Seabound Tiefling
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Seabound tieflings share common traits with their other fellow tieflings but have a few key differences:
Ability Score Increase. Your Constitution score increases by 1, and your Charisma score increases by 2.
Age. Seabound tieflings mature at the same rate as humans but live a few years longer– similar to other tieflings.
Size. Seabound tieflings, like other tieflings, are about the same size and build as humans. Your size is Medium.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Darkvision. Thanks to your infernal heritage and deep-sea origins, 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.
Hellish Resistance. Your aquatic nature keeps your skin naturally slicked with absorbed moisture, making it difficult for you to catch fire. You have resistance to fire damage.
Legacy of Shargon. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spike growth spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Seabound. Your evolution has made you dependent on water itself. You can breathe air and water, but you must consume four times as much water to survive and avoid gaining levels of exhaustion compared to a regular human. You can also consume water by submerging your entire body in a volume of water.
Languages. You can speak, read, and write Common and your choice of either Infernal or Aquan, depending on which is more crucial to your upbringing.
Aquatic Adaptation. Your biology has changed to adapt yourself to the surrounding environment of the waters you hail from. You choose two mutations to take on from the following options:
Absorption. Your body has a calcified form that absorbs blows and breaks off in small pieces, slowly restoring itself over time. As a bonus action, you can stimulate your natural healing ability to grant yourself 1d4 temporary hit points.
Regeneration. You have a supernatural ability to heal and recover from serious injuries. You can cast the lesser regenerate spell once with this trait and regain the ability to do so when you finish a long rest.
Spines. Your body protrudes with sharp features that can be used for stabbing and slicing. You can use these sharp features to make unarmed strikes, dealing 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Shapeshifting. Your body actively shifts in shape and appearance to blend into surroundings or overcome obstacles. You can cast the alter self spell once with this trait and regain the ability to do so when you finish a long rest.
Toxicity. Your body courses with natural toxins secreted from your body, making you dangerous to the touch. When you take damage from a melee attack, you can use your reaction to deal 1d8 + your Constitution modifier poison damage back to the attacker.
Characteristics. Seabound tieflings have inherited a powerful affinity for their aquatic surroundings, causing their figures to grow with the forms of seashells, corals, and such to assist them in tactics of hunting and survival.
Bound to the Sea
The additional powers and customization options of a seabound tiefling are greatly offset by their dependence on water. Though they may thrive in aquatic environments, they may suffer greatly and potentially die when isolated from them. If intending to use seabound tieflings in your setting, aim for a balance of exposure to necessary bodies of water; such a character may prove excessive in power in a naval campaign without enough island hopping, while a character may be constantly hindered in a march through the desert and prove frustrating to play with. Consider methods to limit exposure to water, such as poisoned wells or droughted rivers, as well as methods of increasing it, such as an occasional oasis or a sudden rainfall.












