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Molluskin

Shared Racial Traits   Ability Scores: Int +2, Size: Medium, Speed: 20ft., swim 50ft.   Age. Molluskin are the shortest living race on Venhum, reaching adulthood at 2 years and sadly only living to a maximum of 20 years.   Alignment. Molluskin tend to be chaotic. They wish to hoard the most knowledge and find out as much about the world as possible, before they expire.   Description. Molluskin are often confused for mindflayers, but their usually unnatural pattern makes them still destinct enough not to be attacked on sight. They have no normal arms, but instead carry bundled tentacles that they use as arms and hands. Their head is that of an octopus or squid, and their skin has a strange leathery layer. Surprisingly normal humanoid legs with extra webbing of course!   Languages. Molluskin speak Common and Ethereal.   Perk Affinity: Spiritual.   Size. Molluskin grow to the same height as humans. Your size is Medium.   Aquatic. You have a 50ft. swim speed and can breathe underwater.   Jack of all Trades, Master of None. Molluskin are very fast learners, but they have never time to perfect any craft, instead they direct the knowledge they gain to other applicable traits. You can not have expertise in any skill or tool, instead whenever you would gain expertise, you gain proficiency in another skill or tool, that shares the same Ability score, and if the Ability Score is Intelligence, you can choose a Language instead. In addition, you are proficient in any three skills of your choice. This feature includes your skills learned from your Class and Origin.
Subracial Traits   Cepharim
Cepharim Molluskin are often mistaken as mindflayers, as they share the same facial features as them, but come at a greater variety of colors and shapes. They are sages, seekers of knowledge and great at adapting in any situation, be it on land or under water.   Ability Scores: -   Armed for the Occassion. Cepharim Molluskin are divided into two different kinds of Cepharim, depending on the amount of limbs they are composed of. Besides they normal humanoid arms and legs, they have either two or four more tentacle arms growing from their back. Choose the amount of arms you have and gain its feature.
Eight-Armed. You can use these additional tentacle arms to hold four additional objects or weapons, that can be weilded by tentacles, but they do not give you additional attacks. In addition, you have advantage on checks made to grapple or shove a creature. Furthermore your Strength score increases by +2.
Six-Armed. You can use these additional tentacle arms to hold two additional objects or weapons, that can be weilded by tentacles, but they do not give you additional attacks. In addition, you have advantage on ability and skill checks that require Dexterity. Furthermore your Dexterity score increases by +2.   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.
Spirit of Knowledge
Many great scholars of the molluskin race have gone mad from their gluttonous behaviour towards knowledge, but they are slaves to their short life and will do anything to find out everything, especially if it allows them to live longer.   Ability Scores: Cha +2   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.   Devourer Knowledge. Over the course of an hour, you can temporarily destroy the inscription of a written scripture, which can be a book, manual, scroll or tome and make it your own. If the scripture contained knowledge about learning a skill, you are considered proficient in this skill, or if it contained one or more Spells, you are able to cast one of them if it is of a Spell level you have access to, using your Charisma as your Spellcasting ability, and lastly if it contained knowledge of increasing ones Ability Scores permanently, you gain this increase for the next 8 hours. Once you have devoured a scripture this way, you can't do so again, as you have found out anything about it. In addition, you gain the trait: Gluttony.   Spiritual Spells. You know the encode thoughts Cantrip. When you reach 3rd level, you can cast the detect magic Spell once with this trait. When you reach 5th level, you can cast the detect thoughts Spell, once with this trait. You must finish a long rest to cast these Spells once again with this trait. Charisma is your Spellcasting ability for them.

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