Monster Manual; 5E D&D Explorer's Guide to Wildemount; 5E D&D Monster Manual Expanded;
VR VR R - Nommo (shape-shifting fish folk) - 3E D&D Nyambe African Adventures
- VR R - Octo folk (tako) - 3E D&D Oriental Adventures; 2E D&D Monstrous Manual
R R R - Qualurian (octo-jelly folk) B&B Core Rulebook -
- - C - Sahuagin - 5E D&D Monster Manual; 5E D&D Ghosts of Saltmarsh; 5E D&D Explorer's Guide to Wildemount; 5E D&D Monster Manual Expanded; PF2 Bestiary (sea devil); 13th Age Core Book; 4E D&D Monster Manual; PF Bestiary; 2E D&D Monstrous Manual; Savage Worlds Hellfrost Bestiary (kreana)
R R UC - Sea spawn - 5E D&D Volo's Guide to Monsters
- - VR - Shalarin - 3E D&D Monsters of Faerun
- R - - Siv - 3E D&D Monsters of Faerun
- - R R Skum - 5E D&D Monster Manual Expanded; PF2 Bestiary; PF Bestiary
VR VR VR VR Slaad - 5E D&D Monster Manual; 5E D&D Monster Manual Expanded; 4E D&D Monster Manual; 4E D&D Monster Manual 2; 4E D&D Monster Manual 3
VR - UC - Triton 5E D&D Mythic Odysseys of Theros (More merfolk like); 5E D&D Volo's Guide to Monsters; 5E D&D House (see below); 3E D&D Stormwrack (as aventi); Savage Worlds Deluxe Edition (as Atlantean) 5E D&D Mythic Odysseys of Theros; 3E D&D Stormwrack (as aventi); 2E D&D Monstrous Manual
- VR VR - Walrus folk 5E D&D Tales of Arcana Race Guide (walrusk); B&B Core Rulebook (rusmorr) Savage Worlds Hellfrost Bestiary (hrossval)
R R - - Wilding (animal cross) AGE Fantasy Age Basic Rulebook (beastfolk); Savage Worlds Sundered Skies Savage Worlds Sundered Skies
- - UC - Template (select/roll from Template table below & apply to completely new race) - -
R VR UC VR Sci-Fi Species (select from table below) - -

Related Templates

Template Source
Aquatic 3E D&D Legends & Lairs Seafarer's Handbook

SCI-FI SPECIES

Civ Wild Aqua UG Race / Species / Monster Player Character traits Monster stat blocks
C - UC - Aqualish 5E D&D House (see below); 5E D&D sci-fi site; d20 Ultimate Alien Anthology; Cypher sci-fi site; Saga Star Wars Core Rulebook; B&B sci-fi site; B&B Core Rulebook (see below) -
UC - UC - Chagrian Saga Legacy Era Campaign Guide; d20 Ultimate Alien Anthology; Cypher sci-fi site; -
VR R - - Draelik SF Alien Archive SF Alien Archive
- R - - Ganaray - 5E D&D Esper Genesis Threats Database
VR VR VR - Gungan Saga Star Wars Core Rulebook; d20 Ultimate Alien Anthology; B&B Core Rulebook; Cypher sci-fi site; -
UC - R - Hadraxis (crustacean) - 5E D&D Esper Genesis Threats Database
VR VR R - Ishi Tib d20 Ultimate Alien Anthology; Cypher sci-fi site; B&B Core Rulebook -
VR UC - Kalo SF Alien Archive SF Alien Archive
VR - VR - Kaminoan Saga Clone Wars Campaign Guide; d20 Ultimate Alien Anthology; Cypher sci-fi site; -
VR - UC - Kentrodar - 5E D&D Esper Genesis Threats Database
C - C - Mon calamari Saga Star Wars Core Rulebook; d20 Ultimate Alien Anthology; 5E D&D, Cypher, B&B sci-fi site; Saga Legacy Era Campaign Guide
UC R C - Nautolan 5E D&D House (see below); Saga Clone Wars Campaign Guide; d20 Ultimate Alien Anthology; 5E D&D, Cypher, B&B, Year Zero sci-fi site;B&B Core Rulebook -
VR - R - Piranthi 5E D&D Spaceships & Starwyrms -
UC - UC - Quarren Saga Star Wars Core Rulebook; d20 Ultimate Alien Anthology; Cypher sci-fi site; -
R - R - Selkath (ray folk) Cypher sci-fi site; -
VR - R - Woioko (eel folk) SF Dead Suns AP book2 SF Dead Suns AP book2
VR UC - Wrikreechee SF Alien Archive SF Alien Archive
VR R R VR Yanza 5E D&D Tales of Arcana Race Guide -
VR VR R VR Fantasy Species (select from table above) - -
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INDIVIDUAL RACE FEATURES


