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Tentacled Seafolk in Dungeons & Dragons 5e

Homebrew

Tentacled Seafolk

ability score increase: Your Dexterity score increases by 2 and Strength scores increases by 1.
age: Tentacled Seafolk reach maturity in about 18 years and live for about 60 years.
Size: Medium
speed: 30ft. Walking and 40ft. Swimming
Languages: Common and Aquan
race features:

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 discern colors in that darkness only as shades of gray.

Voice of the Sea

Aquatic animals have an extraordinary affinity with your people. You can communicate with your mind to any Beast that has a swimming speed.

Water Dependency

If you fail to immerse yourself in water for at least 8 hours during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 8 hours.

Ink Cloud

When in water, an tentacled seafolk can release a cloud of ink that obscures the water around them. You release a 20- foot-radius cloud of ink extends all around 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 have used this trait, you cannot use it again until you complete a short or long rest.

Octopodal

You have eight limbs, four of which can serve as arms. This allows you to carry and wield more items or weapons that other creatures. On a turn in which you take the Attack action, you may use a bonus action to make a melee attack against a foe within range or take the Use an Object action.

Natural Grappler

You have a natural ability and expertise in grappling and the slick skin on your body allows escape being grappled yourself. You have advantage on checks to enter into or escape a grapple.

Sea Stealth

While underwater, you have advantage on Stealth checks.


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