Mureen
The Mureen are a race of sea dwelling people that resemble the eels that reside in the warm waters of the tropical oceans. They very greatly in this resemblance, but all take on certain traits of these unique creatures.
Mureen origins are unclear, with several stories to explain their existence. Some believe they developed naturally from over exposure to magical materials in the waters around a powerful city-state. Others suggest they are distant cousins of merfolk. One popular myth states that they were once land dwelling humanoids that were punished by ancient god of the sea.
Mureen live their childhood in the sea of their birth, only leaving the water when they grow into adulthood at around 5 years old. Most mureen leave the sea to explore the land, feeling a calling to distant places. When they feel their time is passing, something they know innately, they return to the sea to raise the next generation of Mureen.
Mureen Traits
The following traits are typical of all Mureen.
Suggested Ability Score Increase
Your Dexterity score increases by 1.
Age
Mureen typically have lives shorter than humans, reaching maturity after only 5 years and living as long as 30-50 years. When Mureen reach the end of their lives they return to the sea to have children.
Suggested Alignment
Mureen are typically chaotic, living life one day at a time as they set out to experience the world before they must return home to their clans. The young are encouraged to make a name for themselves. Most strive to do good, bettering the name of all Mureen. Others can be selfish and greedy, tending more toward evil.
Size
Mureen stand between 5 and 6 feet tall and typically weigh around 100 pounds. Your size is Medium.
| Base Height | Base Weight | Height Modifier | Weight Modifier |
|---|---|---|---|
| 5' | 70 lbs | + 2d6 | x (1d4) lbs |
Speed
Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Suggested Languages
You learn to speak, read and write Common and Aquan.
Amphibious
You can breathe air and water.
Mureen Lineages
Your lineage determines your abilities. Choose one of the following options:
Congree
Congree are considered to be more bestial by most that meet them. They adapt well to their environments, taking more characteristics from the eels they resemble. When most think of Mureen, they think of Congree. They are tall, but slender with an elongated face lined with sharp teeth. Some excrete a slimey film while others can release powerful shocks from their body. Others still can explode with other elements, from living close to magical vents on the sea floor.
Suggested Ability Score Increase
When determining your character's ability scores, increase your choice of either your Strength score or your Constitution score by 2.
Anguillers
Anguillers are very humanoid in appearance, only noticeably different from their strange eyes and slightly elongated jawline. Their skin is naturally smooth and they do not grow, same as their Congree cousins. The Anguillers have taken to accepting their duality as beings of nature and emissaries for nature to other humanoid races. As such they have practiced nature magic and practiced primal rituals for many generations, imbuing their lineage with innate magic.
Suggested Ability Score Increase
When determining your character's ability scores, increase your choice of either your Intelligence score or your Wisdom score by 2.
Friend of Nature
You know the druidcraft cantrip. When you reach 3rd level, you can cast the befriend beast spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the animal ally spell once per day; you must finish a long rest in order to cast the spell again using this trait.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Adaptations
The following options are available to choose from in order to further distinguish your character amongst your lineage. Congree may choose three options from this list and Anguillers may choose two.
Congree may choose the same option twice to gain an enhanced version of the feature.
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.
If you choose this feature again you gain the following benefit instead :
Enhanced Senses: You focus your senses less on sight and more on sensing your environment itself. You have blind sight with a range of 15 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in total darkness. Moreover, you can see an invisible creature within that range, unless that creature successfully hides from you.
Elemental Eel
Choose a cantrip from the following list. You learn this cantrip and may cast it at will. Your casting stat for this spell is your choice of Intelligence, Wisdom, or Charisma.
| Spell | Damage Type |
|---|---|
| Dissolve | Acid |
| Freeze | Cold |
| Burn | Fire |
| Shocking Grasp | Lightning |
| Envenom | Poison |
| Thunder Burst | Thunder |
If you choose this feature again you gain the following benefit as well :
Elemental Burst : When you take the Attack action on your turn, you can replace one of the attacks with a burst of magical energies in a 15-foot radius around you. Each creature in that area (besides you) must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, a creature takes 1d8 damage of the type you chose for your cantrip granted by this feature, taking half as much damage on a successful save. The damage from this ability increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8). You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses after completing a long rest.
Squishy
You can move through and stop in a space large enough for a Small creature without squeezing.
