Octofolk, Variant (5e Race)
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Octofolk are furless humanoids with a patch of 10 to 16 tentacles where a head of hair would normally be. Their skin is smooth and can be of virtually any colour (red and brown being the most common), with simple patters, such as circles and stripes dotting their bodies. The females are usually taller than the males, but nothing too drastic. Their eyes are never the same tone as their skin, usually a bright red, yellow, blue,or a mix of said colours. An Octofolk's pupils can be of a variety of shapes, they can be round, a horizontal line, a sideways "8", and even a "w". The inner side of their forearms is covered in tiny suction cups. They possess a fine membrane between their 5 fingers in each hand. Their toes are fused together with exception of the big toe. Ears are optional, but if present, they are round and soft, like the Dumbo Octopus' fins. Octofolk do not possess noses, but instead, two separate airways right below their jawline, which close once their mouth in open. Along with teeth they possess a beak like structure on the inside of their mouths, where the uvula would be.
Octofolk societies can range from simple hunters and gatherers to highly complex communities. They for the most part are governed by a dominant individual that has proven their worth. Every 10 years a new ruler is chosen to replace the old. The new ruler is normally decided by a vote process, although duels for dominance aren't that uncommon. Octofolk settlements occur more frequently in underwater cave networks, though it isn't unheard of octofolk cities in shipwrecks, underwater ruins, and even above water on beaches, large lakes and swamps. Religion is an important part in their communities, once they depend so heavily on the sea. Sea related gods are among the most popular, followed closely by weather gods and volcanic gods.
Ability Score Increase. Your Intelligence score increases by 1 and your Dexterity score increases by 1.
Age. Octofolk reach maturity at about 20 years and can live up to 120 years.
Alignment. Octofolk do not tend to any alignment in particular.
Size. Male Octofolk range from 5'4" to 6'1" and the females range from 5'10" to 6'7". Your size in medium.
Speed. Your base walking speed is 30 feet. You have a swimming speed of 25 feet.
Superior Darkvision. you can see in darkness as if it were dim light and in dim light as if it were bright light up to 120 feet. In any case, you can't discern can't see colours, only shades of grey. Even in bright light.
Scape artist. You can squeeze your body through a hole or trench of at least 5x5 inches. Items larger than that can't go through with you.
Extra Hands. The tentacles sprouting from your head can pick up and hold objects but can't manipulate them with any degree of dexterity.
Ink sacks. Up to three times a day you can spew a jet of black ink out of your mouth onto a creature up to 20 feet away from you(this counts as a ranged attack). On a hit, the target becomes blinded for 1d4 + your CON turns.
Amphibious. You can breath both in air and in water.
Grappler. Due to the presence of suction cups on your inner forearms and palms you have advantage on STR checks used to restrain a creature.
Natural Mimicry. You can change your body's colours, patterns and textures at a moment's notice. Giving you advantage on DEX (Stealth) rolls. This trait needs concentration to work. If you take damage, are knocked unconscious or use an action you must succeed on a Constitution saving throw DC=14 or revert to your natural colours.
Languages. You can speak, read, and write Common and Aquan.
Hapalos (Blue-ringed octopus)
Ability Score Increase. +1 to Charisma
Poison Point. If you make an unarmed attack with your claws or bite, on a successful hit the target must make a DC=10+CON, Constitution saving throw or be poisoned and take 1d4 poison damage per turn for 1d4 turns. At 3rd level this trait now deals 1d6 poison damage per turn.
Menacing display. You can, as an action make your irises and the deep blue circles on your skin glow an iridescent bright blue. All creatures in a 30 feet radius that can see you must succeed on an Intelligence saving throw DC=10+CHA or become frightened. A creature frightened by this effect can repeat their save at the end of their turns, on a success they're no longer frightened. A creature with an Intelligence of 4 or lower fails the save automatically.
Thalmos (Mimic Octopus)
Ability Score Increase. +1 to Dexterity
Enhanced mimicry. You can use the trait "Natural Mimicry" without having to make saving throws for every action and upon taking damage. Although if you are knocked unconscious you still revert to your natural state.
One Of Us. You can, by changing your colours, body shape and body language, try to convince a medium creature with 4 or less intelligence that you're of the same species or a predator. The creature must roll a WIS save, DC=10+CHA. On a failed save the creature is convinced of your lie, on a successful save the creature is not fooled and becomes immune to your deception for 24 hours.
Enteros (Giant Pacific Octopus)
Ability Score Increase. +2 to Strength
Enhanced Grappler. Your tentacles can be used as natural melee weapons, dealing 1d6 bludgeoning damage on a hit. The same can also be used to grapple a medium or smaller creature, if so make a STR check against the creature's AC. On a success the creature becomes restrained. Repeat the STR at the end of every turn of the restrained creature, on a fail the creature frees itself.
Tremos (Blanket Octopus)
Ability Score Increase. +1 to Dexterity
Feather fall. Your tentacles have a thin but sturdy membrane between them. In case of a fall, they can be opened to function like a parachute, neglecting all damage from that fall. You can hold up to 2 creatures while falling, in that case the damage is instead cut in half for all parties involved.
Poisonproof. While your HP is full, you're immune to poison damage. If your HP is not full you're resistant to poison damage.
Random Height and Weight
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*Height = base height + height modifier
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.