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Selkie

A shapeshifting race from Celtic Mythology for use in


Dungeons & Dragons 5th Edition

Created by Highdenn Creations


Selkie

V
irginia stopped as she saw something mottled Humanoid Form
and grey draped across a large rock further
down the beach. Slowly, she walked through When selkie’s take human form there are only a few
the sand, feeling it between her toes, her eyes indicators that they are not what they seem. Their ears are
never wavering. As she made her way closer, it slightly pointed, and their skin speckled, almost freckled, but
looked like a deflated animal, skin stuck to the darker in colour. Some selkies are slight and others are more
sharp black outcrops. Intrigued, she didn’t plump and robust. They are creatures that come from very
stop, until the pelt was within arm’s reach. It looked like a cold climates, but vary in body shape and size like humans.
seal, but empty, and clean - more like a cloak made of cured
seal hide than the animal itself. Virginia felt her fingers Selkie Names
creeping closer, desperate to touch the texture and Although selkies live in social groups they do not get named
understand what her eyes were struggling to understand. like other humanoids. A large part of their life is spent in seal
“Stop! Please!” Virginia’s head whipped around toward the form, and other selkies identify each other visually rather
sound of the voice, a naked young woman bathing in the sea. than by name. If a selkie spends any significant time in
“Don’t take my skin!” humanoid form they will usually choose a name similar to the
-- T. B. Strife, groups they meet, as it is not a usual cultural norm for them.
The Squall’s Calm Names. Azeara, Bharr, Chell, Darien, Dryve, Flinn,
Children of the Sea Ghazren, Hyram, Jorev, Kryste, Lyll, Nyva, Ophrim, Thorell,
Trystram, Uran, Vellora
In their natural seal bodies, selkies thrive in the water.
Although normally their home is the sea, many find comfort
in rivers or large lakes - always drawn to bodies of water.
Selkie’s can enjoy their time on land but feel at their most
natural when they can swim freely. Their association with the
sea makes them fluid individuals who adapt well to a variety
of circumstances.
True Shapeshifters
Selkies are true shapeshifters, not requiring any magic to
change their form. Unlike many other shapeshifters, selkies
embody two forms at all times, and are able to switch
between each as often as they wish. Although it takes time for
a selkie to remove their skin, their changes in form are not
hampered by the limitations of magical abilities. It may be
unnerving for those unfamiliar with selkies, but for the
creatures themselves it is like removing a coat, causing them
no pain or discomfort.

Selkie's In Scottish mythology


The selkie is a creature from Scottish Mythology
deriving from the Old Scots selkie fowk, or “seal
folk.” Selkies can change form from seal to human
by shedding their skin. Many tales of selkies are
tragic stories of their skins being taken and forcing
selkie women into relationships with those who
had stolen their skin. Unlike their mythological
counterparts, D&D selkies are not bound to those
who have possession of their skin. Most stories
focus on female selkies, but selkies come in all
genders.

