D&D 5e - Fanmade underwater Playable Races - Kuo-Toa

 

Kuo-toa are usually evil, but it has to be said that it's not entirely their fault, as they have been driven from their original homes, confined to the Underdark and hunted or enslaved by other races. This shaped their society towards cruelty and absolute devotion to their (as they truly made her) dark deity, Blibdoolpoolp. Most of them suffer from some kind of mental illness as a result of such an history and environment, so be aware that this is not an easy race to roleplay.

Need a deeper dip of lore? Ask no further. Now, to the stats.

©Wizards of the Coast


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

Age. Kuo-Toa on average live up to 60 years.

Alignment. Usually neutral evil, unless removed from their society.

Size. Kuo-Toa on average are 5 feet tall and weigh around 160 pounds. Your size is Medium.

Speed. You have a walking speed of 30 ft. and a swimming speed of 40 ft.

Rubbery Hide. Your base AC is 11 instead of 10. You can't wear any form of armor, but can use shield as normal.

Superior Darkvision. Acclimatized to the absence of light, your Darkvision has a range of 120 ft.

Amphibious. You can breathe air and water.

Otherwordly Perception. You can sense the presence of ant creature within 30 feet of you that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving.

Slippery. You have advantage on ability checks and saving throws made to escape a grapple.

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

Madness (optional rule). Choose (or invent with your DM's help) an Indefinite Madness, as described at page 260 of the DMG. As long as you live among other Kuo-Toa, you can't remove it in any way. Until it lasts although, you can't be frightened.

Languages. You can speak, read and write in Undercommon.


* * *

Lorewise, Kuo-Toa that serves Blibdoolpoolp should be Clerics of the Death Domain. They can be excellent Druids and should perform well as Rangers (especially Gloom Stalkers). They're surely better off as Barbarians rather than Fighters and strangely enough, among the martial classes they could be interesting Monks. I guess that anything that needs Charisma or Intelligence as primary stats should be avoided if you aim for an optimal build.

Remember: this is just a fanmade playable race and probably not very well balanced. Know that I choose to put Madness as an optional rule because not everyone may be comfortable with it, but I still tried to balance it out.

Be kind to each other.

Daniele

Comments