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AQUALISH

Game Statistics & Lore. 5e D&D - House (see below).
Further Lore & Roleplaying Ideas. These are an aquatic race from the Star Wars setting. You can see the Alien Anthology from Star Wars d20 and they are also written up in the back of the Saga Edition core rulebook. I am a fan of adapting races/species from other settings and I have used the aqualish before, such as in the Summer Isles Setting.

There are two minis that can easily be used in a fantasy campaign (a roguish-looking guys with a dagger and a 'wizardy' one with a staff), and I made another by removing a blaster and adding a sword.

GAME MECHANICS

Dungeons & Dragons 5E

Aqualish Traits

  • Ability Score Increase. Your Constitution score increases by 2.
  • Amphibious. Aqualish can breathe air and water.
  • 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 colour in darkness, only shades of grey. Your large, dark eyes have adapted to the dim conditions of the deeps.
  • Languages. Common, Aquan.
  • Swim. You also have a swim speed of 30ft.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

AQUALISH SUBRACES

The three subraces of aqualish do not like each other.


Aqualish Subraces

AQUALA

Aquala Traits

  • Improved Swim Speed. Your swim speed increases to 50ft. Aquala have fins instead of hands.

Typical Aquala Drawbacks

  • Belligerent (Major). It is customary and expected social behaviour for an Aqualish to be pushy and forceful upon first meeting others.
  • Outsider (Minor). Applies to all non-aquatic encounters.
  • Fins (Major). This is the same as the All-Thumbs flaw. Aquala do not have hands and find it difficult manipulating most items.

Bonus Proficiencies For every minor drawback assigned to an aquala, you choose one of the following. Endurance, Insight, Intimidation, or Perception or one relevant language.

Bonus Racial Feat. For each major drawback assigned to an aqualish character, you select one aqualish racial feat. In place of a racial feat, an aquala character may select the Tough feat from the 5E D&D Player's Handbook.


QUARA

Quara Traits

  • Swamp Born. You ignore movement penalties for swamp and marsh difficult terrain.

Typical Quara Drawbacks

  • Belligerent (Major). It is customary and expected social behaviour for an Aqualish to be pushy and forceful upon first meeting others.
  • Cocky (Minor). The Aquala despise the Quara for giving all Aqualish a reputation as thugs. As a Quara, you have a very forceful personality.
  • Outsider (Minor). Applies to all non-aquatic encounters.

Bonus Proficiencies For every minor drawback assigned to a quara character, you choose one of the following. Endurance, Insight, Intimidation, or Perception or one relevant language.

Bonus Racial Feat. For each major drawback assigned to a quara character, you select one aqualish racial feat. In place of a racial feat, a quara character may select the Tough feat from the 5E D&D Player's Handbook chapter???.


UALAQ

Ualaq Traits

  • Exceptional Vision. You have advantage on Wisdom (Perception) checks that involve sight. You have 4 highly-adapted eyes with separate eyelids for light an dark conditions.

Ualaq Drawbacks

  • Belligerent (Major). It is customary and expected social behaviour for an Aqualish to be pushy and forceful upon first meeting others.
  • Outsider (Minor). Applies to all non-aquatic encounters.
  • Soft-Skin (Major). The Ualaq's aquatic skin has become more amphibian-like, and without the pressure of the deeps has become a vulnerability.

Bonus Proficiencies For every minor drawback assigned to an ualaq character, you choose one of the following. Athletics, Endurance, Insight, Intimidation, or Perception or one relevant language.

Bonus Racial Feat. For each major drawback assigned to an ualaq character, you select one aqualish racial feat.


