Otterfolk (5e Race)
From D&D Wiki
The kings of the river, otterfolk believe themselves to be better than other river creatures, for they are among the few sentient ones. Otterfolk are very arrogant and rude, but once you gain their trust they become very kind and honorable. Males are polygamous, and will take up to four mates, but the females tend to stay with one male, no matter how many other mates he has. Otterfolk children are very social playful but adults are more distrustful to those outside of their own species.
Otterfolk stand at about two and a half feet tall and weigh about thirty pounds. They have short legs and arms, about seven inches each. Some have claws and all have webbed feet and hands. They have opposable thumbs. They have otter heads and are covered in a layer of waterproof brown fur. Otterfolk can walk on two legs or four and have webbed toes and fingers.
Otterfolk were created when a wizard gave human intelligence to a normal otter. The otter escaped into the wild and bred with a normal otter, passing its intelligence on to its offspring. Eventually their bodies evolved to suit their intelligence, and they became bipedal and grew thumbs.
Otterfolk live in large tribes, usually of several males, their mates, and their children. they divide their roles, and will become fishers or fighters. Fishers provide food for the tribe and fighters protect the tribe from enemies.
Otterfolk names tend to come from things in nature, such as Rock, Thistle, and Bark.
Male: Bark, Oak, Rock, Spruce, Thistle
Female: Brook, Ivy, Moss, Petal, Pine
Otterfolk were first created when a wizard gave human intelligence and dexterity to a normal otter.
Ability Score Increase. Your Strength and Intelligence scores both increase by 1.
Age. A typical otterfolk reaches maturity at two years old, and can live to a maximum of 60 years.
Alignment. Otterfolk tend to be neutral, though it is not uncommon for them to be lawful or chaotic.
Size. A typical otterfolk is between 2 and 3 feet in height. Your size is Small.
Speed. Your base walking speed is 25 feet, and you have a swim speed of 30 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.
Otter Resilience. You have advantage on Constitution saving throws against magic and against being poisoned.
Hold Breath. You can hold your breath for up to an hour.
Languages. You can speak Common and Halfling.
Subrace. You must choose between three subraces of otterfolk: Builder, Fighter, or Fisher.
Ability Score Increase. Your Constitution score increases by 1.
Hard Worker. You have advantage on Constitution saving throws against exhaustion.
Natural Artisan. You are proficient in one artisan's tool of your choice.
Ability Score Increase. Your Strength score increases by 1.
Claws. You can choose for your unarmed strikes deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Natural Athlete. You are proficient in the Athletics skill.
Ability Score Increase. Your Dexterity score increases by 1.
Fast Swimmer. Your swim speed increases by 10 feet.
Survivor's Instinct. You have advantage on Wisdom (Survival) checks made in naturally-occurring rivers, streams, and lakes.
Random Height and Weight
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