Cruspincian

Humanoid, Small

Available with DM subscription

Racial Traits

Speed
Age Mature by 8; live up to 80 years
Languages Common, Cruspincian
Alignment Tendencies Neutral, Lawful Neutral, Chaotic Neutral

Ability Score Increases

WISDOM
+1
CONSTITUTION
+2

Racial Features

Amphibious

You can breathe air and water. You automatically adapt to changes in pressure when moving between depths normally accessible to humanoids (you do not suffocate from brief pressure changes when entering/exiting water), and you do not suffer the usual penalties to speech underwater.

Usage: None

Thick Carapace (Natural Armor)

Your hard, ridged carapace protects you. When you are not wearing armor, your AC is 13 + your Dexterity modifier. You cannot wear armor or wield shields while benefiting from your carapace. If you would gain armor from another feature, you may choose the higher of the two AC calculations.

Usage: None

Crushing Claws

You possess two large crushing claws that are natural weapons. Your claws deal 1d6 bludgeoning damage on a hit (Strength is used for the attack and damage rolls). When you hit a creature with a Crushing Claw attack, you can attempt to grapple it without using the Attack action: the target is grappled if it loses a contested check (your Strength (Athletics) contested by the target's Strength (Athletics) or Dexterity (Acrobatics)). While you are grappling a creature with your claws, you have advantage on checks to maintain control of that grapple.

Usage: Grapple attempt tied to a successful Crushing Claw attack; no additional resource cost

Multi-limbed Manipulation

In addition to your two large claws you have two smaller, dexterous arms around your mouth. These small arms count as a free hand for the purpose of manipulating objects: you can interact with one extra object or component when you take the Use an Object action, and you can handle delicate tools or thieves' tools underwater without disadvantage. You can hold a light object in those arms, but those arms cannot wield two-handed weapons or perform shield use.

Usage: None

Waterwise

You have advantage on saving throws and skill checks to avoid being knocked off balance or swept away by currents or waves. You also ignore nonmagical difficult terrain caused by water up to your swim speed.

Usage: None

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