Homebrew Cursed Variant (Ocean) Species Details
A man, an elf, a dwarf. If one bears life, they can bear the curse. Legendary creatures and putrid vermin can be spawned from the curse of lycanthropy, only the whispering coasts and oceans gales will you ever hear tell of the rare and feared cursed pirates and sailors of the oceans, those who have given all to the sea they call their home. Perhaps by the hand of a ruinous power, or sheer strength of will, these individuals have been branded with the oceans curse. Taking the forms of hideous mutations, a mockery of the noble creatures of the sea. These are cursed men and women. These are the lycans of the Ocean.
Competent Seafarers
Whether they be scrubbing the decks, or helming the tiller. A sea cursed individual feels at home in the water, some have been noted completely abandoning their humanity and delving deep into the the ocean where their curse allows them to exist, and thrive. Most, however are driven away from towns and ports; and in response take to embracing the insults thrown at them. Becoming monsters, pirates, terrors of the open ocean, these cursed men and women often claim a section of the sea as theirs and guard it viciously.
Shunned by the Public
Cursed individuals such as these are often shunned by those who do not understand, labelling them as beasts and monsters and creatures such as those are dangerous, or so the common folk think. A life time of evading or fighting for their lives has made the cursed folk strong, shrewd and cunning. Not to mention bitter, untrusting and spiteful. Rarely will you see a sharkman helping the villagers fish for stock, instead, you might see them tearing rents into their chest cavities and taking their children as slaves.
Survival of the Fittest
Mutinous and treacherous, the Cursed ones have learned not to trust in loyalty, for gold and prestige is a tastier prize than any. As such, they have learned quickly that fear, and respect was the only way to ensure survival. A pirate is a pirate to all, another pirate is just another morsel to plunder.
Cursed names
Some beings oft choose to retain their original names, in some vain hope to salvage their humanity, while others instead hurl their old names to the sea laced with salt. Instead, choosing a moniker to suit their new self. Most of these individuals hold some rank of respect on a vessel, or some amount of notoriety or fame in the open ocean.
Birth Names: Sebastian, Jonathan, Mercer, Reginald.
Chosen names: Hack-anchor, Red plague, Hork-tooth, Rotbilge, Barnes, Fellglow.
Ranks/Folk Monikers: Captain, Bosun, First mate, Pirate, Corsair, Sea-lord, Blood River Monster, Terror of Ackins Port, Water-wraith.
Cursed Variant (Ocean) Traits
Cursed souls of the ocean share a number of traits in common with each other.Souls of the Ocean
As cursed beings of the ocean, you do not suffer penalties while being in the water, and may breath, fight and speak as normal. You gain proficiency in athletics and may add your proficiency bonus to swim checks. Your swimming speed is 60.
Ability Score Increase
Your Strength score increases by 1, and your Constitution score increases by 2.
Age
These poor souls are tied to the sea, they do not fall to mortal ageing. They are timeless, like the ocean that holds their humanity.
Alignment
Cursed men and women of the ocean have no code, no morals, no dedications. They do what needs to be done, they do what they like, they are as timid as the ocean when calm and as wrathful when the sea broils.
Size
Cursed individuals vary depending on the form taken. Sharkmen are often 8-9 feet tall and between 200-500 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Lycanthropic Regeneration
You can focus yourself to occasionally shrug off injury. At the start of each of your turns, granted you are below half health, you may roll 1d4+ your constitution modifier for health.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Seafarers
You’re acclimated to the sea, you are a natural sailor and may operate any vessel and its components competently. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Languages
You can speak, read, and write Common and Primordial.