Seaclaimed Humanoid (5e Race)
From D&D Wiki
The Seaclaimed Humanoid is a human claimed by the depths of the sea, They typically become seaclaimed by drowning rather than there wounds. These creatures are most commonly true Neutral as they will do what they deem good or bad in different situations dependent on the context and who it effects.
Seaclaimed humanoids lock suffering Creatures hearts in chests on death to keep their souls in the plane, after death they roam the sea floor putting suffering creatures out of their misery, they then lock their hearts away so they may also put others out of their misery to avoid the slow death they once suffered.
This chest can be used to kill a seaclaimed humanoid or leverage them under control.
Nothing is known as to how or what causes these creatures to remain in the plane of the living the only explanation is a deal with a strong god at the expense of their sanity this is the most viable option as most seaclaimed seem to be crazy or atleast a little strange.
Average build for a human typically with coral or small sea creatures merged with there bodies, For example an octopus replacing there missing head or a coral covered face or legs.
History: All of the poor and desperate lost at sea either doing civil or militaristic jobs for themselves or even others such as there captains or quartermasters.
Society: The typical attitude to expect from a seaclaimed creature is one that is and was a hard working man/women that took up hard dangerous work at sea to feed there families and to avoid homelessness often taking the job for little to no pay in some cases just to find meaning to there lives.
These creatures will kill suffering creatures at sea on boats or under the sea, they will sometimes kill suffering creatures on land but it is up to the individual.
Names: The names chosen for these creatures are typical human names as they are mostly drowned humanoids.
Male: Aseir, Bardeid, Darvin, Dorn, Bor, Fodel, Ander, Blath, Aoth, Bareris, Borivik, Faurgar,
Female: Arveene, Esvele, Alethra, Kara, Amafrey, Betha, Arizima, Chathi, Fyevarra, Hulmarra,
Last name The last name is decided by how they died so the last name would typically be something like The Drowned or The Necklaced.
Seaclaimed Humanoids Traits
Ability Score Increase. Your Constitution score increases by 2 and Charisma is increased by 1. As normal you can't increase an ability score above 20 using this feature.
Age. Seaclaimed humanoids reach adulthood in their late teens and live roughly two centuries.
Alignment. Seaclaimed tend to be neutral in every aspect.
Size. Seaclaimed Humanoids vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet. You also 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.
Amphibious. You may breath both water and air.
Devil of the Sea. Due to your kind's fearsome reputation of wandering the depths, you have advantage on Intimidation checks.
Languages. You can speak, read, and write Common and Primordial.
If this creatures chest containing its heart is stolen the holder of the chest gains advantage on the owner.
Random Height and Weight
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*Height = base height + height modifier