Dungeons & Dragons Lore Wiki is a FANDOM Games Community. And the DM no longer needs to ask the players for vital info like AC, saving throws, skill modifiers, etc. This category of wildlife includes all sorts of finned, aquatic mammals, and their relatives, including seals, sea lions, and walruses.

( Log Out /  The ivory from walrus tusks can be quite valuable. Most, if not all Selkies have dark eyes, which again corresponds to their Seal form. THE BEST DM TOOL FOR 5TH EDITION . Your size is Medium.Speed. I found this online a while back. They always have hair and eye colors that correspond with their seal form. I like this. Seal CR 1/3. Thought I would share. Very kool though! Stat Trackers are a great 5th Edition D&D accessory that I've been using, and really like. https://www.dandwiki.com/w/index.php?title=Selkie_(5e_Race)&oldid=1370371. They do not agree with one another. Did he get an even stronger one? (Pod can usually be translated as pack or family.). Top 5 RPGs Compiled Charts 2004-Present Adventure Game Industry Market Research Summary (RPGs) V1.0 Ryan Dancey: Acquiring TSR Q&A With Gary Gygax TSR, WotC, & Paizo: A Comparative History D&D Pronunciation Guide Eric Noah's Unofficial D&D 3rd Edition News D&D in the Mainstream D&D & RPG History About Morrus Yah it feels a lil bit off to me. Also NPCs and monsters can have ability scores up to 30. Drizzt aka dm pc has no stats. Great hunters of the oceans of the world, they are social, agile, and quite intelligent. D&D 5E – Mana-Based Spellcasting (Variant Rule) →, D&D 5E - Character Sheet and Instructions, D&D 5E – Non-standard weapon/armor materials, D&D 5E – Character Sheet with Dice Rolling, D&D Character Generator (First Character), D&D Encounter Builder (Kobold Fight Club), 1 (–5): Morbidly weak, has significant trouble lifting own limbs, 2-3 (–4): Needs help to stand, can be knocked over by strong breezes, 4-5 (–3): Knocked off balance by swinging something dense, 6-7 (–2): Difficulty pushing an object of their weight, 8-9 (–1): Has trouble even lifting heavy objects, 10-11 (0): Can literally pull their own weight, 12-13 (1): Carries heavy objects for short distances, 14-15 (2): Visibly toned, throws small objects for long distances, 16-17 (3): Carries heavy objects with one arm, 18-19 (4): Can break objects like wood with bare hands, 20-21 (5): Able to out-wrestle a work animal or catch a falling person, 22-23 (6): Can pull very heavy objects at appreciable speeds, 24-25 (7): Pinnacle of brawn, able to out-lift several people, 1 (–5): Barely mobile, probably significantly paralyzed, 2-3 (–4): Incapable of moving without noticeable effort or pain, 4-5 (–3): Visible paralysis or physical difficulty, 6-7 (–2): Significant klutz or very slow to react, 8-9 (–1): Somewhat slow, occasionally trips over own feet, 10-11 (0): Capable of usually catching a small tossed object, 12-13 (1): Able to often hit large targets, 14-15 (2): Can catch or dodge a medium-speed surprise projectile, 16-17 (3): Able to often hit small targets, 18-19 (4): Light on feet, able to often hit small moving targets, 20-21 (5): Graceful, able to flow from one action into another easily, 22-23 (6): Very graceful, capable of dodging a number of thrown objects, 24-25 (7): Moves like water, reacting to all situations with almost no effort, 1 (–5): Minimal immune system, body reacts violently to anything foreign, 2-3 (–4): Frail, suffers frequent broken bones, 4-5 (–3): Bruises very easily, knocked out by a light punch, 6-7 (–2): Unusually prone to disease and infection, 8-9 (–1): Easily winded, incapable of a full day’s hard labor, 10-11 (0): Occasionally contracts mild sicknesses, 12-13 (1): Can take a few hits before being knocked unconscious, 14-15 (2): Able to labor for twelve hours most days, 16-17 (3): Easily shrugs off most illnesses, 18-19 (4): Able to stay awake for days on end, 20-21 (5): Very difficult to wear down, almost never feels fatigue, 22-23 (6): Never gets sick, even to the most virulent diseases, 24-25 (7): Tireless paragon of physical endurance, 1 (–5): Animalistic, no longer capable of logic or reason, 2-3 (–4): Barely able to function, very limited speech and knowledge, 4-5 (–3): Often resorts to charades to express thoughts, 6-7 (–2): Often misuses and mispronounces words, 8-9 (–1): Has trouble following trains of thought, forgets most unimportant things, 10-11 (0): Knows what they need to know to get by, 12-13 (1): Knows a bit more than is necessary, fairly logical, 14-15 (2): Able to do math or solve logic puzzles mentally with reasonable accuracy, 16-17 (3): Fairly intelligent, able to understand new tasks quickly, 18-19 (4): Very intelligent, may invent new processes or uses for knowledge, 20-21 (5): Highly knowledgeable, probably the smartest person many people know, 22-23 (6): Able to make Holmesian leaps of logic, 1 (–5): Seemingly incapable of thought, barely aware, 2-3 (–4): Rarely notices important or prominent items, people, or occurrences, 4-5 (–3): Seemingly incapable of forethought, 6-7 (–2): Often fails to exert common sense, 8-9 (–1): Forgets or opts not to consider options before taking action, 10-11 (0): Makes reasoned decisions most of the time, 12-13 (1): Able to tell when a person is upset, 14-15 (2): Can get hunches about a situation that doesn’t feel right, 16-17 (3): Reads people and situations fairly well, 18-19 (4): Often used as a source of wisdom or decider of actions, 20-21 (5): Reads people and situations very well, almost unconsciously, 22-23 (6): Can tell minute differences among many situations, 24-25 (7): Nearly prescient, able to reason far beyond logic, 1 (–5): Barely conscious, probably acts heavily autistic, 2-3 (–4): Minimal independent thought, relies heavily on others to think instead, 4-5 (–3): Has trouble thinking of others as people, 6-7 (–2): Terribly reticent, uninteresting, or rude, 8-9 (–1): Something of a bore or makes people mildly uncomfortable, 10-11 (0): Capable of polite conversation, 12-13 (1): Mildly interesting, knows what to say to the right people, 14-15 (2): Interesting, knows what to say to most people, 16-17 (3): Popular, receives greetings and conversations on the street, 18-19 (4): Immediately likeable by many people, subject of favorable talk, 20-21 (5): Life of the party, able to keep people entertained for hours, 22-23 (6): Immediately likeable by almost everybody, 24-25 (7): Renowned for wit, personality, and/or looks. A seal allows the user to cast a cantrip or spell of 1st to 5th level without the expenditure of a spell slot. They are almost always nomadic and thus have very little tie to the land in the way that other species might. Since selkies do mate with humans, however, there can be hints of the human parentage or ancestry in their physical appearance, like red hair or lighter-colored eyes. Male selkies grow to a length of 6-1/2 feet but can weigh up to 300 pounds because of …

