Homebrew Half-Sharkin Species Details
Sporting a unique ability score increase, and a wider variety of alignments, the half-sharkin is force to reckoned with. The base race is sharkin.
Half-Sharkin Traits
Sharkin Heritage. You can choose between one of the traits, that belong to a single Sharkin subrace. This trait becomes the trait you choose.Ability Score Increase
Your constitution score increases by 2, and your strength score increases by 1
Sharkin Heritage
Blue Shark
Graceful Swimmer. Your swim speed is 90 feet.
Bull Shark
Oceanic Rage. You may enter a rage as a bonus action. While raging, you gain a +2 to damage rolls at 1st level, +3 at 9th, and +4 at 16th. You have advantage on strength Checks and strength saving throws. You have resistence to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can end your rage as a bonus action, and once you have raged you cannot do so again until you finish a long rest.
Hammerhead Shark
Ampullae of Lorenzini. You gain proficiency in the investigation skill. You have advantage on perception and investigation checks.
Lateral Vision. You gain a +2 bonus to your passive Perception.
Mako Shark
Endothermy. Your modified circulatory system give you resistance to cold damage.
Speedy Swimmer. Your swim speed is 120 feet.
Thresher Shark
Endothermy. Your modified circulatory system gives you resistance to cold damage.
Whiplash. As a bonus action, your tail can be used to stun one creature. The creature must make a DC 11 contitution check, on a failed save it becomes stunned until their next turn.
Tiger Shark
Modified Darkvision. You have darkvision up to 90ft. You see dim light as if it were bright light, and you see darkness as if it were dim light.
Shell Crusher. You gain a +2 to attack and damage rolls against armored creatures.
Whale Shark
Blubbery Body. You have resistance to non-magical bludgeoning damage.
Whale Toughness. Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.
White Shark (Great White)
Blood Frenzy. You can smell blood from 3 miles away if a creature is bleeding. You have advantage on attack rolls against a creature that doesn't have all it's hit points.
Vicious Bite
You are proficient with this attack, which does 1d6 piercing damage, 2d6 at 5th level, 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 20th level. Once you use this trait you cannot use it again until you complete a short or long rest.
Amphibious
You can breath water and air
Fearless
Everyone has disadvantaged at intimidation checks on you
Comments
-
View User Profile
-
Send Message
Posted Dec 1, 2023very nice