Stat Spread: The Specialist
+2 (Charisma), +1 (Wisdom)
Unarmored Defense | Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts | At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
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.
Underwater Adaptation | You can breathe air and water, and you have a swimming speed of 40ft.
You have gills on the side of your neck, and on the side of your chest.
Moist Being | You cannot survive without moisture for too long. You must be able to keep yourself wet every 4 hours, or gain a point of exhaustion for every 4 hours after.
Friend of the Sea | Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast/Dragon that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.
Grappling Appendage | You have two special appendages growing alongside your arms. They are both claws. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment, but can hold basic items in a rudimentary manner. In addition, gain a crablike appearance. (Carcinization be damned, I'm a shrimpoid person).