Content of the article: "The Cnidarian, a coral based race that I’m creating for my upcoming campaign and setting. What do you all think? Constructive criticism wanted."
The cnidarians are a peaceful, slow moving people that are easily befriended. Spending most of their life underwater, the times they do spend on the surface and on land is full of socializing and wonder.
Abilty Scores: +1 Wis, +1 Con
Speed: 25 ft.
Size: Medium Age: Cnidarians mature slowly, reaching adulthood around 100. A cnidarian has not died of old age yet, so it is unknown how long they can live.
Alignment: Most cnidarians are peaceful, preferring non violence, living in their colonies in harmony with their reef homes, tending towards neutrality. There are those that, when they meet others they like, learn ideals, and set out to become paragons of good.
Size: Cnidarians range from 6 to almost 8 feet, and having wide frames, they are incredibly heavy, weighing upwards of 5 hundred lbs.
Swim Speed: You have a natural swimming speed of 30 ft.
Breathless: You can "breathe" while in air and water, absorbing oxygen through your skin and synthesizing it from sunlight. As long as you are in an area of sunlight or oxygen rich air, up to DM discretion, you can breathe.
Natural Camouflage: While you remain motionless in the sea, you are indistinguishable from ordinary coral.
Subrace: There are 3 relative branches that make up the cnidarian people; the Pillar, the Black, and the Brain. Choose one of these subraces.
Pillar Ability Score: +1 Con
Natural Armor: Your skin is tougher than others of your kind, more easily reflecting blows. You can calculate your AC as 12 + your constitution modifier.
Black Ability Score: +1 Cha
Measured Performance: Not a movement wasted, you make anything you do look as if it's a dance. You gain proficiency with the Performance skill.
Graceful Slowness: Despite moving slower than many others, you move with a beautiful grace, bending in surprising ways, always seeming to easily avoid danger. When forced to make a Dexterity Saving Throw, you can instead choose to use Charisma, and have advantage on the Saving Throw when you do. After you use this abilty, you can't do so again until you complete a long rest.
Brain Ability Score: +1 Int
Protective Intellect: Your brain is hard to breach by most means, your intellect protecting you. You have advantage on Intelligence and Wisdom Saving Throws.
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