Ocarin (5e Race)
From D&D Wiki
|“||Ocarin are one of the most elusive species of the sea. Much of what we know about them is shrouded in legend and mystery, but what we do know, is that they are gifted in magic and underwater combat. Thankfully, they rarely stray from their underwater cities.||”|
|—Ander Lackman, Human scholar|
Ocarin have an upper human torso and a lower serpent half. They have gills on the sides of their necks, and their hands are webbed with long, sharp nails on each finger. Ocarin skin color can range from light blue to a dark gray, often matching the colors of the waters that they inhabit. Most males range in color from dark blue to black. Their female counterparts, on the other hand, can range from a light purple, or light blue, to dark purple. Females also enjoy a wide range of patterns on their scaled bodies.
They are believed to have come after the sarrukh created the yuan-ti, among other reptilian races. Their ancestry is speculated to have been a breed between early man and one of the reptilian races. In their early years the ocarin saw decades of peace, and prosperity. Recently, however, this has changed under the successive reign of several power-hungry queens. Among them is Alpha queen Nafarix, an extremely aggressive and xenophobic leader that has reigned for over 70 years in the ocarin capital of Selertia; translated into Common that means 'Crystal Heart.' She has ordered dozens of attacks against coastal towns and cities and has sparked numerous wars. Wars also began with the kingdoms of the Forbidden Realms. These wars were supposedly started due to fears of preemptive invasion from the kingdoms. Over the past 40 years Nafarix, King Frost of Ice, King Garvan of the Deep, King Tanaka of the Jungle, and King Blaze of Fire, have brought suffering to their people. Now, the sons of the kings have set off on quests to be crowned the heir of their respective kingdoms. Only time will tell if the princes complete their quests, and return home to their people.
Ocarin society is comprised of 7 queenships under the control of an elected 8th queenship, or "Alpha". Each Queen has one lifelong male partner, and the Alpha queen is elected by those males whom she selects to mate. The firstborn daughter of each pair is the heir to their queenship. Any other males in the queenships are used as slaves, for manual labor. Ocarins have long been a matriarchy and believe the females of the race to be superior.
In the Forbidden Realms, things are vastly different. There are four realms: Ice, Fire, Deep, and Jungle. These realms are kingdoms, and their kings are the leaders of the four families that fought the queens in the beginning. These families have ruled over their respective kingdoms for decades. Any male children born to the royal families have a chance to become king. However, in order to do so, they must complete a quest that teaches them to use the powers that their fathers posses. Only then may they become the heir to their father's throne.
Ocarin names are much like human names, but most begin with an 's'.
Male: Slavin, Terven, Sarg
Female: Slana, Larla, Sinova
Naga like sea creatures that are often xenophobic.
Ability Score Increase. Your Dexterity score increases by 2.
Age. The average lifetime of an ocarin is around 105 years. The oldest of their kind can live up to 157 years.
Alignment. Most ocarin are neutral good, but some have created chaotic cults.
Size. An ocarin can be as tall as a troll or as small as a dwarf, but the average is 7 feet in length, laid from head to tail. Your size is Medium.
Speed. Your base walking speed is 25 feet. You have a swim 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.
Amphibious. You can breathe in air and water.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Languages. You can speak, read, and write in Common and one other language of your choice.
Subrace. Choose from the Sea or Ocean subraces.
Being born in a place closer to land and more traveled, you gain intellect from frequent interactions with other races, though you remain suspicious, ultimately.
Ability Score Increase. Your Intelligence score increases by 1.
Grudging Polyglot. Living where traffic is apt to be common, you picked up a language or two. You know an additional language of your choice.
Venomous Claw. As a bonus action, you can make a special attack with your claws. If the attack hits, it deals its normal damage, and the target takes additional poison damage equal to 1d4 + your Strength modifier and you can't use this trait again until you finish a short or long rest.
Living in the big blue, you are tougher and more isolated, increasing any xenophobic feelings you may have.
Ability Score Increase. Your Constitution score increases by 1.
Xenophobe. You were taught that all other races are inferior to you. You find it find it difficult to agree and work with other races. You often come off as gruff or scary. You are proficient in Intimidation and you have disadvantage on Charisma (Persuasion) checks to interact with other races.
Water Warrior. You are proficient in the trident and shield.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|7' 2"||+1d6||85 lb.||× 1d4 lb.|