1 PART 1 | RACE
Selkie Traits Vitulina
Your selkie character has certain abilities and traits that are Vitulina are the smaller of the two types of selkie, just under
common between all selkies. 5 feet nose to tail. Their skin is pale grey, almost white, with
lots of small dark grey or black speckles covering most of the
      Ability Score Increase. Your Charisma score visible surface. They are the quicker of the two sub-races,
increases by 2. flitting in and out of obstacles, able to dart through terrain
      Age. Selkies age at the same rate as half elves, living up to with ease. In humanoid form vitulina tend to be lithe but
150 years. muscular.
      Alignment. Selkies tend toward good alignments.      Ability Score Increase. Your Dexterity increases by 1.
      Size. Selkies vary in size, but average between five and      Natural Speed. You can use a bonus action to move your
six feet tall, depending on your subrace. Your size is Medium. speed without provoking an attack of opportunity. Once you
      Speed. In humanoid form your base speed is 30ft on land use this trait you can’t use it again until you complete a short
and 20ft when swimming, in seal form 20ft on land and 45ft or long rest.
swim speed.      One with the Water. You can cast Create or Destroy
      Languages. You can speak Common and Sylvan. Water at first level (phb p.229) without expending a spell slot.
      Accustomed to the Cold. Coming from cold waters, you Once you use this trait you can’t use it again until you
have resistance to cold damage. You also do not feel the complete a short or long rest.
effects of cold weather. Grypus
      Magic Skin. Selkies can shed or don their seal skin to Grypus are larger than vitulina selkies, between six and a half
change between humanoid and aquatic form. It takes one and seven feet long. Their skin is darker in colour, with large
minute to switch between forms. In order to return to seal dark uneven splotches. Their strong bodies make them able
form you must have your skin - without it, you are stuck in to travel long distances without fatigue. In humanoid form
humanoid form. You cannot wear armour under your skin but they have larger, stockier builds.
small trinkets like necklaces, earrings, bracelets, etc. can be      Ability Score Increase. Your Strength increases by 1.
kept on. You only benefit from the items that you are wearing      Fighting Spirit. As a reaction when you take damage you
on your body while in seal form. Your humanoid physical can make a ranged or melee attack against the attacker and
stats are replaced by specific stats for your seal form (further add your Charisma modifier to any damage dealt. Once you
details on page 3). Your skin takes up 2 square feet of space use this trait you can’t use it again until you complete a short
when folded. or long rest.
      Strong Form. Due to the nature of your shapeshifting you      Dangerous Waters. You can cast Thunderwave at first
are immune to spells which would change your form (this level (phb p.282) without expending a spell slot, but the
does not include spells which make your form invisible, as spell’s damage comes in the form of icy cold waters instead of
your natural form is still retained). You are still susceptible to thunder, and deals cold damage instead of thunder damage.
illusions. Other effects of the spell stay the same. Once you use this
      Creature of Legend. Your creature type is Fey. If you are trait you can’t use it again until you complete a long rest.
being sought by magical means you appear as fey, not
humanoid.
      Subrace. There are two subraces of selkie, choose one of
the following:
                                Grypus

                                                              Vitulina

PART 2 | SUB RACES 2


Selkie (seal form) Enduring Mind. When in seal form, you retain your
Intelligence, Wisdom and Charisma stats as if in
Medium fey, alignment retained
humanoid form.
Armor Class 14
Hit Points At first level, your hit points are 9 (8 plus Actions
Constitution modifier). As you level up roll 1d8 plus Bite. Melee Weapon Attack: +2 plus proficiency bonus
Constitution modifier per level for seal form. If your to hit, reach 5ft., one target. Hit 10 (2d6 + 2) piercing
hit points drop to zero while in seal form you are damage.
knocked unconscious.
Speed 20ft land, 45ft swimming Familiar with the Sea. Your knowledge of movement
within water (and surprising presence on land) means
you can help your land-born friends. You can use an
STR DEX CON INT WIS CHA action to give advantage on all attacks and ability
14 (+2) 14 (+2) 12 (+1) * (+*) * (+*) * (+*) checks to one ally within 5ft of you until the start of
your next turn.
Damage Resistance Cold Rough Waters. You can use an action to try and reduce
Condition Immunities Magical shapeshifting the movement speed of all creatures in a 15 foot cube
Languages None of water centred on you. All creatures in the cube must
make a Dexterity saving throw (DC15). If they fail their
movement is reduced to zero until the start of your
Underwater Adept. You can hold your breath for 30 next turn. If they succeed there is no effect. You are
minutes while in seal form. immune to the effects of this action.
Quickness. You can take a bonus action to Dash or
Disengage.

Attribution Thanks
All text and content created by Highdenn Creations, 2020. Thank you to:
Hamish Leese, Goblin Squire Creations
Sepia Selkie illustration (page 1) created by Highdenn and
Creations for this supplement, 2020. Peter Bell, Belalurion's Workshop
Selkie Subraces illustration (page 2) created by Highdenn for helping with the editing, spellchecking, and sanity check
Creations for this supplement, 2020. of this document before publication. I am always grateful for
your keen eyes and attention to detail.
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3 PART 3 | THANKS

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