Waterskip

by MysticHunter

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Waterskips

Living in the many waters of Arcanum these beings resemble large amphibious creatures. They have orange conical gills that protrude from round patches on either side of its face. Waterskips look highly different depending on the environment they grew up and evolved in. Those that live in saltwater environment’s will have bright undersides and darker backsides similar to an Orca whale, or those that grow up in murky swamp waters will have dark green skin, and those that grow up in freshwater or estuaries will have iridescent blue scales.

Thrill Seekers

quick to adventuring you can find Waterskips almost anywhere if you look in the right place.

Outspoken and social

An extremely outspoken race. Trustworthy and social, if you make a friend out of a waterskip you can be sure they will assist you in your time of need.

Waterskip Names

Waterskips names help to tell a story. The name will often be something to connect them to their homeland.

Waterskip Traits

Ability Score Increase: You Strength Score increases by 2.

Age: Waterskips reach adulthood around 26 years of age and live to 130 years although some were rumored to live for millennium

Alignment: Good hearted and social Waterskips tend towards good alignments.

Size: Your size is medium.

Speed: Your base walking speed is 30 feet, and you have a swimming speed of 30 feet

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Amphibious: You can breathe air and water.

Strengthened Maw: Your jaw’s have become accustomed to bite into scaled prey. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.

Languages: You can speak, read, and write Common, and Aquan.

Subrace: Three different subraces of Waterskips have been discovered. Orkips, Clearkips, and Swampips. Choose one for your character

Swampip

Ability Score Increase: Your Constitution score increases by 1.

Athletic Swimmer: due to the winding and tight swamplands you have become more flexible and athletic. You gain proficiency with Athletics assuming you don’t already.

Grappler: When you attack someone with your Bite you can use your bonus action to try and grapple them with your maw. You and the opposing creature compete in a strength (athletics) contest. In Addition your natural weapon becomes 1d8+str piercing damage.

Savage Attacks: When you score a critical hit with a melee weapon attack or your natural weapon, you can roll one additional damage dice.

Clearkip

Ability Score Increase: Your Charisma score increases by 1.

Bright skin: Your beautiful and iridescent scales give you an edge in conversation. You gain proficiency with Performance assuming you don’t already.

Lucky: You're often in the right moment at the exact right time. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Orkip

Ability Score Increase: Your Wisdom score increases by 1.

Instinctual survivability: Living in the ocean is a dangerous life and you’ve evolved to know all of the deadliest creatures by the change in the waves. You gain proficiency with Survival assuming you don’t already.

Echolocation: Your adaption to the lower depths gives your voice box interesting side effects. You gain a 30ft. Blindsense. You can’t use your blindsense if you are deafened.

Detect Balance:
Waterskip: 16 Total
Swampip: 13 Total minus Waterskip's 16
Clearkip: 11 Total minus Waterskip's 16
Orkip: 14 Total minus Waterskip's 16

Practice

Safe

Homebrewing

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Cover Art: Skiorh

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