Merrow Traits

Your merrow character has certain characteristics in common with all other merrow.

Ability Score Increase. Your Charisma score increases by 2.

Age. Merrow reach maturity by age 15 and can live over 150 years.

Speed. You have a swimming speed of 30 feet.

Size. Merrow are about the same size as humans. Your size is Medium.

Amphibious. You can breathe air and water.

Language. You can speak, read, and write Common and Aquan.

Subrace. There are many merrow in the sea. Choose one of the following subraces.

Siren

Shot through the heart, and you're to blame / You give merms a bad name

Ability Score Increase. Your Constitution score increases by 1.

Bipedal. Your base walking speed is 30 feet.

Siren Song. You can use the siren song ability once with this trait. You regain the ability to do so when you finish a short or long rest.

Half-Merrow

Some sailors return from the sea with starstruck tales of deep sea romance. A very few sailors return home with more. You straddle the line between two worlds, able to move among both, though not without some degree of side-eye.

Ability Score Increase. One ability score of your choice increases by 1.

Bipedal. Your base walking speed is 30 feet.

Aquatic Combat Training. You have proficiency with the spear, trident, and net.

Vocational Training. You have proficiency with navigator's tools or one type of artisan's tools of your choice.

Child of the Sea. You have a deep affinity for water. You know the shape waterEE cantrip.

Half-Merrow Variants

Half-merrow live lives as varied as their parents. If you choose, you may replace your Aquatic Combat Training or Vocational Training trait with a skill proficiency of your choice.


Siren Song

As an action, you begin to sing an enchanting melody. Choose a number of humanoids or giants up to 5 + your Charisma modifier within 300 feet of you. The targets must succeed on a Wisdom saving throw against your Charisma spell save DC or be charmed until they can no longer hear your song. You must take a bonus action on your turn to continue singing. You can choose to stop at any time, and the song ends if you are incapacitated.

While charmed by you, a target is incapacitated. If the charmed target is more than 5 feet away from you, it can take the Dash action on its turn to move closer by the most direct route. It doesn't avoid opportunity attacks, but it can repeat the saving throw before moving into damaging terrain, whenever it takes damage from a source other than you, and at the end of each of its turns. If the creature's saving throw is successful, the effect ends on it. A creature that successfully saves is immune to your song for the next 24 hours.

ART CREDIT: CeruleanRaven

Aarakocra Traits

As an aarakocra, you have certain traits in common with your people.

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Aarakocra reach maturity by age 9. Compared to humans, aarakocra don’t usually live longer than 60 years.

Size. Aarakocra are between 3 and 4 feet tall. They have thin, lightweight bodies that can weigh as little as 20 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Flight. You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor. This speed is halved when encumbered and reduced to 5 when heavily encumbered.

Snap. Your beak is a natual weapons with which you are proficient. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier.

Language. You can speak, read, and write Common, Aarakocra, and Auran.


Selhaz Traits

Your selhaz character has the following traits.

Ability Score Increase. Your Constitution Score increases by 2 and your Wisdom score increases by 1.

Age. Selhaz reach maturity around age 15 and typically live less than a century.

Speed. Your base walking speed is 25 feet, and you have a swimming speed of 30 feet.

Size. Selhaz can range from 5 feet to over 7 feet tall and can weigh well upwards of 300 to 500 pounds. Your size is Medium.

Arctic Aquatic. You are naturally adapted to living in cold environments and ice-cold water (as described in chapter 5 of the DMG) and have resistance to cold damage.

Hold Breath. You can hold your breath for a number of minutes equal to 3 times your Constitution score.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Tusks. Your tusks are natual weapons with which you are proficient. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier.

Blubbery Hide. You have a thick hide covering a protective layer of blubber. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Language. You can speak, read, and write Common and one language of your choice.

ART CREDIT: Noho / Ahlieart

Vryloka

Vryloka are the result of a dark pact for power and unending youth made generations ago. This ritual provided the nobles with inhuman vitality achieved by draining the life essence of others, without the curse of true undeath.

While Vryloka must be careful to conceal their true identity, moving often so as to hide their unnatural life and not to make themselves into a target of others, they have insinuated themselves into power within many governments and collectively wield formidable influence.

Ability Score Increase. Your Intelligence score increases by 1, and your Charisma score increases by 2.

Age. While Vryloka initially age at the same rate as humans, this gradually slows until it grinds nearly to a complete halt. While they reach maturity around age 25, they can retain their physical vitality for hundreds of years, never apparently aging out of the prime of their health.

Size. You have a similar size and build to humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your heritage, 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.

Sunlight Sensitivity. When in sunlight, you have disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.

Vampiric Resistance. You have resistance to necrotic damage.

Blood Thirst. You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. You are proficient with this attack. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

You can use this ability once per round. The necrotic damage dealt and healed increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Uncanny Magic. You know the friends cantrip. Once you reach 3rd level you can cast the charm person spell once per day. When you reach 5th level, you can cast the spider climb spell once per day. Charisma is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common and one language of your choice.


Blood Thirst Clarifications

Blood Thirst counts as a special melee attack that can be chosen when the Attack action is taken. It stacks with the Extra Attack feature, so a character with Extra Attack could not blood thirst twice due to the once per round limit, but they could grapple and blood thirst within the same action.

This is a special attack and not a melee weapon attack for features that interact with weapon attacks, such as two-weapon fighting, Divine Smite, etc. Nor is it an unarmed strike or improvised weapon for features such as Martial Arts, Tavern Brawler, etc.

Since it is a melee attack with which you are proficient, you add your proficiency bonus and strength modifier to the attack roll. You do not, however, add any modifiers to the damage roll.

ART CREDIT: Michelle Tolo