OTTERLINGS: RIVER-RUNNIN’ SWAMPFOLK
Otterlings are found mostly in the northern swamps of Thule, living in small family clans called “lodges, and make their home in submarine dwellings that they dig out by the riverbank. They make a living by avoiding swamp predators and fishing through cooperation. They often get additional pay as swamp guides and working on riverboats doing any number of tasks that require their size and expertise. They are diminuitive folk, standing two to three feet tall, and resemble the critters that they are descended from except for some more humanoid shape, expressive faces and intelligent eyes. Their eyes are said to be exceptionally human-like.
Despite being native to the cold and unforgiving country of Zholtovka, a place where the local humans have cast out or executed all non-humans, otterlings are exempt from their inquisition due to an otterling helping one of their prophets. They say it a sin to harm such helpful creatures and the otterlings are all too happy to live up to that expectation if it means freedom from being hunted for their pelts. They mostly avoid any unwanted human contact and are exceptionally good at not being found when they don’t want but their curiosity and energetic nature often see them feeling compelled to interact with any passersby. It is not unheard of for a hero traveling through the swamp to wind up with a permanent traveling companion. And, despite their size, their ferocity is legendary. They are predators, after all.
There are also sea-otterlings who are smaller, cuter and more specialized for the sea. They tend to be excellent with tools and are welcome on many ships but they are known to have “sticky paws”.They often trade in trinkets, especially those that have a puzzle element, and are excellent at identifying and discussing curious objects.
Both subspecies share the same unique language that is made up of high pitched squeaks and whistles and low growls that carry over long distances. Despite their bestial language, they are quite adept at speech and are quick learners.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Otterlings mature quickly to adulthood at 12 years of age and live to about 50 years.
Alignment. Oterrlings are notorious curious and affectionate creatures who love to make friends but are fierce in the face of threats. They are most commonly chaotic good.
Size. River otterlings stand between three to four feet tall and sea otterlings are usually smaller and pudgier between two and three feet. Your size is Small.
Speed. Otterlings are fast on land and water. You have a walking speed of 30 feet and a swim speed of 30 feet. They are even faster when prone and can move at 35 feet when they are prone.
Slip & Slide. Your bone structure is impressively flexible and you're used to moving through cramped spaces. You are considered one size smaller when attempting to move through tight spaces and take no movement penalty when doing so.
Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Hold Breath. You can hold your breath for up to 15 minutes.
Travel Guide. Sea otterlings are expert navigators and survivalists. You have proficiency with navigation tool.
RIVER OTTERLING SUBRACE TRAITS
Ability Score Increase. River otterlings are adapt hunters with sharp senses and wits. Your Wisdom score increases by 1.
Swamp Warrior. You are adept at hiding from larger predators and catching prey unaware. You have proficiency in the Stealth skill.
Bite. Your jaw is a strong natural weapon, which can be used to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
SEA OTTERLINGS SUBRACE TRAITS
Ability Score Increase. Sea otterlings are clever sailors. Your Intelligence score increases by 1.
Sticky Paws. Sea otterlings have a bad habit of putting anything that catches their eye into their pocket. You have proficiency in Sleight of Hand.
Curious Critters. Sea otters love toys and trinkets. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.