Tideborne

Former selkies bound to the shores

Info

Upon first glance, a tideborne appears to be just a normal human, though perhaps a particularly Rune-tinged one. A closer inspection, however, reveals effects too strong to be caused by a mere Rune. They stand slightly shorter than the average human, and much heavier set due to a layer of insulating blubber. They have dappled grey skin, some bearing a peach fuzz of fur: resembling the sealskins they lost. Their faces are distinctly seal like- with sharp conical teeth perfect for consuming fish, and large, soulful black eyes with no sclera visible.

Tideborne have a tightknit culture, staying together whenever possible. They keep to the coastlines and river banks- which no one truly begrudges them for, as they have incredible skill as sailors and fishermen. That skill, however, is balanced by a solemnity. Though they have ways of returning to the sea, none are a true replacement for what they lost. They are seen as excellent confidants and commiserates, having a culturally ingrained understanding that not all woes can be solved, but instead simply felt in the company of another. That isn't to say they're all perpetually gloomy- their joy is simply more reserved and understated, to better take in and appreciate it.

Tidebourne adventurers are almost exclusively druids. They naturally prefer the wild shape of seals, acting as mighty scouts and hunters for any party that takes to the sea. A few rare exceptions exists- rangers with seal companions, swashbuckling rogues, or sorcerers wielding water and frost.

Stats

  • Age: tideborne have lifespans comparable to that of a human, living to around 120 years old. Children learn to hunt as young as 8 years old, and though they often stay with their families for much of their lives, they're encouraged to be as self-reliant as possible from an early age.
  • Size: the average tidebourne rests slightly above 5 feet tall. your size is medium
  • Ability score increase: your constitution score increases by 2, and your wisdom score increases by 1.
  • Darkvision: your eyes are accustomed to the ocean's black depths. 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, only shades of grey.
  • Insulating blubber: a natural layer of fat protects you from the chill. You have resistance to cold damage, and advantage on constitution saving throws made to resist the effects of cold weather and freezing water.
  • Sea legs: you have a swimming speed equal to your walking speed.
  • Ocean's child: you share a kinship with creatures from the ocean. You can communicate with any aquatic animal, though they cannot respond. You have advantage on all charisma checks made to influence them.
  • Knowledge of the tides: you have an innate understanding of the ocean's currents. When navigating the sea, you cannot become lost by non-magical means.
  • Languages: you can speak, read, and write common and one other language local to your region. In addition, you understand the secret language "Davy Jones' noose". This code allows you to create short messages through tying a sequence of knots into a piece of rope or twine, with each type of knot having a specific meaning.