AQUALISH RACIAL FEATS

Race Feat & Source
Aqualish Ambusher (House, D&D Racial Feats)
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DARFELLAN

Game Statistics & Lore. 5e D&D (House - see below).
Further Lore & Roleplaying Ideas. Darfellan are large humanoids with thick, distinct black and white skin that live along cool, forested coastlines. They first appeared in Wizards of the Coasts' 3E D&D Stormwrack. The darfellan of today are survivors from a purge at the hands of the sahuagin. In the distant past, the two went to war and the darfellan came off second best. They now gather in small clans of peaceful hunter-gathers, but are forever brooding and looking to the day they can once again confront their enemy.

Detailed Darfellan Lore we have written.

GAME MECHANICS

Dungeons & Dragons 5E

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Darfellan Traits

Your darfellan character has the following racial traits.

  • Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
  • Age. Darfellan have slightly shorter life spans than humans and reach maturity a little earlier, typically around the age of 14.
  • Alignment. Darfellan tend to be neutral. They are more likely to be good than evil.
  • Size. Darfellan typically stand over 6 feet tall and weigh over 200 pounds. Your size is Medium.
  • Speed. You have a base walking speed of 30 feet, and a swimming speed of 30 feet.
  • Hold Breath. You can hold your breath for up to 15 minutes at a time.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Deep Diver. You are able to withstand the cold and pressure of the deeps. You have resistance to cold damage and you ignore any of the drawbacks caused by a deep, underwater environment.
  • Bite. Your wide mouth, filled with many sharp teeth, is a natural weapon which you can use to make unarmed strikes. If you hit with your bite, you deal slashing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike. If using our weapon group house rules, you are considered proficient in Natural Weapons group.
  • Echolocation. When underwater, you can emit high-pitched sounds to determine your environment. These sounds can be heard up to 300 feet away and provide you with blindsight out to 30 feet.

Typical Darfellan Drawbacks

  • Illiterate (Minor). Darfellan tribes typically do not have a written language.
  • Hatred (Minor). Applies to all sahuagin and sharks.
  • Lumbering (Minor). These penalties do not apply in the water.
  • Outsider (Minor). It is rare for darfellan tribes to regularly interact with others. An adventurer is likely a loner.
  • Primitive (Minor). Darfellan weapons are typically made of wood and bone.

Bonus Proficiencies. For each minor drawback assigned to a darfellan, you select one of the following: Animal Handling, Athletics, Endurance, Intimidation, Survival, Clubs & Staffs (Simple + Martial), Hooks & Sickles (Simple), Spears (Simple) or one relevant language.


DARFELLAN RACIAL FEATS

Race Feat & Source
Darfellan Beast Affinity (orcas) (House, D&D Racial Feats)
Darfellan Rubbery Hide (House, D&D Racial Feats)
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LOCATHAH

Game Statistics & Lore. 5e D&D (House - see below).
Further Lore & Roleplaying Ideas. Locathah are fishfolk commonly found in warm coastal waters but they also exist in other parts of the vast seas. Whilst all of them share fish features with humanoid arms and legs, their appearance varies wildly from tribe to tribe. Some have elongated arms, some have very short, almost non-existent legs ending in large flippers; some have spiny crests on their heads or backs; some have finned tails; and some are covered in spines. Colours also vary.

Locathah culture varies almost as much as their appearance. Those living in shallow waters near surface races are just as likely to trade with them as go to war with them, though locathah are not an evil race, they can be territorial.

Detailed Locathah Lore we have written.

GAME MECHANICS

Dungeons & Dragons 5E

Locathah Traits

Your locathah character has the following racial traits.

  • Ability Score Increase. Your Dexterity and Wisdom scores increase by 1.
  • Age. Locathah have slightly longer life spans than a human and reach maturity around 20 years of age.
  • Alignment. Alignment varies by tribe, but most locathah tend towards neutrality. Locathah are rarely evil, however.
  • Size. Height can vary a lot, but most locathah are shorter than the average human, standing around 5 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 25 feet.
  • Limited Amphibiousness. You have a swimming speed of 30 feet and can breathe both water and air. However, you need to submerge yourself in water at least once per day. Failure to do results in a level of exhaustion that can only be removed by submersion.
  • Leviathan Will. You have advantage on saving throws against being charmed, frightened, paralysed, poisoned, stunned or put to sleep.
  • Natural Armor. You have fine, but strong scales. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
  • Languages. You can speak, read, and write Aquan and one other language of your choice.
  • Subrace. Locathah tribes vary in ability, but they can be generally categorised based upon their habitats. Choose one of the following subraces for your locathah character.

