The Otterfolk are a group of creatures that decided the best way to keep themselves safe from the danger of other races and threats of the world is to keep moving. They are often nomadic people who wish only the best for their families, and tribes. They will often help out those in need, or if it benefits the tribe. The Otterfolk have a long tradition in voyaging and sea travel, making them one of the races that can be found on almost every corner of the world.
- Humanoid (Felian) subtype
- Base Height: 2'0"
- Base Weight: 15lbs.
- Mature Age: 2 years
- Bonuses: Strength +2, Intelligence +1
- Subrace: You must choose between three subraces of otterfolk: Builder, Fighter, or Fisher.
- Medium Size
- An Otterkin base land speed is 25 feet, and you have a swim speed of 30 feet.
- Hold Breath: You can hold your breath for up to an hour.
- Low-light Vision: 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.
- Otter Resilience: You have advantage on Constitution saving throws against magic and against being poisoned.
- Automatic Languages: Common.
Builder
- Ability Score Increase. Your Constitution score increases by 1.
- Hard Worker. You have advantage on Constitution saving throws against exhaustion.
- Natural Artisan. You are proficient in one artisan's tool of your choice.
Fighter
- Ability Score Increase. Your Strength score increases by 1.
- Claws. You can choose for your unarmed strikes deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Natural Athlete. You are proficient in the Athletics skill.
Fisher
- Ability Score Increase. Your Dexterity score increases by 1.
- Fast Swimmer: Your swim speed increases by 10 feet.
- Survivor's Instinct: You have advantage on Wisdom (Survival) checks made in naturally-occurring rivers, streams, and lakes.