Talk:Octofolk (5e Race)
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The Dazed thing isn't a condition. It's fluff. "Enough small trees can kill anything" -- NerdyAarakocra (talk) 19:21, 10 March 2022 (MST)
- It seems strange though, putting it with incapacitated. "Incapacitated and visibly dazed"... So just incapacitated then?--Yanied (talk) 22:29, 10 March 2022 (MST)
Proposed changes (Based on the Plasmoid Race):
- Ability Scores Increases: When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
- Creature Type: Monstrosity
- Hydrostatic Skeleton: You can squeeze through a space as half your size, provided you are wearing and carrying nothing. You are resistant to bludgeoning and fall damage.
- Tentacles: You have advantage on ability checks you make to initiate or escape a grapple. You have advantage on saves that would result in knocking you prone.
- Amphibious: You can breath Air or Water
- Languages: You can speak Comman and Aquan, the elemental language of Water
- Size: You can be Medium or Small
- Vulnerability:" Due to your soft skin, you are vulnerable to slashing damage.
- Octopus
- Camouflage. You can change the color of your skin to attempt to camouflage yourself. You can attempt to hide when you are only lightly obscured. In addition, you gain proficiency in the Stealth skill.
- Squid
- Ink Cloud. You can emit ink to conceal yourself. A 10-foot-radius cloud of ink extends all around the you if you are underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, you can use the dash action as a bonus action. Once you've used this ability, you cannot use it again until you've finished a long rest.
- Cuttlefish
- Hypnotic Skin. Cuttlefish can change the color of their skin rapidly to hypnotize prey. As an action, you can choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against 10 + your Charisma modifier. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed. Once you've used this ability, you cannot use it again until you've finished a long rest. --Tandu (talk) 13:21, 16 November 2023 (MST)