WB Cephalids
Contents
Cephalid
Cephalid are octopus-like humanoids.
Cephalid Traits
Characters with the Cephalid heritage share the following traits:
- Age. Cephalids are born in watery pools of slime from eggs that their parents jointly secrete in a process that some non-cephalids find disturbing. After the eggs are laid and fertilized, the parents eat many of them, until only a few remain, which eventually hatch a few weeks later. From this point, cephalids take ten years to reach adulthood, though they can live to be upward to 70 years old. Having no real bond or knowledge of their parents, they still feel compelled to join civilization. Many communities, no matter the race, take pride in taking in Cephalid children, as they are considered to bring wealth and good luck. The young Cephalid bond easily to anyone and grow up extremely loyal to their caretakers.
- Size. Cephalids are the same size and weight as humans. Your size is Medium.
- Speed. Your Speed is 30 feet.
- Darkvision. 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 cannot discern color in darkness, only shades of gray.
- Amphibious. You can breathe air and water.
- Three hearts. You have advantage on death saving throws.
- Fine tentacle manipulation. Your face tentacles are extremely dexterous and can be used for fine manipulation. You gain advantage on checks requiring fine manipulation for which you can use your tentacles, like picking locks, surgery, and creating small mechanical or clockwork contraptions. Cephalids create many specialized tools that fit on or over their tentacles.
However, these tentacles mean that you cannot wear any hat or helmet that covers your face.
Cephalid Gifts
In addition to traits found in your Cephalid heritage, select one of the following gifts:
Call of the Ocean
Some Cephalids feel the call to return to the ocean, spending most of their time in or around the ocean and adapt quickly growing fins between their toes and fingers.
Like a duck takes to water. You gain swimming speed equal to your movement speed, and you ignore all naturally created difficult terrain in or under water. Your darkvision increases to 120ft underwater.
Call of the Creator
Other Cephalids get the urge to create or increase their ability in one specific trade, quickly becoming Masters in their chosen field!
The touch of the master. Choose one tool, and one skill with which you are proficient from: Engineering, Performance or Medicine and gain a specialization die for that tool and skill. If you aren't proficient in any of those you gain proficiency instead of a specialization die.
Call of the Mind
Your mind finds most trades too mundane and hankers to figure out the secrets of the universe. These Cephalids tend to choose either the arcane arts or find hidden powers within... Sometimes something ancient will even tell them some horrible secrets of the universe.
You know one cantrip of your choice from the sorcerer spell list. At 3rd level, choose one 1st- or 2nd-level sorcerer spell, which you can cast once without any material components; you must finish a long rest in order to cast the spell again using this gift. A 1st-level spell chosen this way can be cast as if using a 2nd-level spell slot. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or Charisma if you have no levels in a spellcasting class.
Paragon Gifts
When you reach 10th level, you regain some of your ancestral powers and can choose one Paragon gift from the following list:
Call of the Old One
Cephalopod Regeneration Once per day, you can choose to immediately regenerate 4d8 + your proficiency bonus in lost hitpoints. If you are missing any body parts the lost parts are restored after 5 minutes. If a severed part is held against the stump, the limb instantaneously reattaches itself. This ability requires a long rest before it can be used again the next day.