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The Aqueoid
##### Art Credit : *An original illustration from **mmoinfo.net***
### Abyssal Adapted Aqueoid's are deep sea humanoids blessed by the goddess of the abyss, Symia. Aqueoid's appear as typical members of different species on land, but when their skin touches water they gain incredible mutations and powerful abilities as their skin becomes scaly and bony and their appearance matches that of deep sea creatures. The goddess of the deep sea will attempt to bless people who are in need of her help in the deep sea, although for many creatures this blessing usually takes a form more similar to a curse for the first generation, while their children tend to be more fortunate. ### Aqueoid Traits All Aqueoid share the following traits.
**Age.** Aqueoid’s reach adulthood at age 15 - 20 and live up to 200 years.
**Speed.** You have a walking speed of 30 feet.
**Amphibious.** You can breathe air and water.
**Size.** Aqueoids can vary widely in size, depending on their subrace. \columnbreak
**Servant of the Sea.** Aqueoid’s gain a number of bonuses when parts of their body are submerged in water.
- **Eyes.** Your eyes gain a sightly glow to your eyes as scales form around the edges and you gain, **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. - **Head.** When your head is submerged in water your teeth grow out sharp and grant, **Bite Attack**: This attack can use dexterity, strength, or constitution as its weapon type (choose when you make a character.), it also deals 1d8 piercing damage. Succeeding on this bite automatically uses the dash action on you for free. - **Hands or Feet.** Your toes stretch out and your fingers extend, your hands and feet become webbed and scaly granting, **Swim Speed**: You gain 30 feet of swim speed. - **Head or Chest.** When either your head or chest are submerged in water (you choose when you create a character.) then either an antenna grows on your head or your chest cavity opens up and a pearl is visible in your chest and you gain, **Bioluminescence**: You can cast light at will on different parts of your body, if it’s being cast on a pearl in your body or on an antenna on your head, it only takes a bonus action, otherwise it takes an action. - **Any Part of the Body.** Any part of the body submerged in water becomes scaled and tough and gains, **Fire Immunity**: Parts of your body that are submerged in water are immune to fire damage. \pagebreak - **Full Body.** When your full body is submerged in water your scales are a deep blue color and you gain the following feature, **Deep Sea Adaptation**: You can hide or disengage as a bonus action in water when hiding from another creature in water, or a creature out of water if it is dim light or darkness. You also gain expertise in Stealth while you are in water, which doubles your proficiency bonus on this skill. You are also capable of surviving in the harsh environments and pressures of the deep sea, allowing you to sink as deep into water as you would like.
**Languages.** You can speak, read, and write Common and one other language you and your DM decide is appropriate.
#### Origin Subraces You choose a subrace you were descended from before the gift of Symia was bestowed upon your linage, this grants you out of water abilities, your size, and your appearance out of water.
##### Human The most curious of Symia’s creatures, humans retain their yearn for knowledge and passion for education even beyond her blessings. **Size.** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. **Ability Score Increase.** You can increase two ability score of your choice by 2. **Skills.** You gain proficiency in one skill of your choice.
##### Elf The most rebellious of Symia’s creatures, for a long time many of them blamed her for shortening their lifespans, but have since forgiven her and still remain a rowdy group. **Size.** Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. **Fey Ancestry.** You have advantage on saving throws against being charmed, and magic can't put you to sleep. **Keen Senses.** You gain proficiency in the Perception skill.
##### Dwarf The most constructive of Symia’s creatures, Dwarf descendants have been the single force that pushed forward the construction of Atlantis to accommodate life underwater and their new adaptations. **Size.** Dwarves are between 3 and 5 feet tall and are about 150 pounds. Your size is small. **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Dwarven Combat Training.** You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. **Tool Proficiency.** You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. **Stonecunning.** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
\columnbreak ##### Orc The muscle and power of Symia’s creatures, the orcs are the powerful warriors and tough soldiers they’ve always been. **Size.** Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. **Ability Score Increase.** Your Strength score increases by 2, and your Constitution score increases by 1. **Relentless Endurance.** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
##### Goblin The sneakiest and most deadly assassins of Symia’s creatures, goblins are tiny and mistrustful compared to other Aqueoids. **Size.** Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. **Fury of the Small.** When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this feature a number of times equal to your proficiency bonus, then you can’t use it again until you finish a short or long rest. ##### Goliath Goliaths are powerful and strong warriors, although fewer in numbers compared to other of Symia’s creatures, Goliaths are equally as valued in society. **Size.** Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium. **Stone's Endurance.** You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
##### Grung The most unique and already adapted to the sea, Grung are excellent in the sea, and just as much on land. **Size.** Grungs stand between 2 ½ and 3 ½ feet tall and average about 30 pounds. Your size is Small. **Speed.** You have a walking speed of 25 feet. Your sticky finger and toe pads give you a climb speed of 25 feet. **Poison Resistance.** You are resistant to poison damage and the poisoned condition. **Arboreal Alertness.** You have proficiency in the Perception skill. **Standing Leap.** Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start. \pagebreak ## Blessed by the Abyss Symia (Lawful Good) the goddess of the Deep Sea at constant rivalry with Thassa, the goddess of the sea. They would fight over usage of the Kraken, where Thassa wanted to use the Kraken to destroy ships, Symia wanted to use it to protect the civilizations of Tritons living in her territory. Her sway over the world was far less seen as the goddess of the sea, but she still welcomed it when the Tritons descended into her territory, and became curious of the creation of her own sentient race. After some time, she had attempted many times to try and create a race to have something of her own to love, but she had failed lacking the power and domain required to do such a feat. After centuries of solitude, the great city of Atlantis sank, and millions drowned, as the city fell from the surface Thassa refused to help them as they were not welcome in her territory despite being reverads of her power, as soon as the city descended into Symia’s depths, she wasted no time in blessing the few surviving creatures with her gift, creating the Aqueoid race, forever shifting the worship of Atlantians from Thassa to Symia and beckoning in a new age of prosperity for their people, while also shutting off a lot of contact with the outside world. Symia loves her creations with all her heart, and never hesitates to give her blessing to any creature that falls into Davy Jones’ Locker if they wouldn’t otherwise survive.