LOCATHAH SUBRACES


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DEEPS LOCATHAH

Deeps Locathah Traits

Deeps locathah are rarely seen by surface dwellers, though they may be encountered by ships at sea, for they do journey to the upper levels of the sea to feed. Deeps locathah scales tend to be pale, washed-out colours, including stark white. Deeps locathah live in caves in ocean trenches.

  • Ability Score Increase. Increase your Constitution score by 1.
  • Darkvision. Your large, pale eyes have adapted to see in darkness. 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 colour in darkness, only shades of gray.
  • Deep Dweller. You are able to withstand the cold and pressure of the deeps. You have resistance to cold damage and you ignore any of the drawbacks caused by a deep, underwater environment.
  • Bite. You have a wide bony-ridged mouth, or it is filled with spiny, protruding teeth. You can bite as a natural weapon, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike. (If using our weapon group proficiencies, you are proficient in Natural Weapons.)

Typical Deeps Locathah Drawbacks

  • Anti-Social (Minor) OR Weak (Minor). Some locathah are slight of build and deeps locathah are not accustomed to dealing with other races.
  • Hatred (Minor). Sahuagin and ixitxachitl.
  • Outsider (Minor). This applies to any land dwelling interactions.
  • Primitive (Minor). Deeps locathah clearly do not work in iron.

Bonus Proficiencies. For each minor drawback assigned to a deeps locathah, you select one of the following: Animal handling, Perception, Stealth, Survival, Crossbows (Simple), Spears (Simple + Martial), or one relevant language.


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REEF LOCATHAH

Reef Locathah Traits

Reef locathah rarely come into contact with surface dwellers, except in remote tropical regions where they may trade with island-dwelling natives. Reef locathah have large, brightly coloured scales, with heavily spined fins and crests. They live in grand castles made from coral and caves that twist through the coral reefs. Luminescent corals light these rooms and passages.

  • Ability Score Increase. You increase any one ability score of your choice by 1.
  • Spines. Your arms have long spines at the elbow, which you can use to make unarmed strikes. If you hit with a spine, you deal piercing damage equal to 1d4 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike. (If using our weapon groups house rules, you are proficient in Natural Weapons.)
  • Poisonous Spines. You are able to inject poison from one or two spines on your body. When you hit a creature with your spines you can choose to inject poison. If you do, the target creature must make a Constitution saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus, or take 2d8 poison damage on a failed save, or half as much damage on a successful one. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. You can use your poisonous spines feature twice, then you can’t use them again until you complete a long rest.

Typical Reef Locathah Drawbacks

  • Anti-Social (Minor) OR Weak (Minor). Some locathah are slight of build and most reef locathah are not accustomed to dealing with other races.
  • Hatred (Minor). Sahuagin and ixitxachitl.
  • Outsider (Minor). This applies to any land dwelling interactions.
  • *Primitive (Minor). Reef locathah clearly do not work in iron and even if traders are likely trading with other non-metal working cultures.

Bonus Proficiencies. For each minor drawback assigned to a reef locathah, you select one of the following: Animal handling, Perception, Stealth, Survival, Crossbows (Simple), Spears (Simple + Martial), or one relevant language.


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SHALLOWS LOCATHAH

Reef Locathah Traits

Shallows locathah are the ones most commonly encountered by surface-dwellers as they live near the coast and hunt both in and out of the water. Their scales tend towards lighter colours, such as yellow, ochre, silver and sandy. Many have mottled patterns and some have crests and finned tails, but few have spines or bright colours. Shallows locathah typically live in woven huts in kelp beds or in structures created from stone, not unlike small domed constructs surface dwellers might create.

  • Ability Score Increase. You increase any one ability score of your choice by 1.
  • Versatile. You gain 2 of the following: proficiency in a skill; proficiency in a tool set; proficiency in the light crossbow, spear, or trident; speak one language of your choice. (If using our weapon group proficiencies, the choice is: Crossbows (Simple), Spears (Simple + Martial).)

