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Finfolk

As sea gardeners from the Orkney Islands, Finfolk are uniquely attuned to the natural rhythms of aquatic flora and fauna. Their magic and abilities reflect their deep connection to undersea plant life and their roles as caretakers of oceanic groves and coral gardens.

ability score increase: +2 Dexterity, +1 Intelligence
age:
Size: Medium
speed: Swim: 30 feet. Merfolk can swim without a swim check.
Languages: Common, Aquan.
parent race: Merfolk
race features:

Amphibious: Can breathe both air and water.

Low-light vision: See twice as far as humans in dim conditions.

Weapon proficiency: Trident, net, heavy crossbow.

Blooming depths: Finfolk have an innate connection to underwater flora and their life cycles. Finfolk learn the Entangle spell. They can cast it once per long rest without expending a spell slot, using Wisdom as your spellcasting ability. The spell manifests as seaweed, kelp, or coral growths. They gain proficiency in the Nature skill. If they are already proficient, they may double their proficiency bonus for Nature checks related to aquatic plants or environments.

Verdant steward: The Finfolk bond with underwater ecosystems allows them to cultivate magic that protects and nurtures sea life. They learn the Plant Growth spell. They can cast it once per long rest without using a spell slot. This spell can affect seaweed, coral, and other aquatic flora. They gain resistance to poison damage and advantage on saving throws against being poisoned while submerged. You can cast Speak with Plants once per long rest, but it only functions on aquatic plant life.


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