Order of the Roll - Dungeons and Dragons Jellyfolk - Order of the Roll

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.
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