Aquare (5e Race)
From D&D Wiki
A medium-sized, faintly humanoid figure. It lacks in facial features, yet have a head shape that resembles where features would be located. It's entire body is a silvery-white liquid, which brightly shines in daylight, and glows a faint white in the night. Within their cloudy form, they have chunks of brightly colored coral growing within.
It is said that one day, while a curious but lonely grey-haired wizard was experimenting with combining extraterrestrial rocks, he mixed said space rocks with water, creating the gift of life. This species would later come to be known as the Aquare. However, the gift of life was met with a swift disappointment, as the Aquare were not classified as sentient at the time of their creation. Most were cast deep into the ocean by their creator, being considered a mistake of curiosity. Aquare grew to find companions in the creatures of the underseas, and eventually developed enough to learn the language of the creatures of the deep. Aquan find other underwater creatures to be easy allies, while strictly land-based species aren't as easily trusted.
Most Aquare follow a code of honor, this code of honor states the three rules that all Aquare follow. These rules are 1. Honor is not won in the kills one has, but in the way the fight is dealt with. 2. Aquare must honor tradition, and teach their offspring the language of the underseas. 3. When a fellow Aquare passes on to the afterlife, they must have a proper burial, or dishonor comes to those who loved them. Most Aquare live in underwater caves with groups of 9-14 other Aquare. Aquare often do not have fancy buildings, instead they carve into the caves in which they live. Groups of Aquare are called a circle. Aquare only refer to other Aquare as their peers.
Most Aquare names use strong sounds, as well as hard vowels. They lack middle and surnames, as they figure the easiest method of initiating conversation is a single-syllable name.
Male: Wraing, Wiks, Rike, Paig, Telk, Kitz, Catsche, Khatch
Female: Wrisp, Kilp, Talp, Winp, Koup,
Aquare beleive that the best parts of a living thing is their ability to talk to others and their ability to think in hard situations.
Ability Score Increase. Your Charisma score increases by 2 and your Intelligence score increases by 1.
Age. Aquare often live to 120 years of age, reaching peak maturity at around 40.
Alignment. Aquare tend to align themselves lawfully, but other stray to a more neutral path.
Size. Aquare vary in sizes, usually around 5-7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet. Your Swim speed is 25 feet.
Darkvision. Aquare have evolved to have good eyesight in dark spaces. 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.
Amphibious. Aquare have been gifted with a lack of lungs. You can breath underwater and on land.
Strong Mind. You have resistance to psychic damage.
Languages. You can speak, read, and write Common and Aquan.
Random Height and Weight
|5′ 6''||+1d12||185 lb.||× (30) lb.|
*Height = base height + height modifier
When creating an Aquare character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.
|1||My people were outcasts, I focus on bringing all attention to me|
|2||I blend in with those around me, trying not to call in a crowd|
|3||I think I'm a higher form of intelligence then those I speak to|
|4||I may not be as strong or smart as those I know, but I'm resilient and never quit|
|5||I jump into action before thinking, I'm best at improvising on most situations|
|6||I can spend hours planning and preparing for every possible outcome, you can never be too safe|
|7||I live for action, every chance I get I go out in search of what I consider fun|
|8||I don't easily get along with others, I often go for the plan that benefits me the most|
|1||Vengeance. Any amount of broken reputation can eventually be fixed (Lawful)|
|2||Whatever it takes. Anything can be achieved with enough force (Evil)|
|3||Prodigy. It's believed a child born of pure spirits has come (Good)|
|4||Self-lawed. If we weren't considered sentient, neither should we have moralities, right? (Chaotic)|
|5||Moral Grey. It's hard to draw the line between right and wrong, but that means you can sometimes deviate (Any)|
|6||Responsibility. It's up to individuals to represent a whole (Good)|
|1||My peers consider me the be the filler of prophecies, I've been spoiled all of my life.|
|2||Those I know don't associate with me, I'm considered an outcast despite my small circle of Aquare.|
|3||I've devoted my life to living up to the honor of my ancestors, I've trained physically and mentally to become the best I can be.|
|4||I've broken the code of honor, and have been disowned by those previously considered close to me. I've nearly been banned from my circle.|
|5||I've followed a life of religion, regularly donating to our ancestor worshiping palace.|
|6||The creatures of the surface has become regular to my visits near the shores, and I'm closer to land creatures than my circle.|
|1||I rarely speak, often in short, simple sentances. I attempt to use other methods of communication.|
|2||I dive head-first into every encounter. Even if it puts my peers in danger.|
|3||My kind has banished me from our circle. I have brought great dishonor, but I try not to let others know this.|
|4||I find myself unable to leave areas that are dry and hot, I find myself more susceptible to bad ideas|
|5||I never lie. I only speak the truth, even if it hurts others.|
|6||I've adapted to life above land, I rarely go to the seas nowadays and often stray from bodies of water.|