Tar-Morden (5e Race)

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Tar-Morden[edit]

An abomination of nature

Physical Description[edit]

These creatures are a long-forgotten species of dwarven history, possessing the charm of a dwarf with mighty beards and the putrid parts of merfolk these Tar-Morden are a piece of dwarven history that most would like to be forgotten. Many of these foul monstrosities hide their disgusting form through their shapechanging ability and try living their miserable lives as normal dwarves. The only true indicator that one is a Tar-Morden is seen by only their tail if out or their small fins coming in shades of mottled greens and blues across their backs.

History[edit]

Tar-Morden are the offspring of dwarves and merfolk. They first started showing up when dwarves would mine close to the water and the standing merfolk would get curious and move closer, the dwarves would either ignore them or talk to them. Despite the proximity, these unions took a while to happen since dwarves normally find creatures like mermaids too impetuous and whimsical, like elves. However, they established favourable relations over the symbiotic trade of underwater materials and forge techniques, which blossomed into a well-rounded community. Though now after a falling out these creatures have been abandoned by both their ancestry and left to extinction.

Tar-Morden Names[edit]

Their names come from Aquan and Dwarvish traditions. Unlike the usual dwarves, their names are not tied down to clans. Though most Tar-Morden choose a clan name for themself to hide their true identity.

Male: Siennem, Kamahm, Vannahr, Neirahk

Female: Shidreyae, Tishaemi, Elkeam, Larehnen

Tar-Morden Traits[edit]

Through centuries of breeding these creatures inherited many traits of their ancestry
Ability Score Increase. Your Constitution score increases by 2.
Age. Due to the life expectancy of merfolk these creatures have a shorter life than their dwarven ancestry reaching adulthood around age 25. On average, they live about 180 years.
Alignment. Unlike their dwarven ancestry these creatures like to live a life free from any laws. They are usually chaotic and lean towards neutral.
Size. Tar-Morden stand between 5 and 6 feet tall and average about 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swimming speed equal to 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 discern colors in that darkness only as shades of gray.
Amphibious. You can breathe both air and water.
Emissary of the Sea. You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.
Guardian of the Depths. Adapted to the frigid ocean depths, you have resistance to cold damage.
Tail Legs. As an action, you can change your legs to a fish tail and vice versa. When you change your legs to a tail, your walking speed becomes 0 but you gain a swimming speed of 30 feet.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Languages. You can speak, read, and write Common, Dwarvish and Aquan.

Mark of Deep Sea[edit]

Ability Score Increase. Your Wisdom score increases by 1.
Predator's Eye. Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can roll a d4 and add the number rolled to the total ability check.
Deep Sea Magic. You know the Shape Water cantrip. You can also cast the Speak with Animals spell with this trait. Starting at 3rd level, you can also cast the Animal Messenger spell with it. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. Wisdom is your Spellcasting Ability for these spells.
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Warding Spells table are added to the spell list of your Spellcasting class.

Mark of Deep Sea Spells[edit]

Spell Level Spell
1st Animal Friendship, Heroism
2nd Pass without Trace, Locate Animals or Plants
3rd Speak with Plants, Water Walk
4th Faithful Hound, Control Water
5th Geas, Passwall
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