Homebrew:Bogborn

(OOC: This is an implementation of the bogborn race from The Crooked Moon)
Bogborn are a troll-like species native to Zulrogg, usually rising from the still, dark waters of the swampy province. From the moment of rebirth, they have a symbiotic relationship with flora and fauna of the wild— and often treacherous—mire. Their ability to survive is further enhanced by the naturally regenerative biology often found in trolls.
Towering over most, these hearty folk can face any trial of nature, and they often utilize their athleticism in pursuits of hunting and survival. Bearing prominent noses and tusks, their tough hides are generally shades of green or blue. Bogborn typically live 100 years before moving on to the spirit world.
Variant: Humanoid creature types
Several of the species in The Crooked Moon are creature types other than Humanoid. These type differences reinforce the unusual nature of these species, but they also come with concerns that can make these species more powerful than others. Not being Humanoid makes a character immune to the charm person spell, for example. Conversely, it potentially makes them susceptible to other effects, such as the protection from evil and good spell. If the GM or players are uncomfortable with these deviations from standard species, changing the creature type to Humanoid solves the dilemma, while the species' other traits preserve their narrative.
Bogborn traits
As a bogborn, you have these special traits.
- Ability Scores.
- When you create a character using one of the species in The Crooked Moon, increase one of your starting ability scores by 2 and another by 1, or increase three scores by 1 each. These increases can't raise a score above 20.
- Languages.
- Your character can speak, read, and write Common and one other language that you an your GM agree is appropriate for the character.
- Creature Type.
- You are a Giant.
- Size.
- You are Medium (about 7-8 feet tall).
- Speed.
- Your walking speed is 30 feet.
- Bog Bulk.
- You have advantage on any ability check or saving throw you make to avoid or end the grappled condition. You also count as one size larger when determining your carrying capacity.
- Darkvision.
- You have darkvision with a range of 60 feet.
- Guiding Bond.
- As a bonus action, you can magically place a mark on a creature you can see within 60 feet of yourself. The mark lasts for 1 minute, and takes the form of ephemeral plants, moss, fungus, or swamp animals that only you can see. For the duration, you can add 1d4 to ability checks and attack rolls you make against the marked creature. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Keen Senses.
- You have proficiency in the Perception or Survival skill.
- Regeneration.
- As a bonus action, you can expend one of your Hit Dice, roll the die, and regain a number of hit points equal to the number rolled plus your Constitution modifier (minimum of 1 hit point).
- If you take acid or fire damage, this trait doesn't function until the end of your next turn.