Deep Lake Firbolg
Basic Information
Anatomy
Growth Rate & Stages
Additional Information
Facial characteristics
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Firbolg Magic. You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves. Aquatic Companion. As a bonus action on your turn, you can conjure an aquatic familiar of Medium or Small size that remains with you until you say otherwise. This familiar can only be used under water and is one chosen at a young age by Lake Firbolg and remains the same for their entire life. Using this feature grants a swim speed of 35 feet, but requires one hand to be placed on the familiar at all times. This familiar can't take attack actions, except for the Dash action. As a reaction, it can impose disadvantage on one melee attack made against you. This familiar has hit points equal to your character level + Wisdom modifier (minimum of 1) and an AC equal to 10 + your proficiency bonus + your Wisdom modifier. This creature also counts as a spellcasting focus for the purposes of casting spells with material components only while underwater. Conjuring this creature out of water places it in a spherical bubble of water that hovers 5 ft. off the ground allowing communication for 30 minutes, but can't assist in combat. Over time the familiar develops a personality, and is able to retain memories and stories of its own and those told to it by you. Mud Runner. Swampy, watery, muddy terrain does not count as difficult terrain for you. Water Speaker. You can hold your breath for 15 minutes. You have the ability to communicate simply with marine creatures. You can ask for locations of structures or creatures, or ask them how they feel. You can request a marine creature to assist you in searching for items or exploring locations below water and extend this benefit to another creature traveling with you. A marine creature assisting you will not fight for you, but will alert you of danger before escaping.
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