Homebrew Elius Shark Species Details
“Sharks are a rowdy lot, but they do make for fearsome allies, provided you can retain their respect.”
-Captain Vernus Shelly.
Sharks, though similar in concept to Merms, have strayed far from their Mermish brethren. Even their culture is very different.
Brutish Nature
Sharks have harsh natures and customs, at least by the standards of the other races. They wrestle each other for sport, and parents even encourage their own children to wrestle each other.
Goliaths thus place a premium on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills.
This dedication to competition has a dark side. Goliaths are ferocious competitors, but above all else they are driven to outdo their past efforts. If a goliath slays a dragon, he or she might seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments.
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Goliath Names
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Elius Shark Traits
Sharks share a number of traits in common with each other.Leap from Water
Your tail is powerful enough to propel your from the water. If you move at least 25 ft while underwater and reach the surface, you may then leap from the water landing up to 30 ft higher and up to 25 ft away.
Scent of Blood
As a Shark, you have a keen awareness of enemies that are bleeding, especially in the water. Add 1d4 to rolls when attempting to hit bloodied enemies. While underwater, you are able to detect obscured, hidden, and invisible enemies up to 60 ft if they are bloodied.
Ability Score Increase
Your Strength score increases by 2, and your Constitution score increases by 1.
Age
Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
Size
Goliaths are between 6 and 7 feet tall and weigh between 200 and 300 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Strong Build
You have proficiency in the Athletics skill.
Bite
You can can perform a powerful bite attack against your enemies as an action, though it may affect your friendships. To do so, choose an enemy within 5 ft of you and roll a Dexterity check. Said enemy must perform a Dexterity saving throw against the result of your check (if you rolled a natural 20, they automatically fail this roll). On success, the bite is dodged. On failure, the enemy takes piercing damage equal to 2d6+ your Strength modifier. This attack grows stranger at levels 3, 5, 7, and 10. If this attack deals at least 12 damage, your Frenzy ability becomes active and you become frenzied. If this attack deals at least 20 damage, one of your enemy’s arms, hands, or legs (as determined by the DM and dependent on the type of enemy) may be severed by your attack. You may use this attack once per day, and if it severs a limb, you may choose to swallow it instead or using a ration that day (though this may negatively affect you depending the type of creature bitten).
IMPORTANT: If you perform this attack on a sentient being in front of sentient Humans, Kappa and Merms, they will respond badly to seeing it. Human bystanders will run for help while Kappa, Merm, and stronger-willed Humans will most likely attack you. While sentient Sharks find biting to be rude in fair and friendly duels, they won’t fault your for it at all in mortal combat. Members of your crew with a high moral compass may start avoiding you, and even report you to the authorities upon reaching port. Others on your crew might attack you or abandon your crew at first chance. Members of your crew with very high loyalty will not do these things. This effect of bite will not trigger if the bite is performed on non-sentient beings (fauna, flora, etc.) or sentient beings that are not humanoid and are unliked by your crew.
Frenzy
When battling enemies, you might become frenzied. Being frenzied comes with advantages and disadvantages. Your character will become frenzied if: you deal at least 15 damage with any melee attack, you bite an opponent for 12+ damage, or you taste blood while in combat. You cannot choose to become frenzied, but may choose to attempt to subdue the urge to become frenzied when it starts. To do so, you must succeed in a Constitution saving throw of 15+. On success, you do not become frenzied. On failure, you become frenzied.
While frenzied: you are stronger, more durable, less likely to dodge, attack without prejudice, and crazed. As such: bludgeoning damage equal to 1d6+ your Strength modifier is added to every melee attack, you receive less damage from all attacks equal to 1d4+ your Constitution modifier, your AC is halved, you have advantage on Strength and Constitution saving throws, you automatically fail Dexterity, Intelligence, Wisdom, and Charisma saving throws, you cannot cast spells, you lose concentration and are unable to concentrate, you are able to perform a thrash attack, your action must be to attack each turn, you must attempt to attack the last person to attack you (ally or enemy), and your character is unable to retreat from the fight or talk to the other characters. You are able to attempt to subdue being frenzied at the end of each turn by performing a Constitution check of 18+. Your frenzy subsides automatically if combat ends or you are unable to damage an enemy for 3 turns.
Commanding Stature
You have a strong and intimidating presence. You have proficiency in Intimidation checks performed on non-Sharks.
Languages
The Shark language hasn’t changed much over the years, and has no written form (instead favoring rudimentary illustrations of items, people, and events). You can speak Shark and Common, and you can read Common.
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