They always have hair and eye colors that correspond with their seal form. You are right of course. Speed 10 ft., swim 60 ft. Melee bite +0 (1d4–1) STATISTICS. For a better experience, please enable JavaScript in your browser before proceeding. JavaScript is disabled. INTERESTED IN CARRYING STAT TRACKERS AT YOUR RETAIL STORE? Not for D&D specifically, but one d20 thing is more or less similar to another one in many cases. I hang them on my DM screen when tracking initiative and they are also an integral part of my prep. Cost: varies Weight: — Taking the appearance of elaborately designed markings and circles, a seal is an indestructible symbol tattooed into the skin using magical inks. Save Scores. It may not display this or other websites correctly. 5e Point Buy Calculator.

“Stat Trackers are a staple of my home game. SHOP NOW. For D&D 5E, you’ll probably want to mentally adjust the “24-25” range to be more like “19-20”. Dungeons and Dragons (D&D) Fifth Edition (5e) Monsters. There have been a zillion "official" character sheets for Drizzt over the years. Back to Main Page → 5e Homebrew → Equipment → Other, https://www.dandwiki.com/w/index.php?title=Seals_(5e_Equipment)&oldid=1360793. Warhammer 40k D&D 5E – Inquisitors & Librarians (Hack #7) Check out the first post for: general rules, the Corruption ability score, new skills, a hit selection system, races, character backgrounds, the psyker feat . Fist. 5th Edition Conversion. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. To create a seal, it requires a number of work weeks to make equal to the amount shown in the Work Weeks column.

Selkies usually tend toward neutrality in both good and evil, and also in law and chaos. Aquatic Species. Converted by badooga. They are quite large, and quite a bit wilder than their smaller cousins.

They are comfortable in the deep sea and on the ground. You can speak, read and write Common and Aquan. Selkies’ coats range from chestnut brown to slate, dappled with darker spots of gray. OFFENSE. This is a very handy list! Custom Rules.



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