Parella
Creature Type: Humanoid
Size: Small or Medium, chosen when you select this lineage.
Speed: 30 feet.
Life Span: Parella age similarly to humans.
As a Parella, you have the following special traits:
Aquatic: You have a swim speed equal to your walking speed and can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating.
Boneless: Your body is extremely flexible, allowing you to squeeze into spaces a Tiny creature can fit into without penalty. You also have advantage on checks made to escape grabs.
Fluid Body: When you are struck with an attack you may use your reaction to reduce the damage of that attack by 1d6 + your proficiency bonus. You may use this a number of times equal to your proficiency bonus and regain all expended uses after completing a Long Rest.
Tentacles: Your tentacles give you advantage on attack rolls made to grab creatures. When grabbing a creature they take damage equal to your proficiency bonus at the start of each of their turns.
Size: Small or Medium, chosen when you select this lineage.
Speed: 30 feet.
Life Span: Parella age similarly to humans.
As a Parella, you have the following special traits:
Aquatic: You have a swim speed equal to your walking speed and can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating.
Boneless: Your body is extremely flexible, allowing you to squeeze into spaces a Tiny creature can fit into without penalty. You also have advantage on checks made to escape grabs.
Fluid Body: When you are struck with an attack you may use your reaction to reduce the damage of that attack by 1d6 + your proficiency bonus. You may use this a number of times equal to your proficiency bonus and regain all expended uses after completing a Long Rest.
Tentacles: Your tentacles give you advantage on attack rolls made to grab creatures. When grabbing a creature they take damage equal to your proficiency bonus at the start of each of their turns.
Zora
Creature Type: Humanoid
Size: Small, Medium, or Large, chosen when you select this lineage.
Speed: 30 feet.
Life Span: Zora age slowly, often living up to 300 years and taking about 80 years to reach adulthood.
As a Zora, you have the following special traits:
Waterborn: You have a swim speed equal to your walking speed and can hold your breath for 1 hour.
Musical Birth: You are proficient in 1 instrument of your choice and 1 other tool of your choice.
Pod: Your birth dictates what creature you have taken the form of. Choose one of the lineages below. You gain the features associated with that lineage. Intelligence, Wisdom, or Charisma is your spellcasting ability for the Spells you cast with this trait (choose the ability when you select the lineage).
Size: Small, Medium, or Large, chosen when you select this lineage.
Speed: 30 feet.
Life Span: Zora age slowly, often living up to 300 years and taking about 80 years to reach adulthood.
As a Zora, you have the following special traits:
Waterborn: You have a swim speed equal to your walking speed and can hold your breath for 1 hour.
Musical Birth: You are proficient in 1 instrument of your choice and 1 other tool of your choice.
Pod: Your birth dictates what creature you have taken the form of. Choose one of the lineages below. You gain the features associated with that lineage. Intelligence, Wisdom, or Charisma is your spellcasting ability for the Spells you cast with this trait (choose the ability when you select the lineage).
- Deep Sea: You know the Shape Water cantrip. You have Darkvision with a range of 60 feet and can breathe water as well as air. At 3rd level you gain a 1st level spell of your choice and at 5th level you gain a 2nd level spell of your choice. These spells must be from the Evocation or Transmutation schools of magic. Once you cast a Spell with this trait, you can’t cast that Spell with it again until you finish a Long Rest; however, you can cast the Spell using any Spell Slots you have of the appropriate level.
- Ocean: You know the Light cantrip. When you make a jump out of water your jump range is tripled. You have 2 arm fins that can be used as a boomerang you have proficiency with. When you are struck by a melee attack you may use your reaction to deal 1d6+proficiency bonus lightning damage to the attacker. You may use this reaction a number of times equal to your proficiency bonus and regain all uses of this feature after completing a Long Rest.
- River: You know the Fire Bolt cantrip. You ignore difficult terrain caused by water and automatically succeed on Strength (Athletics) checks made to swim in rough water. As an action when in water you can transform all water within 20 feet of you into a fast moving whirlpool (DC 20 Athletics to move through successfully) for 1 minute. You may use this action a number of times equal to your proficiency bonus and regain all uses of this feature after completing a Long Rest.