Titan
Otterlin
Ability Score Increases
Ability Score Increases are related to your character's background, rather than species. When you select a background, increase your statistics using the background's three chosen ability scores. If the background does not have a listed set of ability scores, increase any one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Life Span
The typical life span of a player character in the is about a century, assuming the character doesn’t meet a violent end. Members of some species, such as nymphs and earth golems, can live for centuries. If typical members of a species can live longer than a century, that fact is mentioned in their description.
Languages
When creating your character, after selecting your class, species, and background, select your known languages. Your character can speak, read, and write Common and two other standard languages. The Basic Rules offers a list of languages to choose from. The GM is free to modify that list for a campaign.
The most intelligent of the mustels, otterlin have spent most of their existence living in or beside the waters. They have adapted to swim easily in lakes and ponds, as well as to look adorable to other humanoids. However, this playful and pleasant façade hides the dark and sinister side of otterlin behavior. Otterlin society, below the surface, is rife with violence, trickery, mistrust, and evil deeds. Even most other mustels are unaware of otterlins’ true sinister nature.
Creature Type: Humanoid and Beast. You are also considered a mustel for any prerequisite or effect that requires you to be a mustel.
Size: Small (2-4 feet)
Speed: 30 feet.
Mustel Adaption
You gain proficiency in two skills of your choice.
Bite
Your maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Natural Swimmer
Your feet are webbed and your legs are naturally designed to be placed firmly beside one another and swim at extraordinary speeds. You have a swimming speed of 40 feet.
Unassuming Appearance
The whimsical, playful, and social nature of otterlin leads others to let their guard down when they are around you. As such, when you decide to unleash your true ferocity, most are taken aback. You have advantage on initiative rolls.
*When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot. See also “Concentration.”