Homebrew Sharkfolk Species Details
Sharkfolk look very much like sharks, standing erect in humanoid form with gills, dorsal and tail fins. They go by Selachii in their own lands, and are often respected and referred as so by sailors and other port dwelling salt lovers. Their dominating and dangerous appearance often brings others to distrust their kind, but this mainly comes of inlanders. Coastal peoples recognize and know the loyal bonds that bind Selachii people to their comrades. The Selachii Kingdom is one of the Eight Kingdoms of the Deep that exist, and it contains four major cities.
Sharklike Appearance
Sharkfolk are magical descendants of Sharks themselves. They retain the same head shapes and skin colors as their ancestors. This is usually directly tied to their actual Selachii Ancestry, though everyone has tons of teeth sharp as daggers. Their eyes usually range from Icy blue to Deep Black baubles.
Tribalistic and Closeknit
Sharkfolk keep to themselves and their comrades. They form strong friendly bonds with those closest to them, and do not care for others' problems if they don't belong to his/her group. A sharkfolk will faithfully defend and stick up for his/her allies unwaveringly even before full proof and evidence of the opposite. Their people send the young out into the world to gain a new hold or grasp on something valuable to the Selachii Kingdom: Trade Partner, Skills, Materials, Knowledge of Science, etc.
Sharkfolk Names
Sharkfolk first names tend to fall under 3 categories: Eating Synonyms, Parts of the Mouth, Parts of the Body. They tend to be two syllables, and they usually are a compound word.
Sharkfolk Surnames are always a compound word of the ocean environment that the first member of the family spawned in, passed down from the mother's side.
Example Sharkfolk Names: Bluecrunch Sandbubble, Darkbite Deepblue, Bladetooth Bloodwater, Heavytail Hightide
Sharkfolk Traits
Sharkfolk look very much like sharks, standing erect in humanoid form with gills, dorsal and tail fins. Sharkfolk share certain common traits from their Selachii Heritage.Ability Score Increase
Sharkfolk are strong and sturdy. Their muscles are naturally larger and denser than average humanoids, and their bodies can generally take a harder beating. Increase your Strength Score by 2 and your Constitution Score by 1.
Roughskin
Your skin is a dangerously rough texture when brushed against in a certain way. You can manipulate your own movements when others brush up against you to cause them to get a bad abrasion. When you are hit with an unarmed attack, you can spend one reaction to make the attacker takes 1d4 + Constitution Modifier points of slashing damage. (This includes being grappled.) You can do this one time before needing a short rest. (This goes up to two times at Level 5, and then three times at 11.)
Age
Sharkfolk age at remarkably unique rates. They mature at around 7 years old, but they are known to live up to 200! The strong and healthy genetics of Selachii give rise to long and prosperous lives. Their natural tendencies towards activity and drive give them the advantage needed to excel. However, their reckless nature during Ch'Row'Too, their exploratory coming of age trek into the world, often leads to the death of many Sharkfolk.
Speed
Sharkfolk can move adeptly on land or in water. Your Base Walking Speed is 30ft and you have a Swimming Speed of 30ft.
Size
Sharkfolk usually range from 6 - 8 feet tall, depending on ancestry. Your size is Medium.
Bull Sharks range around 6 and a half feet, Tigers and Hammerheads around 7ft, and Great Whites around 8ft tall.
Darkvision
The Selachii are descendants of fearsome sharks, deepsea predators that could easily hunt in pitch black settings. They retained this predatory sense for success in today's world. Thanks to your deepsea Selachii heritage, You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Amphibious
Your Selachii Ancestry retained the capability of breathing underwater, and in fact rely on it. They instead improved themselves to have the capability to go ashore, but they still live underwater. You can breathe both air and water.
Hydrodependent
Your skin and lungs dry out after awhile, becoming chapped and crusty. Each breath becomes more and more labored until soaked for a full hour. You must be submerged completely in water for at least 1 hour every 24 hours or take a point of exhaustion every hour after. (Example, at 25 hours without watersubmersion, gain 1 point of exhaustion. At 26 hours, gain another point. Etc.)
Bloodscent
Your predatorial instincts take control and find the bleeders around you. You have advantage on Wisdom(Survival) checks when tracking a creature that is bleeding and within a number of miles equal to your proficiency modifier.
Bloodthirsty Bite
The voracious hunger of a Selachii warrior is only rivalled by his/her manied rows of teeth. Fear the jaws of an angry sharkfolk my friend.
You have a natural weapon: Teeth, to make a melee weapon Bite attack dealing 1d4 + Strength Modifier piercing damage.
In addition:
You may use your bonus action to make a bite attack on a creature, dealing 2d6 + Strength Modifier piercing damage and gaining temporary hit points equal to the damage dealt. (This gains additional dice as you reach higher levels becoming 3d6 at 5, 4d6 at 11, and 5d6 at 16.) If the target has blood, you must make a Wisdom saving throw with a DC = 8 + Damage Dealt, on a failure, you go into a Feeding Frenzy, and may only make bite attacks on the nearest creature, or use all of your movement to get near the nearest creature. (You ignore all other sharkfolk during a Frenzy, having all evolved to detect eachother even during such a moment.)
Selachii Ancestry
You belong to 1 of 4 Primary Selachii Ancestral Lines: Great White, Hammerhead, Tiger, or Bull
- Great White: Powerful Build - You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Increase your Charisma Score by 1.
- Hammerhead: Advantage on Wisdom(Perception) checks. Blindsight when submerged in water up to 120ft. (This sight does not exit the vicinity of the water and cannot see outside of it.)
- Tiger: Your bite attack damage die is increased to a d8. (This includes the d6's used for the Bloodthirsty Bite bonus attack.)
- Bull: You may use the Bloodthirsty Bite attack an additional number of times equal to your proficiency modifier.
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