Otterkind (5e Race)
Otterkind[edit]
“ | This used to be a magnificent valley. My father used to bring us here every summer, to eat aside the river, under the shadow of the trees. Swim afterwards. Then some girl called mist and her husband found that this place had no owner and just worked everyday to make it look even better. And by the gods am I thankful of that. | ” |
—Celebrio, local druid |
Quick, fabulous and adorable looking, Otterkind are a race that brings the best aspects of nature. With their uncomparable resourcefulness, their lean figure and their desire for change, otterkinds will always be a motor to change nature and anyone around them, whether they want it or are forced to.
Physical Description[edit]
Otterkind |
Otterkind stand at about three feet tall and weigh about thirty pounds, covered head to toe with rough but light fur, generally brown or honey colored. This fur helps them to be hydrodynamic; not only to swim faster but also to be basically waterproof.
They have short but thick and strong legs and arms, about seven inches each, that end in relatively long fingers with very vicious claws. Both hands and feet are webbed to help them swim. Although the contact with most races has made them to move bipedally most of the time, they prefer to move on all fours, as it is faster for them. Their short snouts and little whiskers help them to navigate underwater.
Society[edit]
Otterkind make their homes on the rivers of the world or floating rafts in the ocean. Their homes are usually borrowoed into the ground, decorated with many flowers or plants; sometimes they have tunnels that lead to other homes that are very close to them or a subterranian access to the river or lake, as an emergenccy exit. The ocean ones tend to be more akin to floating cities made out of planks of wood, with separate islands holding a family home, all of them connected with planks and bouys.
In any case, both the underground and the floating islands tend to grow as time goes by, with some massive underground colonies having homes that are five or six hundred feet under the ground, with 50 miles or more of interconnecting tunnels. Meanwhile, some floating islands have been known to be the home of 500 otterkind, with sizes and some structures rivaling most humanoid cities.
No matter where an otterkind calls home, everyone knows everyone and consider every otterkind like a member of their own family, often calling everyone 'brother' or 'sister', with the exception of their parents and the elders, who are usually refered by a title. Most otterkind prefer to have monogamic relationships, usually having only 2 to 3 otterlings per family.
They tend to be governed by a gerontocracy: The eldestof them leading the tribe, with their wisdom being highly valued. Nothing is more important to otterkind than a thriving community. Regardless of where they live, all otterkind know one another, and their doors are always open for each other. Adventurers among otterkind usually begin their journey for social reasons as well. Whether it's to support a friend, an excuse to meet new people, or to defend their tribes from danger.
They get along with seemingly all other races, though the ones they connect the best with are undoubtedly halflings, since they share so much in common.
Otterkind Names[edit]
Otterkind names tend to come from things in nature, such as Rock, Thistle, and Bark, or names of famous rivers or oceans. Although have often adopted human nicknames.
Male: Bark, Oak, Rock, Spruce, Thistle, Hudson, Creek, Stone, Reed
Female: Brook, Ivy, Moss, Petal, Pine, Babble, Kelp, Pebble, Tealeaf
Otterkind Traits[edit]
Otter like social beings.
Ability Score Increase. Your Dexterity score increases by 2.
Age. An otterkind reaches adulthood at the age of 12 and generally lives to about 80-90 years of age.
Alignment. Otterkind tend towards lawful alignments, although some crave the freedom so much they might slip into a chaotic alignment.
Size. Otterkind average about 3 to 4 feet tall and weigh about 30-60 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet. Your swim speed equals your walking speed.
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.
Bold. You have advantage on saving throws against being frightened.
Limber. You can move through the space of any creature that is of a size larger than yours.
Aquatic Nature. You are used to staying underwater for long periods of time without needing to breathe. You can hold your breath for up to 10 minutes.
Claws. Your unarmed strikes are considered a finesse, single weapon in which you are proficient. it deals slashing damage equal to 1d4 + your Strength or Dexterity modifier.
Languages. You can speak, read, and write Common and Aquan.
Subrace. You must choose between three subraces of otterkind: Riverfolk, Lakeborn or Seafairers.
Riverfolk[edit]
None are as well-traveled as the riverfolk otterkind. Far more nomadic than the rest of their kin, the riverfolk rather enjoy moseying up and down various rivers and adapting to each new environment they come across. While this may mean they have no physical settlement to return to, such things aren't an issue for them because they know if they ever get separated, then all they need to do is follow the river.
Ability Score Increase. Your Wisdom score increases by 1.
Traveling Adept. You are proficient in the Survival skill.
Lakeborn[edit]
They were born on still waters, surrounded by peaceful pastures and the occasional town. Lakeborn otterkind have the best opportunities to get to know themselves and those that settle nearby. They get along the best with other races, simply because they are usually the closest to them.
Ability Score Increase. Your Charisma score increases by 1.
Conversationalist. You have proficiency in the (Persuasion) skill.
Seafarers[edit]
Those that thrive by the sea consider themselves the greatest among otterkind, though do not look down upon their other kin. Living on the sea has made these otterkind hardier than their brethren. They have grown used to the high waves and difficult conditions brought about by settling on the untamed seas. They see it as a challenge and welcome the chance to prove that they have what it takes to withstand nature's greatest forces.
Ability Score Increase. Your Constitution score increases by 1.
Ocean farer. You have proficiency in Vehicles (water). You have advantage against going prone.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
2′ 8'' | +2d4 | 20 lb. | × (2) lb. |
*Height = base height + height modifier |
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