If you choose this feature again you gain the following benefit as well :
Slimy : You can excrete a slimy residue in times of need. You can take the Disengage action as a Bonus Action on your turn. You may do this a number of times equal to your proficiency bonus, regaining all expended uses after completing a long rest.
Bite
You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
If you choose this feature again you gain the following benefit as well :
Ravenous Bite : You may choose to make a special attack with your Bite as a bonus action. On a hit, you deal the normal damage for the attack and you gain temporary hit points equal to your proficiency bonus. You may do this a number of times equal to your proficiency bonus, regaining use of this feature after completing a long rest.
Feats
Adapt and Survive
Prerequisites: 4th level Mureen
You may select one additional adaptation from your race's list. You may not choose an enhanced feature, even if you are a Congree.
Spells
Here are a list of spells that are mentioned in this character option. Dissolve and Envenom are new spells from A Tiny Living Room.
Other spells are from either Spells that Don't Suck or Kibbles' Casting Compendium, used with permission. See credits for more details.
If you use Kibbles' classes the following spells are also available to his classes:
Dissolve: Occultist, Spellblade
Envenom: Occultist, Spellblade
Links to the mentioned classes can be found in the credits.
Burn
Transmutation cantrip
- Classes: Druid, Occultist, Sorcerer, Warlock
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You ignite a brilliant flame around your hand that sears anything you touch. Make a melee spell attack against the a creature or object within range. On hit, the target takes 1d12 fire damage.
The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Dissolve
Transmutation cantrip
- Classes: Druid, Sorcerer, Warlock
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You exude a coating of acid around your hand. Make a melee spell attack against a creature or object within range. On hit, the target takes 1d8 acid damage and a 5-foot square pool of acid appears on the ground in the creature's space until the beginning of your next turn. A creature that ends its turn in the pool of acid takes 1d4 acid damage.
This spell's damage increases by 1d8 primary and 1d4 secondary damage when you reach 5th level (2d8 and 2d4), 11th level (3d8 and 3d4), and 17th level (4d8 and 4d4).
Envenom
Transmutation cantrip
- Classes: Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You secrete an injurious, poisonous residue onto your hand. Make a melee spell attack against a creature within range. On hit, the target takes 1d12 poison damage and is poisoned until the start of its next turn.
The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Freeze
Transmutation cantrip
- Classes: Druid, Occultist, Sorcerer, Warlock
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You instill a deadly chill into your hand. Make a melee spell attack against a creature. On hit, the target takes 1d8 cold damage, and the target's movement speed is reduced by 10 feet until the end of their turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Thunder Burst
Evocation cantrip
- Classes: Bard, Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self (5-foot radius)
- Components: S
- Duration: Instantaneous
- Replaces: Thunderclap
You create a burst of cracking sound that can be heard up to 100 feet away. All other creatures within 5 feet of you must succeed on a Constitution saving throw or take 1d8 thunder damage and be deafened until the end of their next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Mureen Quirks
The following are some optional quirks for a player to choose from.
| d6 | Quirk |
|---|---|
| 1 | You are always the loudest in the room, making your presences known to all. |
| 2 | A fight is the best way to make a name for yourself. |
| 3 | Adaptation is survival, you'll take whatever advantage you can get in this world. |
| 4 | You find cooked food abhorrent, a cold, fresh meal is best. |
| 5 | You already feel the sea calling you back, but perhaps just one more adventure... |
| 6 | Life is new, and so are you. Take this new world in your hands. |
Variant Rules
These rules add some flexibility to your heritage, and might fit certain table play styles. This may increase the power of these heritage options.
Alternate Ability Scores
You take this option instead of the Ability Score Increase listed under your heritage.
Alternate Casting Stats
You may choose to use your Intelligence, Wisdom, or Charisma modifiers when casting any spells provided by a racial feature. You may cast these spells with any spell slots you have (as well as once per day without expending a spell slot.)
Alternate Proficiencies
You may replace the language proficiencies you receive from this heritage with Common and 1 language of your choice. You know how to read, write, and speak these languages.
Credits
Mureen: A Tiny Living Room
Dissolve and Envenom: A Tiny Living Room
Art: Hannah Davidson (To Come)
Spells That Don't Suck by Omega Ankh and somanyrobots, which is licensed CC-BY and available here.
