Gillman (5e Race)
From D&D Wiki
"Somewhere... beyond the sea... Somewhere... waiting for me..."
Their bodies are mostly comprised of scales that range in varying shades of green. Moss and seaweed can sometimes cloth their body. True to their name, their gills can be located at the side of their necks. They have webbed hands with tiny little claws on them. Same goes for their feet.
A long time ago, a human tribe lived near a simple river. Over time, this river grew into a massive pond, and eventually, an ocean. The rising waters took the human tribe and sank them deep underwater. They would have drowned had it not been for a mystical artifact hidden in the deepest darkest depths. This artifact, a large stone molded to resemble a castle, modified their beings and allowed them to live underwater, at the cost of forever being addicted to being in water.
Over time, these Gillmen began to absorb wisdom from the rock, allowing them to be more spiritual in their life.
Gillmen think little of the affairs above water and prefer to stay in their homes. The only times they do manage to go up is when matters involve them in some way. The society's divided into two castes, Nobles and Warriors. Nobles rule the kingdom they thrive in, while Warriors go out to defend the kingdom. As such, about seventy five percent of the populous seen on land are Warriors. While Gillmen do visit the land, they don't stay for long and leave.
Most male Gillman names end in either an -on or a -us. The former is for nobles and the latter is reserved for warriors.
Female Gillman, however, borrow their names from humans, usually beginning in A or M, A's being for nobles, M's being for warriors.
Male: Nepton, Poseidon, Triton, Theseus, Polyphemus, Belus
Female: Ariel, Anita, Atalanta, Melody, Marina, Maude
Wise and sturdy, the Gillmen are an aquatic humanoid race that are able to swim and breathe underwater.
Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1.
Age. Gillmen tend to live upwards to 150 years. Their maturity rates are slightly slower compared to a human's, with puberty starting around 25 and adults being around 35.
Alignment. Most Gillmen tend to stick to a more neutral ground due to their wisdom.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet. You also have a swim speed of 30 feet.
Amphibious. You can breathe water and air.
Aquatic Mind. You gain advantage on saving throws against being charmed.
Aquatic Body. You are resistant to fire damage.
Tough Claws. You unarmed strikes deal 1d4 slashing damage.
Sea Vision. You are able to see underwater as though you had darkvision.
Languages. You can speak, read and write Common, Primordial(Aquan).
Random Height and Weight
|4′ 4″||+1d8||75 lb.||× (2d4) lb.|
*Height = base height + height modifier