Otterkind (5e Race)
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Otterkind stand at about three 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. Ottkind can walk on two legs or four and have webbed toes and fingers
Otterkind make their homes on the rivers of the world or floating rafts in the ocean. On Rivers the homes burrow into the ground and sometimes have tunnels that lead to other homes or back into the river. The ocean there are no tunnels, obviously, but they are all connected with planks and bouys. No matter where an otterkind calls home, everyone knows everyone and consider every otter family, often calling everyone 'brother' or 'sister' excluding parents and the elders. The elders lead the tribe, their wisdom is highly valued.
Nothing is more important to otterkind than a thriving community. Regardless of where they live, all otterkind know one another, and their doors are always open for each other. They act as though they are one giant family, even going so far as to call one another brother and sister, except among parent and child; or elder and villager. Adventurers among otterkind usually begin their journey for social reasons as well. Whether it's to support a friend, an excuse to meet new people, or to defend their tribes from danger.
They get along with seemingly all other races. Though the ones they connect the best with are undoubtedly halflings, since they share so much in common.
Otterkind names tend to come from things in nature, such as Rock, Thistle, and Bark, or names of famous rivers or oceans. Although have often adopted human nicknames.
Male: Bark, Oak, Rock, Spruce, Thistle, Hudson, Creek, Stone, Reed
Female: Brook, Ivy, Moss, Petal, Pine, Babble, Kelp, Pebble, Tealeaf
Otterkind have many differing traits but are similar to their feral kin.
Ability Score Increase. Your Dexterity score increases by 2.
Age. An otterkind reaches adulthood at the age of 12 and generally lives to about 80-90 years of age.
Alignment. Otterkind tend towards good and lawful alignments although some crave the freedom of the open water so much they might slip into a chaotic alignment.
Size. Otterkind average about 3 to 4 feet tall and weigh about 30-60 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet. Your swim speed equals your walking speed.
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. This also applies while underwater.
Bold. You have advantage on saving throws against being frightened.
Limber. You can move through the space of any creature that is of a size larger than yours.
Thick Hide. You have resistance to cold damage and can naturally adapt to cold climates.
Aquatic Nature. You are used to staying underwater for long periods of time without needing to breathe. You can hold your breath for 10 minutes.
Claws. You can choose for your unarmed strikes deal slashing damage equal to 1d4 + your Strength modifier.
Languages. You can speak, read, and write Common, Halfling, and Aquan.
Subrace. You must choose between three subraces of otterkind: Riverfolk, Lakeborn or Seafairers,.
None are as well-traveled as the riverfolk otterkind. Far more nomadic than the rest of their kin, the riverfolk rather enjoy moseying up and down various rivers and adapting to each new environment they come across. While this may mean they have no physical settlement to return to, such things aren't an issue for them because they know if they ever get separated, then all they need to do is follow the river.
They were born on still waters, surrounded by peaceful pastures and the occasional town. Lakeborn otterkind have the best opportunities to get to know themselves and those that settle nearby. They get along the best with other races, simply because they are usually the closest to them.
Ability Score Increase. Your Charisma score increases by 1.
Conversationalist. When you roll a Charisma (Persuasion) check, you can roll one Endearment die (a d4) and add the number rolled to the ability check.
Those that thrive by the sea consider themselves the greatest among otterkind, though do not look down upon their other kin. Living on the sea has made these otterkind hardier than their brethren. They have grown used to the high waves and difficult conditions brought about by settling on the untamed seas. They see it as a challenge and welcome the chance to prove that they have what it takes to withstand nature's greatest force.
Random Height and Weight
|2′ 8″||+2d4||20 lb.||× (2) lb.|
*Height = base height + height modifier