race features:
Size. A cnidaran stands between 5 and 7 feet tall. Your size is Medium.
Amphibious. You can breathe air and water.
Subrace
When a polyp produces a medusozoa, it can birth one of two morphs: a nematocyst or a shimmerskin. The former is adapted for confrontation, combat, and conflict; and carries with it an innately toxic weapon. The latter relies on diplomacy, subterfuge, and enchantment to charm antagonists and avoid conflict. Together, these two morphs are capable of pursuing two very different strategies in interspecies interactions. Choose one of these subraces.
Nematocyst
Named after their whip-like appendage which can secrete a potent neurotoxin, such individuals form the warriors of a cnidaran reef.
Ability Score Increase. Your Dexterity and Constitution scores both increases by 1.
Nematocyst. You have a long, barbed appendage, a natural weapon which you can use to make unarmed strikes. If you hit with this finesse weapon, you can deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice), instead of the bludgeoning damage normal for an unarmed strike.
Neurotoxin. As a bonus action, you can secrete a toxin and apply it to one weapon or piece of ammunition, which lasts for 1 hour. The first time you hit a creature with this weapon or ammunition, the creature must succeed on a Constitution saving throw (DC equals 8 + your Constitution modifier + your proficiency bonus) or be paralysed until the start of its next turn. Alternatively, you can use a bonus action to inject the toxin when you hit a creature with your nematocyst. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Toxic Adaptation. You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
Shimmerskin
Diplomats and traders of a cnidaran reef are often
shimmerskin morphs; their propensity to mesmerise
makes them skilled negotiators.
Ability Score Increase. Your Charisma score increases by 2.
Shimmerskin. As a bonus action, you can cause your skin to shimmer in a pleasing array of colours for 10 minutes. For the duration, you have advantage on all Charisma checks. Once you use this trait, you can’t do so again until you finish a long rest.
Hypnotic Phosphorescence. You know the minor illusion cantrip. Starting at 3rd level, you can cast the charm person spell once with this trait, and you regain the ability to do so when you finish a long rest. Starting at 5th level, you can cast the suggestion spell once with this trait, and you regain the ability to do so when you finish a long rest. You can also cast these spells using any spell slots you have.
Charisma is your spellcasting ability for these spells. When you cast them with this trait, they don’t require material or somatic components.