Seafallen

species. Community homebrew from D&D Wiki.

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Seafallen

The ocean waves break upon the moon kissed shore of a portuary village, the small lighthouse shines its light through the dark waters... but its not only boats it brings. Dozens of sillouettes pop out of the water, some shriveled others bloated, missing limbs, covered with sea-life and with teeth as sharp as knives; the townsfolk try to stop them but the accursed crew continues its path, they are

Ability Score Increase Your ability scores increase as appropriate for this species.

Size Large

Speed 30 feet ft.

Languages Common

Creature Type Humanoid

Traits

Undead Form. Raised from the dead as a being of undeath, you lose your previous creature type and now count as an undead creature for all spells and abilities that affect the undead. You do not need to eat, drink, sleep or breathe, but you can ingest food and drink if you wish. You are resistant to necrotic damage, but you have disadvantage on saving throws against radiant damage.
Undead Fortitude. If damage reduces you to 0 hit points , you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. You can only use this trait once, regaining use after you finish a long rest .
Living Shell. Your body is covered in rapidly re-growing coral, making a protective carapace on yourself. While unarmored, your Armor Class is equal to 13 + your Constitution modifier. You may use a shield and still gain this benefit.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Tougher Shell. At the end of a long rest , you gain temporary hit points equal to your proficiency bonus + your Constitution modifier. These hit points expire at the start of your next long rest . Sail Crew
Quick and Precise. You are proficient with one of the following skills of your choice: sleight of hand or Acrobatics .
To The Crows Nest. Your feet and hands are lined with suckers. You have advantage on checks against being disarmed, and you can climb difficult surfaces, including walls, and ceilings. You do not need to use your hands for this. You gain a climbing speed of 20 feet. High Command
Face of the Crew. You are proficient with one of the following skills of your choice: Persuasion , Intimidation or Deception .
All Hands On Deck. When rolling initiative, you can target a creature friendly to you within 5 feet of you that you can see. Their initiative roll is replaced with your own. You must finish a short or long rest before using this trait again. Race Variant: Drowned Dreadnought Design Note: This race variant uses the large player characters and oversized rules. It replaces all the traits of the base race. Drowned Dreadnought, By u/Rattakia The drowned dreadnoughts are constructs for undead flesh, bound together by wood and iron, with souls of one or more stuck in its hull working together as a hivemind.
Unholy Construct. Your creature type is both undead and construct. You do not need to eat, sleep, or breathe, though you may ingest food and drink if you wish. You are resistant to necrotic damage and you have advantage on saving throws against being poisoned and diseases .
Siege Armament. You can choose between two options of weapon to be melted into your left arm: A Cannon or Grapeshot. Cannon: This weapon shoots a cannonball in a 5ft by 20ft line. Each creature in the line must make a Dexterity saving throw. On a fail, a creature takes 1d10 bludgeoning damage and is pushed by the cannonball for all of its remaining range, taking an extra 1d6 bludgeoning damage and being knocked prone if the cannonball hits a wall. Grapeshot: This weapon shoots pellets of lead in a 15ft cone. Each creature in the cone must make a Dexterity saving throw. A creature takes 2d6 piercing damage on


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This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.

Source: D&D Wiki

Licensed under GNU Free Documentation License 1.3.

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