Marin
Races • DnD 5e
Appearance
Marin is a race of aquatic humanoids that dwell in rivers, oceans and lakes of the world. They have dark blue skins and pale yellow fins along their forearms and feets. They have a dolphin-like fin and bright yellow eyes that help them to survive in deep waters. Along their torso are these small holes called trous that marin’s use to emanate a white noise that messes with the minds of mortals
Culture
Marins value wealth above all and are willing to do anything to attain them. To marins, wealth signifies power, survival, intellect and so on. Marins amass wealth via many ways with extortion, trade and services being a few of them. They would try anything to get one up over their enemies but at the same time feign friendliness and cooperation with the same people. This game of mercantile politics is the foundation of modern marin Megaports. One the surface, things may look well organized but to the ones who had to live there knows the skeletons in their closets.
History
Marin used to start as a mercantile race that traveled over large swaths of oceans carrying materials from faraway lands. Marin merchants are sought after but everyone knows to be wary around them. Their cutthroat style of dealing makes betrayal not a matter of if but when. In the modern day, marins control most of the coastal cities and their megaports become the center of trade and criminal activities.
Location
Marin built the Megaports at the intersection of trade routes. They also sometimes assimilate with nearby port towns turning those cities into similarly cutthroat locations like their hometown.
Race Traits
Your Race character has an assortment of inborn abilities, part and parcel of Race nature.
Ability Score Increase. Your Charisma score increases by 2.
Age. Marin often gets to adulthood at around 12 and lives up to 70 years old.
Alignment. Marins are conniving creatures, willing to bend the laws to fit their needs. They are usually Lawful Evil.
Size. Marins are small sized that range around 3ft to 4ft in height.
Speed. Your base walking speed is 25ft.
Additional Starting Hit Points.
Adept Swimmer. Your swimming speed equals your movement speed. In addition, you can breathe both air and water.
Darkvision. Marins are adept at living underwater where light barely reaches. You can see in dim light within 60ft 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.
White Noise. As an action, you can produce a white noise from a special organ that messes with the minds of other creatures. Until the start of your next turn, all creatures within 60ft of you have disadvantage on their Wisdom (Insight) and Wisdom (Perception) checks. The white noise is only noticeable by only the most observant of people. The DC to notice the white noise is 8 + Charisma modifier + Proficiency modifier.
Plage (Surgol)
Instead of staying in their homes, some marins would travel the world to discover new items to trade. They take advantage of their aquatic adaptations to travel the seas in large flotillas and trade with many coastal cities. These marin were later known as plage marin and they usually have wider fins adapted to traveling the seas.
Ability Score Increase. Your Dexterity score increases by 1.
Water Agility. Your swimming speed is instead equal to double your movement speed.
Sonic Screech. When activating the White Noise feature, you can also force all creatures within range to make a Constitution saving throw. On a failure, they are stunned until the end of their next turn. Once you use this feature, you cannot use it again until a short rest.
Profond (Deepgol)
Marins create large underwater structures using corals and other aquatic materials to create their cities. Often these homes grow so large over generations that they breach the surface of the oceans and become ocean ports for the cities. These marins are adept
Ability Score Increase. Your Intelligence score increases by 1.
Building Block. You know the Shape Water cantrip. Once you reach 3rd level, you can cast the Create and Destroy Water spell once as a 1st-level spell 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 Crown of Madness spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Echolocation. When activating the White Noise feature, you can emit a specific pulse that will reflect back to you. Until the end of your turn you gain blindsight up to 30ft.