Myranth

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If you are looking for the Myranths for use in the Sci-Fi setting, please refer here.

## Background

The Myranths are a collection of species which originate from the water world of Myrana (also known as Adanus). In the more fantasy timeline of the ADIGASH Universe, Myranths also exist on Thelderam and inhabit a section of Ordinia known as the Coastal Conclave with their capital city of Aquam. Unbeknownst to the natives of Thelderam, the Myranths are actually aliens from another planet! In the more sci-fi future of the ADIGASH Universe, the Myranths are the most common species in the Concordant Directorships of Sappho-Myrana and for a period of time were the imperious dictators under the Imperium of Myrana.

## Myranth Traits

* **Amphibious:** Myranths can breathe both air and water
* **Languages:** Myranths can all speak Common and Aquan

### Myr

* **Ability Score Increase:** Your Charisma score increases by 2 and your Intelligence score increases by 1.
* **Age**: Myr reach adulthood at 25 and live around 140 years.
* **Alignment**: Myr form the diplomatic and political majority of the Conclave and tend towards law but there are exceptions.
* **Size**: Myr stand anywhere from 5ft to 6ft and are Medium.
* **Speed**: Your base walking speed is 30ft, you have a swimming speed of 30ft.
* **Blessed by Diplomacy:** You have proficiency in your choice of Persuasion or Deception.
* **Enlightened Legacy**: You know the mind sliver cantrip. When you reach 3rd level, you learn and can cast the command 1st level spell once per long rest. When you reach 5th level, you learn and can cast detect thoughts 2nd level spell once per long rest. Charisma is your spellcasting ability for these spells.
* **Language**: You can speak one additional language of your choice.

### Karias

* **Ability Score Increase:** Your Strength or Dexterity scores increase by 2, and your Constitution increases by 1.
* **Age:** Karias reach adulthood at 16 and live around 80 years.
* **Alignment:** Karias form the majority of the ranks of the Conclave military and tend towards neutrality and evil.
* **Speed**: Your base walking speed is 35ft, you have a swimming speed of 30ft.
* **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 can’t discern color in darkness, only shades of gray.
* **Aggressive**: As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
* **Bite**: Your sharp teeth are a natural weapon, which you can use to make unarmed strikes. Additionally, your unarmed strikes deal 1d10 piercing damage. Lastly as a bonus action, you can perform a special bite attack. On a hit, the target takes the damage and you gain temporary hit points equal to the damage dealt plus your constitution modifier and you can’t use this trait again until a short or long rest.

### Kelonodon

* **Ability Score Increase:** Your Constitution score increases by 2, and your Strength score increases by 1.
* **Age**: Kelonodons reach maturity at 20 and live around 500 years
* **Alignment**: Karias are the industrious inhabitants of the Conclave and tend to remove themselves from the view of others being neutral in alignment.
* **Speed**: Your base walking speed is 25 feet, you have a swimming speed of 30ft.
* **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 can’t discern color in darkness, only shades of gray.
* **Kelonodon Toughness:** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally you have advantage on Constitution saving throws.
* **Powerful Build:** Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
* **Manual Laborer:** You have proficiency in Athletics and one set of artisan’s implements of your choice.

### Crustacea

* **Ability Score Increase:** Your Intelligence score increases by 2, and your Constitution score increases by 1.
* **Age**: Crustacea reach maturity at age 10 and live less than a century.
* **Alignment**: Crustacea are the scientists and business folk of the Conclave, they tend towards chaos or neutrality as their whims change frequently.
* **Size**: Crustacea stand around 3 to 4 feet tall, they are small.
* **Speed**: Your base walking speed is 25 feet, you have a swimming speed of 30 feet.
* **Tech Dabbler**: You know the shocking grasp cantrip. When you reach 3rd level, you learn and can cast the magnify gravity 1st level spell per long rest. When you reach 5th level, you learn and can cast the hold person 2nd level spell once per long rest. Your spellcasting ability is Intelligence. You require use of a focus to cast these spells.
* **Tinkerer**: You have proficiency with Investigation and artisan implements of your choice.
* **Undersized**: Your small stature makes it hard for you to wield bigger weapons. You can’t use armor with the heavy property. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

### Nautilin

* **Ability Score Increase:** Your Dexterity score increases by 2 and your Charisma or Wisdom score increases by 1.
* **Age**: Nautilin reach maturity at age 20 and live as old as 300
* **Alignment**: Nautilin are the artists and spies of the Conclave, they tend towards chaos.
* **Size**: Nautilin stand anywhere from 5ft to 7ft, your size is Medium.
* **Speed**: Your base walking speed is 35 feet, you have a swimming speed of 35ft.
* **Changeling Instincts:** You gain proficiency with two of the following skills of your choice: Deception, Intimidation, Insight, and Persuasion
* **Shapechanger**: As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another species, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
* **Unsettling Visage**: When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shape shifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.