Tohora, Tohorans (named for another maori god/hero)
Ideas:
Swimming Speed
Can hold breath for ages
Ocean Diver. You have a swimming speed equal to your walking speed and you can hold your breath for a number of hours equal to your Constitution modifier (minimum of 1 hour).
Powerful Build
Sonar (tremorsense underwater)
Sonarsense. Whilst submerged underwater and not deafened, you have blindsight out to 60 feet. This sense cannot extend outside the body of water you are in.
Darkvision?
Subrace for singing (or legacy option)
Whalesong. You can communicate messages over vast distances by singing them in whalesong, which can be sung in any language. It takes twice/four times as long to say anything in whalesong but you can be heard up to a mile away, or up to six miles under water. or 300ft/1mile?
Once you reach 5th level, you can cast the sending spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 3rd level or higher. some bonus from both you and target being in water
Subrace for swallowing medium or smaller creatures (or legacy option)? Maybe too strong as its basically certain death for either side with suffocation or cutting (unless vomiting is worked in)
Maybe shark-like subrace (or this can be its own race)
Maybe dolphin-like subrace (something with clicking or jumping out of water)
DelphiniBottlenose
Can understand whalesong
Spell themed subclass (think whalebone runes)
Maybe a feat to extend the range of verbal spells but also increase casting time (or just limited use)
Rongomai is a maori whale god, probably a decent source for a name
Tohoran
Ability Scores:Lineage
Size: Medium
Speed: 30 ft., swim equal to your walking speed
Deep Explorer. You have a swimming speed equal to your walking speed, and you can hold your breath for a number of hours equal to 1 + your Constitution modifier (minimum of 1 hour). Acclimated to underwater exploration, you also have resistance to cold damage.
Sonarsense. Whilst in at least 1 foot of water and not deafened, you have blindsight out to 30/60 feet. This sense cannot extend outside the body of water you are in.
Subrace: Koholā
Ocean Giant. You count as one size larger when determining your carrying weight and the weight you can push, drag, or lift. In addition, you have advantage on Strength (Athletics) checks while you are submerged underwater.
Whalesong. You can communicate messages over vast distances by singing them in whalesong, which can be sung in any language. It takes four times as long to say anything in whalesong, but you can be heard up to 1000 feet/a mile away, or up to a mile/six miles away underwater.
TBD. Once you reach 5th level, you can cast the sending spell with this trait, without requiring a material component. If both you and the target are submerged in water, you can use an additional action before the end of your next turn to send a second message to the same target and receive another reply. You do not need to be in the same body of water as the target to make this second message. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 3rd level or higher.
Subrace: Nai'a
Deft Swimmer. Your swimming speed increases by 10 feet
Aquatic Acrobat. If you have been fully submerged in water at some point on the current turn, your jump distance is doubled and you have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws.
Torpedo Charge. If you move at least 20 feet in a straight line immediately before hitting a target with a melee attack, you can deal an extra 1d6 bludgeoning damage to that target. If both you and the target are submerged underwater when you make the attack, this extra damage increases to 1d8/1d10/2d6.
Fluff
Also known as cetaceans, hvalrfolk or finfolk, Tohorans are water loving humanoids, often with blue-grey skin, fins and blowholes, bearing a resemblance to whales, dolphins and other aquatic mammals. While they do typically require air to survive, they can be comfortable hundreds or even thousands of feet below the water. Tohorans range from the large, powerful giants with deep and beautiful singing voices, to the more slender, nimble folk, known for elaborate acrobatics and whistles.
Despite their sapiance, tohorans have occasionally been known to act as underwater mounts for smaller aquatic creatures, either willingly or as a form of slavery. Association with the later might lead to some tohorans becoming extremely offended at the suggestion of serving as a mount.
In Alvergia, tohorans are most often found in ocean depths and around remote islands, such as the Prestonia Archipelgo, where their songs are revered and can often be heard all across the islands. These songs play significant roles within the cultural, spiritual and magical rituals of tohoran tribes there. Led by shamans, often known as tohungas, these rituals typically reflect a spiritual connection to the ocean, incorporating shells, saltwater and squid ink for anointments and ingestion, as well as frequently taking place within the ocean or shallows.
There are also rumours of remote clans of tohorans in the Northlands, often described with black and white markings or with large spear-like horns. It is unclear if these features are artificial, or some form of natural divergence.
Feats
Tohoran Magic
Prerequisite: Tohoran
You learn to incorporate the songs and customs of your people into your magic. You gain the following benefits:
You learn one of the following cantrips of your choice; druidcraft, frostbite, thunderclap or shape water. Intelligence, Wisdom, or Charisma is your spellcasting ability for this cantrip (choose when you gain this feat).
