Water Clan | Race | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Water Clan

Ability Score Increase CON + 2 & STR +1 for Polar Clan or WIS +1 for Swamp People
Size Medium
Speed 30 ft.

Age: A water clan member reaches adulthood at the age of 18 and typically lives for less than a century.   Alignment: Water clan members are adaptable, and capable of change. Water clan members tend towards neutrality.   Natural Healer: If you roll a 1 when healing hit points (such as when resting or initiating a form that heals hit points), you can re-roll the die and must use the new roll.   Traditional Remedies: You gain proficiency in the Medicine skill.   Waterborne: You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made while underwater.   Sub-race: The two main groups of the water clan, the Pole clan and the swamp people, are mainly separated by geography. The Pole clan is used to enduring harsh and biting winters, while the swamp people are more familiar with muggy, humid bayous.  

Polar Clan

While water is seen as the element of adaptability, polar water clan members have rituals and traditions that they strictly adhere to. The northern polar clan typically separates the division of labor along gender lines, with men working as hunters, fishermen, and warriors, and women serving as homemakers, healers, or teachers. As the Great Glacier continues to retreat, the polar clan clings to these traditions in an attempt to keep their culture from disappearing as quickly as their home does. Both groups are still accepting of change, however, and do share common characteristics with one another.
  Cold Endurance: You gain resistance to cold damage.
Extreme Environment: The first time you would be required to make a saving throw against exhaustion in a day due to environmental effects (such as extreme cold, hunger, or loss of sleep), you can shrug off the effect, automatically succeeding on the saving throw. Once you use this trait, you must complete a long rest before you can do so again.  

Swamp People

The swamp people don’t have much contact with their polar brethren, but still see them as family just the same. Members of the water clan always have a friend in the swamps and bayous of the world, anywhere they can find a swamp person. The largest concentration of swamp people live in the Vast Swamp. Naturally gregarious, the swamp people have learned to use the swamp’s flora and fauna to serve their needs, and don’t usually venture beyond their home unless spurred to do so by some outside force.
  Plant Familiarity: You have advantage on Intelligence (Nature) checks made to identify and understand the properties of plants and plant creatures.
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Languages. You can speak, read, and write Common and Imiq.


Created by

Masterdutch98.

Statblock Type

Race

Link/Embed