Homebrew Sharkfolk Species Details

A species of anthropomorphic sharks like bipeds, the creatures commonly referred to as "Sharkfolk" are the nomadic descendants of a shattered kingdom. One a race content with living under a vast inland sea in their underwater kingdom, the Sharkfolk were driven to near extinction when the actions of warring forces of land dwelling kingdoms polluted and boiled away the water in their efforts to destroy one another. The Sharkfolk were collateral damage in this conflict and those who survive this conflict made their way to the surface to survive.

These days the Sharkfolk roam the land in a nomadic lifestyle, the occasional small group often sent up small settlements in remote areas just off the coast but these new towns pale in comparison to their former homes. Others have made lives for themselves above the surface, usually found in port cities or other settlements close to water. The ordeals their race has had to go through has made Sharkfolk very resourceful and unwilling to waste anything of value to their survival. A hunter will use very part of their quarry that they can, an artisan will use any tool they can get their hands on or craft themselves, and a Sharkfolk with money is known to be a very shrewd saver.

Sharkfolk are know for a number of physical traits that sent them apart from other intelligent races. Physical larger than most other races and possess large jaws filled with serrated teeth, a Sharkfolk is a formidable fighter and hunter. Their sense of smell is well known by individuals that know of the species, able to smell blood from miles away in both air and even more in the water. However one trait that isn't that well known is their ability to undergo a metamorphosis of some description in order to adapt to new environmental conditions or in response to consistent hazardous stimuli.

Even the Sharkfolk weren't fully away of this biology advantage until after their near extinction. However, this metamorphosis takes time to occur and some Sharkfolk who manage to find comfortable lives may never undergo the process fully, often only finding themselves better adapted to the climate they have chosen to settle in. But for those members of the species that continue to wander and encounter threats will find in time they gradually adapt to better survive these encounters.   

Sharkfolk Traits

Your sharkfolk character has the following racial traits

Ability Score Increase

Your Constitution score increases by 2, and your Strength score increases by 1.

Age

Sharkfolk reach maturity around age 10 and live on average around 125 years.

Alignment

Sharkfolk tend to be neutral. Their focus is more on survival and may choose to live by their of rules or codes of honor. It takes special circumstances for them to shift to good or evil.

Size

Sharkfolk can stand anywhere between 6 to 8 ft tall and weigh up to 300 lb, with their dorsal fins and tails making them appear even larger than they already are. Your size is Medium.

Speed

Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Amphibious

You can breathe air and water.

Darkvision

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.

Blood Sense

You evolved a very keen sense of smell which you use to hunt down your prey. You are proficient in the Perception skill and you have advantage on Wisdom (Survival) checks to track any creature with blood who's hit points are below their maximum.

Bite

Your fanged maw is a natural weapon, which 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.

Adaptive Metamorphosis

After some time out in the wilderness, some Sharkfolk will undergo a sort of metamorphosis into a new form better suited to surviving a number of different stimuli. At 5th level, you gain a resistance to a damage type of your choice from the list below. Also now when you use your Bite action, you can choose to replace the piercing damage that is normally dealt with your chosen damage type instead.

The damage types you can choose from include: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant or Thunder.  

Some Sharkfolk also gain cosmetic changes to their appearance based upon the chosen resistance. The player and DM can discuss what changes your character may develop from this process if any occur.  

Languages

You can read, write and speak in Common and one other language of your choice.

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