Typical Reef Locathah Drawbacks

  • Anti-Social (Minor) OR Weak (Minor). Some locathah are slight of build and shallows locathah came come across as forceful in negotiations.
  • Hatred (Minor). Sahuagin and ixitxachitl.

Bonus Proficiencies. For each minor drawback assigned to a reef locathah, you select one of the following: Animal handling, Persuasion, Perception, Stealth, Crossbows (Simple), Short Blades (Simple), Spears (Simple + Martial), Whips, Nets & Chains (Simple), or one relevant language.


LOCATHAH RACIAL FEATS

Race Feat & Source
Locathah Beast Affinity (fish) (House, D&D Racial Feats)
Locathah Eel Strike (House, D&D Racial Feats)
Locathah Surface Walker (House, D&D Racial Feats)
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MERFOLK

Game Statistics & Lore. 5e D&D Magic the Gathering Planeshift Zendikar (sea merfolk) and 5E D&D Magic the Gathering Planeshift Ixalan (fresh water merfolk).
Further Lore & Roleplaying Ideas. This entry is for the merfolk with legs from the Magic the Gathering settings, namely Zendikar or Ixalan, but as can be seen in the MTG Wiki entry, merfolk are from many worlds.

GAME MECHANICS

Dungeons & Dragons 5E

Adjusted Merfolk Traits

  • Speed. Whilst the stats are given for merfolk with legs that can walk the land, if you wanted to play a fish-tailed merfolk in an aquatic realm you can forgo your land speed for a Swim speed of 50 feet..

MERFOLK SUBRACES


BLUE (WATER) MERFOLK

Blue (Water) Merfolk Traits

The blue merfolk are more at home in the waters of the Great River and the Inner Sea. Their stats are in the Ixalan Planeshift article.

Typical blue (water) Merfolk Drawbacks

  • Outsider (Minor). This applies to any land dwelling interactions.
  • Primitive (Minor). Merfolk, even those adapted to the surface, rarely work in iron.

Bonus Proficiencies. For each minor drawback assigned to a green merfolk, you select one of the following: Animal handling, Arcana, Athletics, Nature, Perception, Survival, or one relevant language.


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GREEN (FOREST) MERFOLK

Green (Forest) Merfolk Traits

The green merfolk favor the land, walking among the trees and savoring the sunlight that filters through the leaves. Their stats are in the Ixalan Planeshift article.

Typical Green (Forest) Merfolk Drawbacks

  • Outsider (Minor). This applies to any land dwelling interactions.
  • Primitive (Minor). Merfolk, even those adapted to the surface, rarely work in iron.

Bonus Proficiencies. For each minor drawback assigned to a green merfolk, you select one of the following: Animal handling, Arcana, Athletics, Endurance, Nature, Perception, Survival, or one relevant language.


COSI (TRICKSTER) CREED MERFOLK

Cosi (Trickster) Creed Merfolk Traits

No merfolk will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world. Their stats are in the Zendikar Planeshift article.

Typical Cosi (Trickster) Creed Merfolk Drawbacks

  • Outsider (Minor). This applies to any land dwelling interactions.
  • Primitive (Minor). Merfolk, even those adapted to the surface, rarely work in iron.

Bonus Proficiencies. For each minor drawback assigned to a cosi merfolk, you select one of the following: Deception, Insight, Perception, or one relevant language.


EMERIA (WIND) CREED MERFOLK

Emeria (Wind) Creed Merfolk Traits

Merfolk who followed Emeria’s creed seek wisdom and truth in the Wind Realm, exploring the mystical forces—rather than natural causes—behind historical events. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive. Their stats are in the Zendikar Planeshift article.

Typical Emeria (Wind) Creed Merfolk Drawbacks

  • Outsider (Minor). This applies to any land dwelling interactions.
  • Primitive (Minor). Merfolk, even those adapted to the surface, rarely work in iron.

Bonus Proficiencies. For each minor drawback assigned to a ula merfolk, you select one of the following: Arcana, Intimidation, Nature, Religion, Spears (Simple + Martial), or one relevant language.


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ULA (WATER) CREED MERFOLK

Ula (Water) Creed Merfolk Traits

Ula-creed merfolk emphasize intellectual pursuits, stressing hard evidence and reason over passion. They are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward. Their stats are in the Zendikar Planeshift article.

