Homebrew Wereshark Species Details

Weresharks are a fearsome and awe-inspiring race that merges the primal fury of sharks with the cunning and adaptability of humanoids. Born of ancient curses or mystical transformations, Weresharks are formidable warriors of the seas, striking terror into the hearts of their foes. Their dual nature allows them to navigate both land and water with unparalleled ferocity and strength.

Weresharks often possess a strong sense of community, forming tight-knit groups or "packs" that hunt together. They respect strength and valor, and their leaders are typically the fiercest and most cunning among them. Despite their savage reputation, Weresharks can exhibit loyalty and protectiveness towards those they consider part of their pack.

Physical Description: In their humanoid form, Weresharks appear much like robust humans with subtle aquatic traits—sharp teeth, slightly webbed fingers, and a predatory glint in their eyes. When transformed, they become monstrous hybrids with powerful, muscular bodies covered in rough, grayish skin, a dorsal fin on their back, and the menacing head of a shark.

Age: Weresharks reach maturity at around 18 years and can live up to 70 years, though their aggressive lifestyle often leads to shorter lifespans.

Alignment: Weresharks tend towards chaotic alignments, valuing freedom and strength. They can be good or evil, depending on their personal code and pack dynamics.

Size: Weresharks in their humanoid form are medium, typically standing between 6 to 7 feet tall.

Aquatic Communication: Through subtle gestures and a series of clicks and grunts, you can communicate simple ideas with sharks and other aquatic predators.

 

Hybrid Transformation

As a bonus action, you can transform into your hybrid form. This transformation lasts for 10 minutes, or until you end it as a bonus action. While in this form, you gain the following benefits:

  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

  • You have advantage on Strength (Athletics) checks.

  • You gain resistance to slashing, piercing, and bludgeoning damage from non-magical, non-silvered weapons.

  • Your swimming speed increases to 60 feet.

  • Your bite deals 2d6 + Strength modifier piercing damage.

  • You gain the Blood Frenzy trait.

 

Blood Frenzy

While transformed, you are overwhelmed by the scent of blood.

You have advantage on melee attack rolls against any creature that is missing hit points.
However, at the start of your turn, if there is at least one creature within 15 feet of you with 50% or fewer hit points, or if a creature dies within 15 feet of you for the first time during the fight, you must succeed on a Wisdom saving throw (DC 12 + number of such creatures) or enter a frenzy.

While frenzied:

  • You must use your movement to approach the nearest creature.

  • You must use your action to make a melee attack against the nearest creature within range, regardless of allegiance.

  • You cannot take reactions, cast spells, or make ranged attacks.

  • You cannot willingly move away from any creature below half its hit points.

  • You cannot willingly end your Hybrid Transformation.

You remain in this state until the start of your turn when no creature within 15 feet is below half its hit points, or until you are incapacitated.

At the end of each of your turns while frenzied, you may attempt a Wisdom saving throw (DC 15 + number of creatures within 15 feet below half HP) to end the frenzy early.

If an ally uses their action to calm you and succeeds on a DC 15 Charisma (Persuasion) check, you may repeat the saving throw immediately.

If you spend three or more turns in a frenzy, you gain one level of exhaustion when it ends.

Wereshark Traits

As a wereshark, you have the following racial traits.

Darkvision

You have a shark’s keen senses, especially in the dark. 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

You can breathe air and water.

Creature Type

You are a Humanoid (Lycanthrope).

Size

Your size is Medium.

Speed

Your walking speed is 30 ft. Your swimming speed is 40ft in your base form, and 60ft  in your hybrid form.

Charge

When you move at least 20 ft. in water and then hits with a bite attack on the same turn, the target takes an extra 2d6 piercing damage.

Bite

You have a natural weapon in the form of powerful jaws. Your bite is a melee weapon attack that you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

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