Kraken Folk: Difference between revisions
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'''Tentacles.''' You have tentacles on your body, up to a maximum of 8. The tentacles can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property. These tentacles can reach up to 10 ft away from you and do not benefit from your armor when you reach out. If any of the tentacles are cut off or removed they will grow back in a week. | '''Tentacles.''' You have tentacles on your body, up to a maximum of 8. The tentacles can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property. These tentacles can reach up to 10 ft away from you and do not benefit from your armor when you reach out. If any of the tentacles are cut off or removed they will grow back in a week. | ||
'''Ancestral Body.''' You resist lightning damage. Additionally, you ignore difficult terrain, and | '''Ancestral Body.''' You resist lightning damage. Additionally, you ignore difficult terrain, and can spend 5 feet of movement to escape from nonmagical restraints or being grappled. And finally, you have a bite attack that deals 1d10 piercing damage using your strength or dexterity, this bite attack’s range can’t be increased by long-limbed feature. | ||
'''Ancestral Mind.''' You can telepathically communicate with any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them. | '''Ancestral Mind.''' You can telepathically communicate with any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them. | ||
Revision as of 18:12, 16 July 2025
Ability Scores. Usually Kraken Folk would have a +2 to Intelligence, +1 to strength. However, you can instead choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Size. Medium
Speed. 30 ft walking, 50 ft swim
Age. Kraken Folk are born as a tiny octopus or squid like creature. As they age they begin to grow a body as their baby tentacles begin to merge and become a body. As those tentacles become a body they are replaced by more tentacles until a full body and 8 tentacles are formed. These tentacles constantly grow as the process of merging and regeneration goes on for the rest of their life. Kraken Folk fully mature around the age of 20 and like up to thousands of years.
Size. Kraken Folk have a wide range of heights, the shortest are usually around 5 feet tall and the largest 8 feet tall. They have slender, bodies that are packed with muscle. They would typically weigh between 150 and 200 pounds. Your size is Medium.
Aquatic. You have a swim speed of 50 feet. To use this speed, you can't be wearing heavy armor. Additionally, you can breathe air and water.
Tentacles. You have tentacles on your body, up to a maximum of 8. The tentacles can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property. These tentacles can reach up to 10 ft away from you and do not benefit from your armor when you reach out. If any of the tentacles are cut off or removed they will grow back in a week.
Ancestral Body. You resist lightning damage. Additionally, you ignore difficult terrain, and can spend 5 feet of movement to escape from nonmagical restraints or being grappled. And finally, you have a bite attack that deals 1d10 piercing damage using your strength or dexterity, this bite attack’s range can’t be increased by long-limbed feature.
Ancestral Mind. You can telepathically communicate with any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them. Additionally, as a reaction when you take psychic damage you can shield your mind to redirect the psychic damage to a creature within your telepathy’s range.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Darkvision. You can see in dim light within 60 feet of yourself 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.
Ink Cloud. While underwater, you can expel an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than you. Each creature other than you that ends its turn there must succeed on a Constitution saving throw (DC = 8 + Your Intelligence + Your Proficiency), taking 2d10 poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of your next turn.
Languages. You can speak, read, and write Common, Primordial and Deep Speech.