Electrophorus

A race of lethe who were granted the blessings of beast blood, specifically that of the Electric Eel. Their blessings manifest in the form of fish-like frills along the back of their arms and spine, as well as a unique ability to reverse the polarity within their body's electrolytes and produce electricity.   The Electrophorus are well known for a culture that places emphasis on balance and neutrality. While many view the Electrophorus as a bit dour, their neutrality, composure, and overall calm demeanor invite neither disdain nor revelry and has given them a fairly good standing in the kingdom of Ferox.  

Character Creation

Ability Score Increase:
Your Strength, Dexterity, and Wisdom scores each increases by 1   Age:
The Electrophorus mature at about the same rate as humans, reaching adulthood around age 18. Like most Lethe, they do tend to live longer thanks to their blessings - though this varies greatly. The electrophorus consistently live about 150 years.   Alignment:
Electrophorus as a whole are typically neutral, though like most Lethe, their human ancestry can result in those who break from the typical racial archetypes.   Size:
The animal traits from the Electrophorus did not alter the overall human physique of their ancestry, and they range from 5 to well over 6 feet tall. Your size is Medium.   Speed:
Your base walking and swimming speed is 30 feet   Darkvision:
Thanks to the blessing of beast blood, you have superior vision in dark and dim conditions. 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.   Patient Hunter:
You gain proficiency in Stealth or Perception   Ion Channeling:
Once per long rest, you have the ability to reverse the polarity in your body’s electrocytes, allowing you to imbue your limbs with electrical energy, and may choose to use one of the following special attacks:  
  • Ion Strike:
    You may use a free action to imbue your limbs with electrical energy. On your next successful unarmed attack, the enemy must make a Constitution saving throw, the DC of which is 8 + your Wisdom modifier + your proficiency bonus. A creature takes an additional 1d8 lightning damage on a failed save, and half as much damage on a successful one. The damage increases to 2d8 at 6th level, 3d8 at 11th, and 4d8 at 16th level.
  • Ion Constriction:
    By latching onto an enemy, you use controlled electrical pulses to manipulate your enemy’s muscles and nervous systems, keeping them from escaping. After successfully grappling an enemy, you may make a bonus action to activate this ability, the target must make a Constitution saving throw, the DC of which is 8 + your Wisdom modifier + your proficiency bonus. On a failed save, the creature is considered stunned until the end of your next turn.
  Languages:
You can speak, read, and write Common and Aquan.

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