Aquan (5e Race)

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Aquan Natives of the sea, rivers and lakes; Aquans can be found in (or very near) any sufficient body of water. They have the bestial aspects of marine life, including sea-born mammals. Although the correct term for Fish Folk is “Aquan”, Fish Folk has become a colloquial term that has stuck and used now by the majority to describe them.

Physical Description[edit]

They are humanoid and have scaled bodies with blues (with light and darks being of equal tendency) being the most common, with grays, greens, and oranges being all being common as well and reds, pinks, yellows, brown, and purples all falling under the category of rare but not unheard of and while some Fish Folk, (or others who see them) might describe themselves as black or white, they almost (if not always) a particularly dark or light shade of gray.

They have gills on their neck (which close up when on Land), webbed hands and feet, and small hard fins, about 2 to 4 inches long (use 1d3+1 if you want to randomly determine their height) sticking out of their forearms and calves. Fish Folk don't have hair of any kind (Including eyelashes, eyebrows, body hair, facial hair), but can have an approximation of hair in a mohawk-style fin or tentacles that take the place of hair as snake do for a Medusa. Their eyes look like human eyes for the most part and of human colors (Blue, Green and Brown), though unlike humans’, they have large irises and pupils with almost no sclera on show. Coloration-wise, blue eyes are the most common, and with green eyes being the next most common, metallic colored eyes that seem golden/orange or silver/white are very rare, but brown eyes are the rarest (though they are about as common as blue eyes in humans).

Fish Folk have exactly the same diversity as humans in terms of height and weight and their gender differences in body type is as apparent in humans, with men being slightly taller, and having more muscle. Female Fish Folk do not possess traditional mammalian breasts. They lack ears, though they still have 2 holes in the side of their head that hear and as such have no penalty to hearing. They may have fins shaped like hearing cones around these holes.

History[edit]

Aquans, also known as Fish Folk are Beastfolk natives of the magical Otherworld, but originate in the Mundane. Due to the nature of raw, wild magic, all Beastfolk were once normal animals of Mundus that wandered into Otherworld and became transformed into humanoids. Rather than a single Species, Beastfolk are a collection of the progenies of those first changed.

Society[edit]

Beastfolk see themselves as guardians of the wilderness and defend their territory fiercely. They wish only to be left alone but are curious and can be coaxed into companionship. However, Beastfolk will attack hunters and those who would do the land harm. They are mostly peaceful, and enjoy watching life pass by, but when the time comes for them to fight, they do so with all the fury of nature. Like the animals they resemble, Beastfolk are feral, yet they also have the cultured sapience of humankind.

Beastfolk live in very secluded communities and it is possible for multiple variants to live together in harmony, should the environ be favorable to do so. They do not usually enter lands owned by other Species unless they have a good reason to, such as war. Beastfolk do not regard killing for food a crime, and do not mourn a death of one of their own, as long as the death is to feed another, or from old age. They do, however, take murder seriously and one of the reasons the Beastfolk will visit harm to other Species.

Beastfolk practice spirituality; the belief that all things, living and nonliving, have a spirit. Beastfolk pray to these spirits and try to honor them whenever possible. For instance, if a Beastfolk eats a root, he first prays to the plant’s spirit and explains his intentions and apologies. A Beastfolk's religion prevents him from eating the meat of his associated animal but not of other Beastfolk. The beliefs of the Beastfolk have no myths, no temples, and no gods, only spirits of nature.

<Race Name> Names[edit]

Male: Blub, Glub, Glug, Pfft

Female: Splish, Bup, Boop, M'bop

<Race Name> Traits[edit]

5e Racial Traits Ability Score Increase: Your Strength score increases by 1. Medium Monstrous Humanoid (aquatic) Fish Folk base land speed is 30 feet: Swim speed is 40 feet. Gills: You can breathe underwater. Aquatic: You can breathe water as well as air, and can descend up to four times the depth a human can without taking pressure damage. You can walk on dry land, but are uncomfortable unless you know that a body of water is near and will need to make a Willpower (Wisdom) per 24 hours to resist trying to find the closest body of water or risk Dry Out. Dry Out: You are required to spend a Long Rest (e.g., sleep) submerged in water to survive trekking on dry land. If you have gone 24 hours without submerging into water, you gain 1 level of exhaustion. Levels of exhaustion gained in this way, stay with you until you submerge yourself for 30 minutes per exhaustion level gained by Dry Spell on top of a standard Long Rest. This can be in a bath, so long as the water matches, or is at least an approximation of the native water of the Fish Folk in question. A Fish Folk from the deep ocean cannot sleep in anything but cold, salty water. Increased Low-Light Vision: You replace darkvision with the ability to see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. You retain the ability to distinguish color and detail under these conditions. Webbed Fingers: You are able to swim 40 feet and you have proficiency on all swim checks. You can always choose to take 10 on Swim checks, even if rushed or threatened. You can use the run action while swimming, as long as you swim in a straight line. Aquatic Weapon Training: You have proficiency with spear, javelin, trident, and net. Merfolk Blood: Fish Folk are considered merfolk for spell and magic item purposes. Weapon Proficiencies: You have proficiency with spear, javelin, trident, and net. Skills: +4 racial bonus on Bluff, Diplomacy and Gather Information checks Automatic Languages: Aquan (Sylvan aquatic dialect), Sylvan, and Common. Bonus Languages: Any. Special Feature: Speak with Animals (Fish only, duration 1 minute). 1/day. Caster level is 1st. Favored Class: Druid or Ranger.

|abilities=Your An ability score was not entered for this template! score increases by 2 and your An ability score was not entered for this template! score increases by 1. |age= |alignment= |size= |speed=Your base walking speed is <speed> feet. |trait1= |description1= |trait2= |description2= |trait3= |description3= |trait4= |description4= |trait5= |description5= |languages= You can speak, read, and write Common and one other language of your choice. |subrace= }}

<Subrace Name>[edit]

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
′ '' + lb. × () lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1
2
3
4
5
6
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8
d6 Ideal
1
2
3
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6
0.00
(0 votes)

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