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Water Clan

Lore

The people of the water clan usually form tight-knit communities that rarely venture beyond their own borders. Those of the water clan who do choose to travel are typically warriors, artisans, or traders. These members of the water clan still stick to the oceans and seas, keeping a connection with the water whether they are waterlacers or not. Warriors may be attempting to keep peace between different factions of the water clan, or amongst different nations. Artisans and traders know the value of quality water clan goods, and know what it takes to make a pro it from them.  

Traits

Water clan members can usually be found near natural sources of water, and share some common traits.
Ability Score Increase
Your Constitution score increases by 2.
Age
A water clan member reaches adulthood at the age of 18 and typically lives for less than a century.
Alignment
Water clan members are adaptable, and capable of change. Water clan members tend towards neutrality.
Size
Water clan members are typically between 5 and 6 feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Natural Healer
If you roll a 1 when healing hit points (such as when resting or initiating a form that heals hit points), you can reroll the die and must use the new roll.
Traditional Remedies
You gain pro iciency in the Medicine skill.
Waterborne
You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made while underwater.
Languages
You can speak, read, and write Common and Aquan.
 

Subraces

The two main groups of the water clan, the polar clan and the swamp people, are mainly separated by geography. The polar clan is used to enduring harsh and biting winters, while the swamp people are more familiar with muggy, humid bayous.  

Polar Clan

While water is seen as the element of adaptability, polar water clan members have rituals and traditions that they strictly adhere to. The northern polar clan typically separates the division of labor along gender lines, with men working as hunters, ishermen, and warriors, and women serving as homemakers, healers, or teachers. As the Great Glacier continues to retreat, the polar clan clings to these traditions in an attempt to keep their culture from disappearing as quickly as their home does. Both groups are still accepting of change, however, and do share common characteristics with one another.
Ability Score Increase
Your Strength score increases by 1.
Cold Endurance
You gain resistance to cold damage.
Extreme Environment
The irst time you would be required to make a saving throw against exhaustion in a day due to environmental effects (such as extreme cold, hunger, or loss of sleep), you can shrug off the effect, automatically succeeding on the saving throw. Once you use this trait, you must complete a long rest before you can do so again.
 

Swamp People

The swamp people don’t have much contact with their polar brethren, but still see them as family just the same. Members of the water clan always have a friend in the swamps and bayous of the world, anywhere they can ind a swamp person. The largest concentration of swamp people live in the Vast Swamp. Naturally gregarious, the swamp people have learned to use the swamp’s lora and fauna to serve their needs, and don’t usually venture beyond their home unless spurred to do so by some outside force.
Ability Score Increase
Your Wisdom score increases by 1.
Plant Familiarity
You have advantage on Intelligence (Nature) checks made to identify and understand the properties of plants and plant creatures.
Mask of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow,mist, and other natural phenomena.

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