Marrowkin

HUMANOID

Marrowkin are a hardy humanoid people forged by wetlands that never forgive weakness. Descended from humans who survived generations in floodplains, deltas, and god-tainted swamps, their bodies adapted in ways outsiders often mistake for monstrous. Their bones are unusually dense, their musculature compact and powerful, and their blood carries a natural resistance to poison, rot, and disease. Culturally, Marrowkin believe survival is a form of truth. Strength is respected, but endurance is revered. They mark important kills with trophies rather than titles, and many wear teeth, bone charms, or scars as proof of duty fulfilled. Apex predators are not hated—they are respected as part of the land’s balance. Most Marrowkin serve as wardens, hunters, ferrymen, or guardians of dangerous crossings. When gods died and warped the world, Marrowkin did not flee; they adapted. Some believe they are becoming something more than mortal—but most simply call it doing what the land demands.

Marrowkin Traits

Size: medium: Marrowkin typically stand between 6 and 7 feet tall with dense, powerful builds.

Speed: 30 ft. walking speed 20 ft. swimming speed

As a Marrowkin, you have these special traits.

Bog-Blooded   You have Advantage on saving throws against the Poisoned condition.   You also have Resistance to poison damage.   Marsh Strider   You ignore nonmagical Difficult Terrain caused by mud, marsh, shallow water, or swamp plants.   Dense Frame   You have Advantage on ability checks and saving throws you make to resist being knocked Prone or moved against your will.   Extended Breath   You can hold your breath for up to 15 minutes.   Languages   You can speak, read, and write Common and one additional language of your choice (typically Marsh Cant).   Marrowkin Feats Marsh-Hardened Body   Level 4+, Marrowkin   Increase your Strength or Constitution by 1 (max 20).   • When you take Bludgeoning, Piercing, or Slashing damage, you can reduce the damage by your Proficiency Bonus. • You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.   Apex Grappler   Level 4+, Marrowkin   Increase your Strength by 1 (max 20).   • You have Advantage on Strength (Athletics) checks made to grapple. • You can attempt to grapple a creature one size larger than yourself. • When a creature you are grappling tries to escape, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against a DC equal to 8 + your Proficiency Bonus + your Strength modifier.   Warden of the Mire   Level 8+, Marrowkin   Increase your Wisdom or Constitution by 1 (max 20).   • While in nonmagical swamp or marsh terrain, you have Advantage on Initiative rolls. • While you are standing in mud or shallow water, you gain Tremorsense 10 ft.   Blood of the Tyrant   Level 8+, Marrowkin   Increase your Strength or Constitution by 1 (max 20).   • Once per turn, when you hit a Large or larger creature with a melee attack, you deal extra damage equal to your Proficiency Bonus. • You have Advantage on saving throws against the Frightened condition.   Living Relic   Level 12+, Marrowkin   Increase one ability score by 1 (max 20).   • You gain Resistance to Necrotic damage. • When you drop to 0 Hit Points but aren’t killed outright, you can drop to 1 Hit Point instead. Once you use this feature, you can’t use it again until you finish a Long Rest.   Lineages   2024 prefers lighter variant options.   Delta Marrowkin   • Your swim speed equals your walking speed. • You gain proficiency in Insight or Persuasion.   Mire Marrowkin   • Once per Long Rest, when you hit a Large or larger creature, you deal extra damage equal to twice your Proficiency Bonus. • You have Advantage on Intimidation checks made against Beasts.   Mangrove Marrowkin   • You have Resistance to either Cold or Lightning damage (choose when you select this lineage). • You ignore nonmagical Difficult Terrain caused by water.


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fenikss.

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