Homebrew Fish-men Species Details

Fish-men are two humanoid races that inhabit and rule the seas. One being fish-men, the other merfolk. They are of the same race, with the difference being that fishmen are male and merfolk are female, with fish-men being the catchall term. Fish-men appear as hybrids between humans and fish, with merfolk appearing as having a human-like upper half and a fish-like lower half. Fish-men have both human legs and fish-like features. Fish-men, having both humanoid and fish-like features, are completely amphibious, having both gills to breathe underwater and lungs to breathe on land. However, when underwater, their gills cannot be blocked or filled with any substance apart from water, or they would not be able to breathe, similar to how a human's airways cannot be blocked or filled with water.

Fish-men Traits

fish

Creature-Type

You are a humanoid.

Size

Your Size is Medium (about 5–7 feet tall)

Speed

Your Speed is 30 feet.

Darkvision

You have Darkvision with a range of 30 feet.

Water Adept

Due to your biology and heritage, you are adept when it comes to swimming and just being in water in general. Gain 60 ft of swimming speed. You can breathe underwater and on land.

Master of the Sea

Through years of swimming and training in the seas, combined with your inherit prowess in the sea. You have become a master of combat while in water. You have advantage on attacks and ability checks made while underwater.

Half Fish

Your unique biology lends you the equipment needed to speak to fish. Additionally, your unique brand of fishmen grants you unique abilities. Gain the ability to speak to fish; how well is dependent on their INT score.

You gain one of these unique traits dependent on your brand of fishman

  • Normal Fish/No Other Options: You can feel the surrounding vibrations to sense, gain blindsight up to 30ft while on land and 45ft while in water.
  • Shark: You can use one of your attack actions once a turn to use a bite attack. This bite attack to hit is your STR modifier + proficiency bonus, and the damage dice is 1d6 + STR modifier. After you bite someone, they must roll a dexterity saving throw against your DC, which is 8 + your proficiency bonus + STR modifier. On a success, they only take the damage. On a fail, they are inflicted with bleeding and take 1d4 damage every turn at the end of their turn until they are healed.
  • Octopus: Due to your many tentacles, your unarmed attacks now have the nick property. For this same reason, you can also wield a two-handed weapon in 1 hand (6 tentacles). And your other arm (2 tentacles) can hold a light weapon and make unarmed strikes.
  • Pufferfish: Using your bonus action, you can puff up for 2 turns. After puffing up, you can't do so again until combat ends. While puffed up, your size is increased to large, AC increases by 1, your movement speed is halved, and any melee attack made against you must roll a DC 15 dexterity saving throw, or they'll hit one of your quills. After hitting a quill, they gain the poisoned condition for 2 turns.
  • Stingray: You can use an attack action once per turn to use your stinger as an attack. This stinger attack to hit is your STR or DEX modifier + proficiency bonus, and the damage dice is 1d6 + STR or DEX modifier. However, on a crit with this attack, your stinger will inject a neurotoxin into whomever you hit and stun them for 1 turn, and then for 2 turns after that, their movement speed is half, and they cannot use reactions.

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