Otterfolk are the natives of the Northern Swamp, because of this they have a lot of dealings with the Fey Forest, and thus many of them live both in the Swamp and in the Fey Forest. Additionally, many traveled to the Archipelago, becoming shipwrights and pirates there. Otterfolk developed from the wishes of travelers during the 4th Age.
Ability Score Increases. Your Dexterity Score increases by 2 and your Strength Score increases by 1.
Languages. You can speak, read, and write Common and Silvin.
Size. Your size is Small.
Speed. You have a Walking speed of 30ft, and a Swimming speed of 35ft.
Aquatic Expertise. You can hold your breath for up to an hour, and gain proficiency in Survival and Water Vehicles. Additionally, while you are swimming, you have advantage on melee attack rolls against other creatures who are swimming.
Four-Legged Hunters. While both your hands are empty, you can walk on all fours, doubling your walking speed until you stand up again.
Natural Weapons. You have a toothy snout and sharp claws, giving you the following unarmed attacks. You gain a bite that deals 1d6 Piercing damage, and claws that deal 1d6 Slashing damage.
River Expert. While in a river or lake your Swimming speed increases to 50ft, and you have advantage on Wisdom (Survival) checks while in a river.
Traditional Weapons. You have proficiency in the Sling and the Javelin. These are traditional Otterfolk weapons. As such, the damage dice for each of these weapons is increased to 1d8 for you, reflecting your skill with them.