You can use a shell and a handful of saltwater or squid ink as a spellcasting focus for spells you cast.
When you cast a spell with verbal components and that has a range of 5 feet or greater, you can double the range of the spell. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Tohoran Horn
Prerequisite: Tohoran
You grow one or more spear like horns or tusks, or learn to properly utilise existing ones. You gain the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You can use a horn to make an unarmed strike. This attack has the reach property. You can use your choice of Strength or Dexterity for the attack and damage rolls. When you hit with them, the strike deals piercing damage equal to 1d8 + the ability modifier you used for the attack roll, instead of the bludgeoning damage normal for an unarmed strike.
You can use your horn to deflect and parry incoming attacks. When a creature makes a melee weapon attack against you, you can use a reaction to roll a 1d4 and add the result to your Armor Class for the attack. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Whale like race
aka
Ideas:
twice/four times
as long to say anything in whalesong but you can be heard up to a mile away, or up to six miles under water.or 300ft/1mile?
some bonus from both you and target being in water
Delphini
Bottlenose
Maybe a feat to extend the range of verbal spells but also increase casting time (or just limited use)
Rongomai is a maori whale god, probably a decent source for a name
Tohoran
Ability Scores: Lineage Size: Medium Speed: 30 ft., swim equal to your walking speed
Deep Explorer. You have a swimming speed equal to your walking speed, and you can hold your breath for a number of hours equal to 1 + your Constitution modifier (minimum of 1 hour). Acclimated to underwater exploration, you also have resistance to cold damage.
Sonarsense. Whilst in at least 1 foot of water and not deafened, you have blindsight out to
30/60
feet. This sense cannot extend outside the body of water you are in.Subrace:
Koholā
Ocean Giant. You count as one size larger when determining your carrying weight and the weight you can push, drag, or lift. In addition, you have advantage on Strength (Athletics) checks while you are submerged underwater.
Whalesong. You can communicate messages over vast distances by singing them in whalesong, which can be sung in any language. It takes four times as long to say anything in whalesong, but you can be heard up to
1000 feet/a mile
away, or up toa mile/six miles
away underwater.TBD
. Once you reach 5th level, you can cast the sending spell with this trait, without requiring a material component.If both you and the target are submerged in water, you can use an additional action before the end of your next turn to send a second message to the same target and receive another reply. You do not need to be in the same body of water as the target to make this second message.
Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 3rd level or higher.Subrace:
Nai'a
Deft Swimmer. Your swimming speed increases by 10 feet
Aquatic Acrobat. If you have been fully submerged in water at some point on the current turn, your jump distance is doubled and you have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws.
Torpedo Charge. If you move at least 20 feet in a straight line immediately before hitting a target with a melee attack, you can deal an extra 1d6 bludgeoning damage to that target. If both you and the target are submerged underwater when you make the attack, this extra damage increases to
1d8/1d10/2d6
.Fluff
Also known as cetaceans, hvalrfolk or finfolk, Tohorans are water loving humanoids, often with blue-grey skin, fins and blowholes, bearing a resemblance to whales, dolphins and other aquatic mammals. While they do typically require air to survive, they can be comfortable hundreds or even thousands of feet below the water. Tohorans range from the large, powerful giants with deep and beautiful singing voices, to the more slender, nimble folk, known for elaborate acrobatics and whistles.
Despite their sapiance, tohorans have occasionally been known to act as underwater mounts for smaller aquatic creatures, either willingly or as a form of slavery. Association with the later might lead to some tohorans becoming extremely offended at the suggestion of serving as a mount.
In Alvergia, tohorans are most often found in ocean depths and around remote islands, such as the Prestonia Archipelgo, where their songs are revered and can often be heard all across the islands. These songs play significant roles within the cultural, spiritual and magical rituals of tohoran tribes there. Led by shamans, often known as tohungas, these rituals typically reflect a spiritual connection to the ocean, incorporating shells, saltwater and squid ink for anointments and ingestion, as well as frequently taking place within the ocean or shallows. There are also rumours of remote clans of tohorans in the Northlands, often described with black and white markings or with large spear-like horns. It is unclear if these features are artificial, or some form of natural divergence.
Feats
Tohoran Magic
Prerequisite: Tohoran
You learn to incorporate the songs and customs of your people into your magic. You gain the following benefits:
Tohoran Horn
Prerequisite: Tohoran
You grow one or more spear like horns or tusks, or learn to properly utilise existing ones. You gain the following benefits:
This attack has the reach property.
You can use your choice of Strength or Dexterity for the attack and damage rolls. When you hit with them, the strike deals piercing damage equal to 1d8 + the ability modifier you used for the attack roll, instead of the bludgeoning damage normal for an unarmed strike.You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.