Homebrew Fishman Species Details
As a fishman, you have the following traits.
Ability Score Increase
One ability score of your choice increases by 2, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1.
Age
Fishmen reach adulthood in their late teens and live as long as humans.
Alignment
Fishmen display extremes on the moral scales, with good-aligned fishmen typically being chaotic good with a great emphasis on personal freedom, while evil-aligned fishmen tend towards lawful evil with the ideals that their superior physique means they should rule over other races.
Size
Fishmen vary greatly in size and typically stand taller than humans at 7-8 feet up to 15 feet. Your size is medium.
Speed
Your base walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Aquatic Adaption
You can breathe air and water. You have advantage on all Strength (Athletic) ability checks made while in water. In addition, you gain resistance to cold damage.
Darkvision
Accustomed to the dark ocean floors where light is scarce, you have darkvision out to 60 feet and can see in dim light 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.
Powerful Build.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, lift, and for grapple and shove attempts.
Speech of the Sea
You can communicate simple ideas and words to creatures with a natural swimming speed that are of large size or smaller. Most sealife cannot form or understand complicated messages, but can communicate simple expressions and desires such as fear, hunger or joy.
Subraces
Choose between sharptooth, stronghide or multipod.
Stronghide
Stronghide fishmen develop powerful bodies that further amplify their innate strength and endurance, allowing them to become remarkable martial artists and fighters.
Natural Athlete
You have proficiency in the Athletics skill.
Strong Body
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Multipod
Multipod fishmen are recognizable by their extra arms, possessing as many as eight functioning limbs.
Manual Agility
You have proficiency in the Sleight of Hand skill.
Ambidextrous
Having grown up your whole life with extra arms, you gain the benefits of the Two Weapon Fighting Style, allowing you to add your damage modifier when you engage in two weapon fighting. Despite having multiple arms, you can still only attack once with your bonus action and cannot dual wield two handed weapons. As well as not benefiting from multiple shields.
Sharptooth
Sharptooth fishmen typically have the physiological traits of a predator, such as a shark or killer whale. They use their sharp teeth or spines to tear enemies asunder if provoked.
Frightening
You have proficiency in the Intimidation skill.
Natural Weapons
You have sharp claws, teeth, or spines that can be used as weapons. Your unarmed strikes deal piercing or slashing damage equal to 1d6 + your Strength modifier instead of the normal damage.
Manta Ray
These fish-men are known to have wide side-fins and light-blue skin, moving at high speeds underwater.
Underwater Acrobatics
You gain proficiency in the Acrobatics skill. You have advantage on acrobatics check made while underwater.
Sea Glide
You have a Swimming speed of 40 feet.
Smelt-Whiting
Smelt-whiting fish-men are known to have more dominant fish-like characteristics compared to other fish-men, and can spit water at their enemies.
Big-Mouthed
You gain proficiency in the Deception or Persuasion skill (your choice).
Hydro Cannon
You have the natural ability to shoot concentrated blasts of water out of your mouth. You can cast ray of frost with this trait. Starting at 3rd Level, you can cast Ice Knife with it. Once you Cast a Spell with this trait, you can't cast that spell with it again until you finish a Long Rest. Charisma is your Spellcasting Ability for these Spells.
Puffer Fish
Puffer fishmen are puffer fish that have poison spines to attack people with.
Inflation
A Puffer Fishman can inflate himself by swallowing water or air. Inflation is a free action so is deflation. When inflated you are considered one size larger.
Poison Spikes
Any creature that attacks him while inflated takes DC 15 con save if fail 2d6 poison Dmg
Fishman Traits
Fish
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