Atrodr'rath (5e Race)
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|“||For millennia we always were told that everything bathed in light was good, just, and strong. Those fish however, they don't need the light.||”|
Atrodr'rath are piscine humanoids. Unlike tritons, they do not have hair anywhere on their body and they have much larger scales covering their skin. These scales are hard like fingernails, and smaller ones cover their arms and legs. Their head is rather rotund, and they have fishy eyes and lips, but their gills are situated at the neck. Along their spine is a series of spiny fins like that of fish. The atrodr'rath are usually too skinny or human-shaped to be assumed as kua-toa, but some have remarked that they bear some resemblance. Other than their shape, another main difference is that atrodr'rath eyes are usually very clear, as are their scales. They often require a suit of some kind on land to walk with the same vigor as a land animal.
Born in the abyssal deep of the planet, the atrodr'rath of Thaiozhu were grown under Kytherean oppression. After the first Kytherean is killed, the atrodr'rath then proceeded to eliminate them with tactics they learned to survive. By the end, they became a powerful race with no longer any masters. However, being born partially a fish, their options out of water were limited. Primitive exo-suits were created so they could function on land and so they began colonizing outside the crater they called home. They eventually controlled the entire planet, but this was a short lived victory, as their "Endless Revolution" started soon after. However, encounters with the Gulk united the race and they became the second to modernize and become spacefarers. After their civil war, the modern society looked back at the old days and became highly moralistic and industrialist due to their history.
Modern atrodr'rath society is very moralistic and industrialist. Any and all ills committed are attributed to the four vices that they vow to eliminate:
- Abuse: abuse of power, assault (but not self-defense), prolonged suffering(but not torture), crippling, etc.
- Sloth: idleness in the face of injustice or dubious scenes, and not having a job.
- Decadence: low quality craftsmanship, being cheap (but not savvy), sexual deviancy, adultery, drugs, prostitution.
- Cowardice: giving in to fear, suicide.
Their totalitarian government is strict on enforcing rules against these, but they still retain some honor of the citizen as an individual. In the end, it is a double-edged sword that keeps both government and people in check. Their leader, the Autarch, is often taught not to abuse their own power, as they must abide by the anti-vices as well. They can be sure the intolerance for vice would be turned on them then.
Atrodr'rath speak with odd noises out of water, which makes sense since air is not as good as water for echolocation. Their names are thereby usually composed of a mess of letters.
Male: Vhyrvo, Ekthaaz'vho, Fikrashh, Lop'in
Female: Vh'ipi, Iaz'aadrriss, Jad'rath, Gri'mrath
Fishy humanoids who hail from a crater
Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.
Age. Atrodr'rath mature at around 20. They live to almost 150 years on average.
Alignment. Due to their moralist tendencies, they are very much lawful good.
Size. Atrodr'rath are usually around 6 feet tall. Your size is Medium.
Speed. You have a base walking speed of 20 feet. You have a swimming speed of 40 feet.
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.
Abyssal Curse. You can breathe air and water, but you need to be either submerged in water once every 8 hours or wear a moisture control suit or you will take a stack of exhaustion. Exhaustion you incur from this trait cannot be removed by normal rest unless you are submerged in water.
Anti-Cowardice. Even the Kythereans, the atrodr'rath were fearless and bided their time. You have advantage on saves against being frightened.
Heavy Armaments. Your warrior body is tempered by oppression to bear heavy loads and weapons. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Tough As Nails. Your body can withstand a lot of abuse. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. Additionally, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Languages. You can speak, read, and write in Common and Thaiozen (Aquan).
Random Height and Weight
|6′ 5″||+1d4||105 lb.||× (1d4) lb.|
*Height = base height + height modifier