Artemian (5e Race)
From D&D Wiki
Artemians are an aquatic race with a culture that borrows many elements from ancient fallen civilizations that have since sunken into the sea. They live in underwater city-states in an analog society where slavery is commonplace. Each city-state is ruled by town fathers. Democracy and capitalism are the gold standards, and, in some cases, slaves are able to purchase their freedom. Merchants, fisherman, nobility, slaves, gladiators, and soldiers are common backgrounds.
Artemians possess slender builds with round bellies, which aid in storing air for when they need it. They have crown-like tentacles on their heads, and short, thick, pointed tails that aid in underwater travel between their legs. Their bodies are covered in small pink scales accented over blue or green ones. Their overall shape is rather humanoid, save for the aquatic features. Their faces seem human-like save for the flattened nose and larger lips. People remark they are not as handsome as triton, which they take some offense to.
Artemians were believed to have been a lesser species formed of sunken societies that were cursed by gods, primarily humanoid ones. Elven and human city alike have fallen into hubris before, and the gods often sought to punish them. One such punishment was the collapse of the city, particularly coastal ones, into the oceans depths. All the inhabitants would then be forcibly turned into sea-life like seals and dolphins. Some became the artemians.
Artemians have odd habits and rituals surrounding birth. Most eggs hatch from the desecrated corpses of those that had become pregnant, so motherhood is a battle to the death in itself. All artemians mature by the age of 3, and few live beyond 30. Artemians are hermaphroditic. All are able to both bear children and implant seeds, but, they tend to follow binary gender lines, in terms of gender roles. When there is an imbalance in their society, males can fill female roles and females can become males.
Artemians love commerce, philosophy, and politics. They see nothing wrong with slavery, which some say makes them little more than enlightened and non-insane kuo-toa. But they spurn those of the land who dare look down upon them. This means hardship for those who do wish to learn and explore above the water. However, the sophisticated upbringing gives them the advantage of bubbly personalities that are amicable and quick to make friends.
Artemian names follow along the lines of fake Romanesque names, befitting their background, or 1950's sitcom family names, befitting their sea monkey inspiration.
Male: Flavious, Gradiun, Bobby, John
Female: Meretrix, Leya, Donna, Gail
Artemian are a roman analog aquatic race resembling sea monkeys.
Ability Score Increase. Your Dexterity score increases by 2, and you may increase either your Wisdom or Intelligence by 1.
Age. Artemians mature by the age of 3 and rarely live past 30.
Alignment. Artemins tend to be neutral.
Size. Your size is Medium. Artemian's size is determined by their role in society. Warriors and gladiators tend to be larger, whereas politicians, merchants, and nobles tend to the shorter side. Sizes generally range between 4 and 7 feet.
Speed. Your base walking speed is 25 feet. You have a swimming speed of 30 feet.
Amphibious. You can breathe both air and water.
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.
Oddly Funny. The combination of your unique speech pattern and odd references comes of as charming and quirky. You are proficient in the Persuasion skill.
Slimy Skinned. Your skin is always covered in a slippery ooze which gives you resistance to fire damage. You are also considered a Small sized creature when squeezing through spaces.
Languages. You can speak, read and write Common and Aquan.
Random Height and Weight
|4′ 6″||+1d2||120 lb.||× (20) lb.|
*Height = base height + height modifier