Typical Ula (Water) Creed Merfolk Drawbacks

  • Outsider (Minor). This applies to any land dwelling interactions.
  • Primitive (Minor). Merfolk, even those adapted to the surface, rarely work in iron.

Bonus Proficiencies. For each minor drawback assigned to a ula merfolk, you select one of the following: Endurance, History, Insight, Investigation, Nature, Spears (Simple + Martial), or one relevant language.


MERFOLK RACIAL FEATS

Race Feat & Source
Merfolk Beast Affinity (fish) (House, D&D Racial Feats)
Merfolk Water Magic (House, D&D General Feats) This is a general feat, but merfolk can take it as a racial feat.
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NAUTOLAN

Game Statistics & Lore. 5e D&D House (see below).
Further Lore & Roleplaying Ideas. Details on nautolans can be found in the Star Wars Saga RPG in the Clone Wars Campaign Guide (p15) and here on Wookiepedia.

Here is an aquatic race from the Star Wars setting I have used before. In fact, the Nautolans are probably my favourite Star Wars species and I think make a perfect fantasy amphibious race. I even made a fantasy mini of a nautolan with a sword and shield (after removing 2 blasters). Of course there are some good Kit Fisto figures where the removal of his light saber would work too.

GAME MECHANICS

Dungeons & Dragons 5E

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Nautolan Traits

  • Ability Score Increase. Your Constitution score increases by 2, and your Dexterity by 1.
  • Amphibious. Nautolans can breathe air and water.
  • 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 colour in darkness, only shades of grey. Your large, dark eyes have adapted to the dim conditions of the deeps.
  • Languages. Common, Aquan.
  • Swim. You have a swim speed of 30 feet.
  • Pheromone Sensors: Advantage on Wisdom (Insight) rolls against targets within 5 feet. (This extends to 30 feet underwater). A nautolan's head tendrils 'read' pheromones.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Nautolan Drawbacks

  • Dullard (Minor) OR Unwise (Minor). Nautolans rely too much upon instincts and their mental state is easily affected by those around them.
  • Loyal (Minor). Nautolans are loyal and steadfast companions.
  • Outsider (Minor). Applies to all interactions with non-aquatic creatures.
  • Pheromone sensors (Racial Minor Flaw): If another creature within 5 feet of you displays a strong emotion, such as fear, anger or hatred, you must make a DC 10 Wisdom save or replicate that emotion. (This extends to 30 feet underwater). This often means taking on background flaws, drawbacks or a condition such as Frightened temporarily, or even abiding by the restrictions of something like a barbarian's rage. The absorption of pheromones through the head tendrils can cause unwanted chemical changes. This is why a nautolan's mood often replicates the strongest emotion around them.

Bonus Proficiencies. For each minor drawback assigned to a nautolan, you select one of the following: Acrobatics, Endurance, Insight, Intimidation, Performance, Persuasion, or one musical instrument group or one relevant language.

NAUTOLAN SUBRACES

There are no subraces for the generic nautolan race, though in a setting where there are many, cultural ones could be generated.


NAUTOLAN RACIAL FEATS

Race Feat & Source
Nautolan Rubbery Hide (House, D&D Racial Feats)
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TRITON

Game Statistics & Lore. 5e D&D Volo's Guide to Monsters chapter 2.
Further Lore & Roleplaying Ideas.

GAME MECHANICS

Dungeons & Dragons 5E

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Typical Triton Drawbacks

  • Haughty (Minor). Isolation and a sense of seeing themselves as the caretakers of the sea, means tritons can come across as arrogant and haughty.
  • Loyal (Minor). Tritons are compelled to protect others from the evils of the deeps and are willing to die for this cause.
  • Outsider (Minor). Tritons find it very hard to understand other cultures and most other cultures are completely unaware of the tritons' contributions to the safety of the seas.

Bonus Proficiencies. For each minor drawback assigned to a triton, you select one of the following: Arcana, Endurance, Intimidation, Persuasion, Spears (Simple + Martial) or one relevant language.


TRITON RACIAL FEATS

Race Feat & Source
Triton Water Magic (House, D&D General Feats) This is a general feat, but tritons can take it as a racial feat.

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GAME MECHANICS

Dungeons & Dragons 5E

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