TEXT:  
   
   
  
   
  Otterfolk 
   
  Who wouldn’t want to play one of these adorable humanoids? 
   
  Otter Pirate Image: Nathanaël Roux 
   
  Writing & Layout: Jeff C. Stevens 
   
  Character Sheets: Emmet Byrne – used with permission. 
  https://www.dmsguild.com/product/232835/Class-Character-Sheets--The-Bundle 
   
  Special Thanks: 
  Alex Clippinger and Christopher Walz 
   
  Version 1 
   
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  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is 
  used with permission under the Community Content Agreement for Dungeon Masters Guild. 
   
  All other original material in this work is copyright 2019 by Jeff C. Stevens and published under the 
  Community Content Agreement for Dungeon Masters Guild. 
   
   
  
   
  Otterfolk 
  I wasn’t quite sure what I was witnessing 
  when I first entered an Otterfolk village. 
  One was chasing many, and then many were 
  chasing the one. Several slid down a muddy 
  river bank, while wearing no clothes! It all 
  looked quite enjoyable, so I dropped my 
  robes and joined in the fun! 
  Volothamp Geddarm 
   
  Otterfolk are petite, lanky, high-energy 
  creatures who exude kindness. Since their 
  nature is to build strong family bonds, it’s rare 
  to see an Otterfolk adventurer. Those who do 
  venture outside of their villages and families 
  often do so as a result of being wronged by 
  others, or from being shunned by their family or 
  village for breaking the bonds of trust. 
  Large Hearts 
   
   
  These humanoids establish quick and trusting 
  relationships with acquaintances they work 
  with or deal with frequently.  Otterfolk 
  merchants are typically the most honest, 
  trustworthy, and fair-priced.   
  Instant Charmers 
  Friendly creatures, the Otterfolk accept 
  creatures for what they are. They see the good 
  in everyone until they are proven wrong.  
       Often the center of attention, they exude a 
  positive, friendly aura and are extremely 
  sociable. 
  Playful Creatures 
  Otterfolk enjoy playing games and practical 
  jokes. It’s common to witness Otterfolk 
  wrestling or chasing one another around in 
  their villages. This same sight is quite surprising 
  when witnessed in other humanoid cities and 
  establishments.  
       Though not typically gamblers, those who 
  become adventurers often develop addictions 
  to games of chance.  
  Strong Bonds 
   
   
  Otterfolk traveling away from their families and 
  villages find the loss of the familial bond 
  emotionally painful. To counter this loss, they 
  often select one companion with which they 
  travel, expressing this new bond by grooming 
  them, holding their hand, staying near them, or 
  other expressions of affection. 
  Not So Fast 
   
  Though acrobats in the water, Otterfolk tend to 
  be clumsy on land. Their webbed-feet, short 
  legs, and lanky bodies aren’t built for land 
  travel, causing them to be a tad slower than 
  most other humanoids. Still, they have quick 
  reflexes and are quite nimble and stealthy. 
  Otterfolk Names 
  The Otterfolk language (Otterian) is a series of 
  chirps, growls, squeals, clicks, purrs, and 
  guttural noises. An example of a native 
  Otterfolk name is Click-Gur-Click-Click 
       Their native name is not often used when 
  interacting with other humanoids. Instead, 
  Otterfolk use names from other races when 
  they venture outside their villages. Examples 
  include Grun’tog the Mighty, Storm Redbeard, 
  and Beatrix. 
  Quirks 
  Otterfolk have many habits that most other 
  humanoids view as quirks. Some of these are: 
  • 
  Eating with your mouth open 
  • 
  Making noises while you chew 
  • 
  Having a distinct, animal scent 
  
   
  • 
  Rubbing the scent glands located on 
  your cheeks with your hands 
  • 
  Tending to your fur 
  Otterfolk Classes 
  Their charismatic nature tends to lead Otterfolk 
  to chase careers as Bards or Paladins. Though 
  Ranger and Druid have also been popular career 
  paths for the adventuring Otterfolk.  
       On occasion, an Otterfolk rogue is met, but 
  they are typically of the Swashbuckler sort.  
  Otterfolk Traits 
  Your Otterfolk character has the following racial 
  traits. 
  Ability Score Improvement. Your Charisma 
  score increases by 2, your Dexterity score 
  increases by 1, and your Intelligence score 
  increases by 1. 
  Age. Otterfolk reach adulthood at age 18 and 
  live up to age 85. 
  Alignment. Otterfolk are typically good, as 
  they trust those they meet until that person 
  proves them wrong. 
  Size. Otterfolk are between 5 and 6 feet tall 
  and weigh between 125 and 185 pounds. Your 
  size is Medium. 
  Speed. Your base walking speed is 25 feet, and 
  you have a swimming speed of 30 feet. 
  Bite. Your powerful maw, filled with needle-like 
  teeth, is a natural weapon, which you can use 
  to make unarmed strikes. If you hit, you deal 
  piercing damage equal to 1d4 + your Strength 
  modifier, instead of the bludgeoning damage 
  normal for an unarmed strike. 
  Cute & Cuddly. You have proficiency in the 
  Persuasion and Performance skills. 
  Hold Breath. You can hold your breath for up 
  to 8 minutes at a time. 
  Natural Acrobat. You have proficiency in the 
  Acrobatics skill. 
  Protective Pelt. Your have a thick pelt. When 
  you aren’t wearing armor, your AC is 12 + your 
  Dexterity modifier. You can use your natural 
  armor to determine your AC if the armor you 
  wear would leave you with a lower AC. A 
  shield’s benefits apply as normal while you use 
  your natural armor. 
  Languages. You can speak, read, and write 
  Otterian, Common, and one other language of 
  your choice. 
   
   
  
   
   
   
    
   
  
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Jeff C Stevens/Otterfolk.pdf