D&D 5e - Fanmade underwater Playable Races - Koalinth

Kleine Bonaire-Underwater life(js)


Koalinths, aka aquatic hobgoblins. There is not much to say about them that hasn't been already said about their land-living cousins, so here is a wiki link.




©Wizards of the Coast


Koalinth Traits

Ability Score Increase. + 2 Constitution + 1 Intelligence
Age. Koalinths mature at the same rate as humans and have lifespans similar in length to theirs.
Alignment. Lawful Evil.
Size. Koalinths are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.
Speed. 30 ft., swim 20 ft.
Darkvision. 60 ft.
Amphibious. You can breathe air and water.
Scaly Armor. Your base AC is 13 + your Dexterity modifier. You can't wear other suits of armor, but can use a shield.
Koalinth Weaponry. You have proficiency with tridents and nets.
Martial Advantage. Koalinths can deal an extra 2d4 damage to a creature they hit with a weapon attack if that creature is within 5 feet of an ally of the koalinth that isn't incapacitated. You can use this traits as many times as your Intelligence modifier (minimum of once). After that, you can't use it again until you finish a short or long rest. The extra damage becomes 2d6 at 10th level.
Languages. Goblin and Common.


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Koalinths, like Hobgoblins, make excellent Wizards (the Evocation Arcane Tradition fits well thematically; also War Magic, but is considerably weaker). But, truth be told, they could be almost whatever they want, with a particular flavour for Intelligence casters. An Eldritch Knight Fighter or an Arcane Trickster Rogue make excellent use of their stats and abilities. War Domain Clerics can very well represent a priest of Maglubiyet or other goblinoid deities.


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It should work for now. Let me know if you like it! And let me know if you don't! Possibly even explaining why! Remember: none of this is professional work, neither it's official.

Be kind to each other and to yourselves.

Daniele

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