Homebrew Daku (humanoid sharks) Species Details

"That which does not kill us . . . does not kill us"
- King Conan

“I am the punishment of God. If you had not committed great sins, God would not have sent a punishment like me upon you.”
- Genghis Khan

The elemental plane of water, a vast world where leagues upon leagues of water are found, from crushing depths as black as coal to a stormy surface dotted by floating, uninhabited islands of kelp.  This is where the Daku were brought into existence, said to be born of a relation between Neptus (god of the sea, the tempest, storms, and the elemental plane of water) and Atargatis, the goddess of the Mer.  A race whose existence seems to be war, and conquest, the Daku quickly spread through the endless sea with the intention of conquering all.  When they had defeated and wiped out several races that were favored by Neptus, the god of the tempest exiled them to the prime material plane.  (This all occured before the veil was ripped and the prime gods were banished to their realms).  Neptus knew that there were few other races in the waters found on Prime, and those were more capable of defending themselves against the ferocity of the Daku.

Daku society is built upon war and combat.  Everything they say and do will take this into account.  They choose their leaders through combat, and those leaders will always lead the Daku into battle.  The Daku tribes are a people that are known, by the few aware of them anyway, to be primitive, savage and warlike.  They dislike magic of any kind, and find any who rely on those magics very distasteful.  However, they are prone to magics of their own, though these are thought of as divine gifts and not weaknesses.  Their tribes are organized in tiers, with the chief surrounded by his personal warriors at the center.  Beneath these, you find the general warriors of the tribe, the armies that follow the chief into battle.  These are served by the drones, mostly elderly or the young.  Beneath these, a tribe consists of the bondslaves, those taken prisoner in battle or in raids.  

A Daku warrior will wear very little in the way of clothing, relying on their agility and strength in battle.  They favor polearm weapons, usually a trident or glaive, as these are best used by the strong, using nets and their dangerous bites when their enemy gets closer.  They begin training when they are young, taught to fight side by side with their brothers and sisters.

Daku (humanoid sharks) Traits

A hoard, a barbarian, a warrior, a natural born killer, and a blood thirsty monster. The Daku are all of these, and more.

Ability Adjustments

You gain a bonus of +2 to both your Strength and your Constitution.  However, you suffer a -2 to your Intelligence.  

Age

The Daku will reach adulthood at the young age of 5.  In spite of this, they have the ability to live very long lives and can live up to 100 years.  However, few rarely reach this old age.  Life is hard among the Daku.

Alignment

The Daku are extremely warlike, and are quick to take offense and react with violence.  Because of this, they are thought both "evil" and "chaotic" by other races.  In truth they are mostly ruled by a system of honor and can be very loyal to their own, especially in battle, and they have little regard to good and evil.  

Size

A typical Daku warrior will stand about 8 feet tall and weigh about 350lbs.  You are at the upper edge of "medium."  

Bloodline of the Shark

  • 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.
  • You can sense the smell of blood with incredible accuracy.   In the water, you can sense spilt blood out to a radius of 1/2 mile.  Out of the water, you can sense blood within 100 yards.  You can make perception checks at advantage if they rely upon smell.  
  • You can breathe air and water.

Movement

You have a walking speed of 30, and a swimming speed of 45.  

Language

You can speak primordial, and you are able to read and write enough in this language to pass on basic thoughts and concepts.  You can speak just enough common to pass on basic thoughts and concepts.  You cannot read or write in this language.

Bite of the Shark

As an unarmed attack, you can attempt to bite an opponent.  What else would you have a very large mouth full of extremely sharp teeth?  A successful bite will do 2d6 piercing damage.  A successful bite will add 10% to the chances of going into a bloodlust.

Bloodlust

When you reach fifth level, you have the ability/curse of the Bloodlust.  Each time you enter combat, the first time you injure an enemy and spill its blood, you must roll a d100.  If you roll 50% or less, you will go into a bloodlust and begin to kill with reckless abandon.  If you are a barbarian and raging, this percentage goes up to 65%.  If your first attack is an unarmed bite attack and is successful, the chance of going into a bloodlust goes up another 10%. 

While you are in a bloodlust, you must roll a Wisdom save (DC is 13 + Your proficiency bonus) to stop attacking foes on the battlefield.  While you are in a bloodlust, you gain an advantage to one melee attack that relies upon strength per round.   Also while in a bloodlust, you will ignore all damage you take, as if you have resistance to any type of damage, and you will fight beyond 0hp for 2 rounds.  You will not think to seek out healing of any kind.  At the end of two rounds upon reaching zero, or when you end your rage if you are a barbarian, all the damage you have suffered will come rushing back at you.  If you are below 0 when this happens, you will drop unconscious and begin making death saving throws at this time.

Frightful Presence

Beginning at fifth level, you can cause your enemy to be fearful of you.  As a bonus action, you can stand in a place where all can see you and become known to all.  Each creature of your choice that is within 60 feet of you and aware of you must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.  You can use this ability twice per long rest.

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