Jellyfolk
DnD Jellyfolk Race
The Jellyfolk, are a mysterious and colorful underwater race closely related to jellyfish-like beings. They dwell deep within the oceans, hidden in bioluminescent caves, buried beneath the sands, or in coral palaces of the ancient sunken city of Atlantis. Though they can survive above water, they must remain constantly hydrated and therefore often carry special water reservoirs or enchanted flasks to keep their skin moist.
Appearance and Traits
Jellyfolk have semi-transparent skin that glows in soft colors depending on their mood or environment. Their bodies are partly made of a gelatinous membrane, and they often possess glowing tentacles that gently drift in the water. Some appear with a humanoid upper body and a jellyfish-like lower half, while others are entirely aquatic in form.
They are well known for their electric sting: their tentacles can release short electrical pulses to defend themselves or paralyze foes. This makes them dangerous when provoked.
Habitat
The Jellyfolk often live alongside other underwater races such as the Octofolk and Whalefolk, and they too hold a seat in the Council of Atlantis, the governing center of the seas. Every five years, these races together elect a new ruler who represents the ocean realms.
Character and Culture
Jellyfolk are known as the clowns of the sea. They are playful, curious, and naturally inclined toward jokes and pranks. Young and old alike delight in tricking others especially surface-dwellers usually in harmless but comical ways. Humor and chaos are central to their culture, which nonetheless is deeply rooted in unity and a love for ocean life.
Their festivals are extravagant, filled with glowing dances, underwater music, and spectacles of color and sound. Children’s games among the Jellyfolk are often seen as rites of passage, where youngsters learn to control their sting for the first time and play their first tricks on unsuspecting visitors.
Faith
Like the Octofolk and Whalefolk, the Jellyfolk worship the ancient sea god Thal’Krabb, the Watcher of the Depths. To them, he represents not only strength and protection but also mystery and confusion forces they themselves often embody. His likeness is commonly decorated with brightly colored coral masks or bells within underwater temples.
stats
- ability score increase: +2 charisma, +1 dexterity
- age: A Jellyfolk medusozoa reaches maturity at around 20 years of age and can live up to 200 years.
- Size: Medium
- speed: Your base walking speed is 30 feet and you have a swimming speed equal to your walking speed.
- Languages: Your character can speak, read, and write. Common, Jelly and the language of your country fish and one other language that you want.
race features:
- Amphibious You can breathe air and water.
- Nematocyst You have a long, barbed appendage, a natural weapon which you can use to make unarmed strikes. If you hit with this finesse weapon, you can deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice), instead of the bludgeoning damage normal for an unarmed strike.
- Neurotoxin As a bonus action, you can secrete a toxin and apply it to one weapon or piece of ammunition, which lasts for 1 hour. The first time you hit a creature with this weapon or ammunition, the creature must succeed on a Constitution saving throw (DC equals 8 + your Constitution modifier + your proficiency bonus) or be paralysed until the start of its next turn. Alternatively, you can use a bonus action to inject the toxin when you hit a creature with your nematocyst. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Toxic Adaptation You have advantage on saving throws against being poisoned, and you have resistance to poison damage.