- Spells included: Thunder Burst
Kibbles' Casting Compendium 2.0 by KibblesTasty Homebrew LLC, which is licensed CC-BY and available here.
- Spells included: Burn, Freeze
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/ legalcode.
Thanks!!
Thank you for checking out this race, I would love feedback if you have any. You can comment or message me on our Patreon.
A special thanks to:
Hannah Davidson
For her adorable art for this race (to come)!
Shard Tabletop
I also made a Shard package for this content, which you can access here. Let me know if you have any comments on it on their Discord server (@CoolHandLuke140).
Change Log
V0.7
Added a feat and some quirks, cleaned up language and formatting once again, and made this version public on the Patreon. I will quietly push an update when the Shard link is active, otherwise going to wait on feedback and some playtesting to make any further changes.
V0.6
After running the Detect Balance numbers again, I decided the Congree needed that extra choice. Yes, the magic given to Anguillers is niche, but it still has its value. Congree quickly fell behind in usefulness when they were restricted to essentially one enhanced choice. Choosing only two of the lower ones was never going to amount to the usefulness of one enhanced feature, so it completely removed the justification of them being the "adaptive" subrace.
All enhanced features have been weakened. Ravenous Bite no longer adds Con. Slimy has limited uses. Elemental Burst has the damage die reduced. Enhanced Senses has the range halved. This should lower the overall power of the Congree, while still maintain their adaptive flavor and keeping them closer in DB value to Anguillers.
The DB breakdown is below, I know this is a complex one, but I will continue to work on the wording until it flows well.
Total Race : DB 23-28
Mureen Traits : DB 8
- Ability Score Improvement: DB 4
- Amphibious: DB 2
- Swimming Speed: DB 2
Congree: DB 15-19
- Ability Score Improvement: DB 8
- Various Adaptations (below): DB 7-11
Anguillers: DB 18-20
- Ability Score Improvement: DB 8
- Friend of Nature: DB 6
- Various Adaptations: DB 4-6
Adaptations:
- Darkvision: DB 3
- Enhanced Senses: DB 6
- Elemental Eel: DB 2
- Elemental Eel and Elemental Burst: DB 8
- Squishy: DB 2
- Squishy and Slimy: DB 6
- Bite: DB 3
- Bite and Ravenous Bite: DB 6
There is a great variance in power level here, but that will come with a choice list system. The variance is, I feel, low enough within each subrace option to be balanced. The variance between subraces will leave Congree a little lower on the DB scale, but the magic from Friend of Nature is niche, meaning it will feel a little weaker than it looks. I was generous with the values I gave the weakened enhanced features, I feel Slimy especially is considerably weaker than its original iteration, which was essentiall reflavored Nimble Escape. Elemental Burst may be too much still, I consider it more. I think the range being a radius around self means it will have a niche use.
It is also worth noting that the values don't consider the synergy between features. The features that must be chosen to reach the maximum DB value (Anguillers, Darkvision, Bite, Elemental Eel) don't really synergize. They work well enough on their own, but no more than some official race options do. Similarly, the Congree can take Enhanced Senses or Elemental Burst and Bite to do well as a martial based character. Even though the features don't immediately seem to synergize.
This version has left me a lot to consider, but I am more happy with this version that I was before.
V0.5
This version is the continued one with the tiered features, which is my preference so far. I have changed the tier system so that only Congree can get the enhanced version and to do so they must choose that over something else. This should address worries that Congree is outright better than Anguillers.
V0.4
I have split this race into two versions, one with tiered features and one with a choice list. This one will remain mostly the same until I decided which version I want to continue forward with. I have added DB values for reference.
V0.3
Added Dissolve and Envenom to the document, with proper documentation
V0.2
Added some more flavor text and fleshed out a few more of the abilities. I will add more cantrips to the missing damage types in Elemental Eel, but I want to make an acid and poison cantrip that is melee, as it fits the flavor more. I'm a bit surprised there's not a good option for those already.
Still figuring out the formatting, with there being a list of options beyond the subrace.
May not have any good feats for this race, as it is already pretty modular. I'll think on it.
V0.1
Just jotting ideas down, and working on the basics. It will be a race with 2-3 base subraces, which then select a number of abilities from a list. Those abilites can be selected twice to further double down on specific fantasies, such as a big bite or an elemental flavor.