Homebrew Fishman Species Details
*This race was created for use within the DnD campaign setting "The Forgotten Realm of Once Piece;" created by K-mart Adams. Descriptions, characters, and references may not line up with expectations or the lore of the manga/anime series it is based on.*
Fishman Traits
Fishman Karate- Unlock new abilities at levels, Fishman Resiliance- Cold resistance, swim speed, breathe underwater,Ability Score Increase
Choose 2 from: Strength, Dexterity, Constitution. Increase 1 score by 2 and the other by 1.
Darkvision
Though most Fishmen live near natural sources of light, their sight remains particularly acute in darkness.
Fishmen have 60ft. of darkvision.
Fishman Resiliance
Fishmen have naturally developed the ability to live in the frigid depths of the ocean, and thus suffer no adverse affects from deep water or cold climate conditions.
Fishman Karate
Fishman Karate is a form of combat arts focused on the manipulation of water in a person's immediate vicinity. Fishmen are taught the basics at a young age, with the more combat savvy individuals developing more advanced techniques over time.
Level 1: Water Bullets- Water in the air is condensed into small beads on the skin and flung at a single target at high speed. Make a melee weapon attack against a single target. This attack is affected by a monk's Martial Arts. Targets hit by this attack take 1d6 piercing damage. Damage dice increases by 1d6 at levels 5, 9, 12, 15, 17, and 20.
Level 5: Tidal Shoulder Throw- You may use your action on your turn to grab a single creature with vice-like appendages and attempt to toss them away. When the user is underwater, this ability can instead be used to create a large vortex that batters foes and sends them flying. If used on a single target: Target must succeed on a STR saving throw or be picked up and thrown up to 15ft. in a direction of the user's choice. Targets thrown in this way take 1d12+STR bludgeoning damage if they collide with a solid surface(i.e. the ground, a wall, etc.). If used underwater: Becomes a 15ft. cylinder of water originating from the user. Targets within the area must succeed a STR saving throw or take 3d10 bludgeoning damage and be pushed backward 30ft. Creatures that succeed take half damage and are pushed back 5ft. instead. This ability is not considered an attack, and is thus not affected by a monk's Martial Arts. *Save DC for this ability starts at 15, increasing by 1 at levels 9,12, 15, and 18. Damage dealt by the underwater effect of this ability starts at 3d10, and increases by 1d10 at levels 7, 12 and 18.*
Level 9: Low Tide Sweeping Kick- Quickly rotate at the midsection to empower a furious sweeping kick from below, aimed at disabling a target. You can use a bonus action on your turn to make an unarmed melee attack against a single target. This attack is affected by a monk's Martial Arts. On a hit, the target takes 3d6 bludgeoning damage. Additionally, a target struck by this ability must choose to use either an action or a bonus action(not both) on its next turn.
Level 12: Brick Fist- A Fishman that has honed their mastery over the water surrounding them will eventually learn how to defend against incoming attacks without having to touch what is attacking them. If you can see a ranged weapon attack being made against a target within 60ft. of yourself you can use your reaction take a stance and punch the very water in the air, throwing off even powerful projectiles and causing an impressive shock wave outward from you in a 30ft. cube. Your movement speed becomes 0. Creatures within the shock wave must succeed on a DC18 Strength saving throw or take 4d12 force damage and be knocked prone. Targets that succeed take half damage and are not knocked prone. Non-magical objects in the area not being worn or carried are also damaged. This attack is affected by a monk's Martial Arts. For the rest of the turn on which this ability was activated, all projectile weapon attacks aimed through its area of effect have disadvantage to hit their targets. If you are moved from the spot from which you first used this ability, the area of effect ends.
*Damage increases to 6d12 at level 18. Save DC increases to 20 at level 18*
Previous Versions
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12/26/2022 5:36:14 PM
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12/27/2022 7:06:45 PM
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