Homebrew SharkFolk Species Details
If you’re considering taking a Sharkfolk on your ship, make sure you got lots of meat, a good net, or you don't piss it off. I had both my legs before Gnasher came onboard now i got stumps.
Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.
Despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and skilled allies.
The Beast Within
Sharkfolk suffer form there deep connection to the savage deep in the form of a beastly nature that relates from their ancient ancestors the Megalodon. This can cause them to be savage fighters and hulking brutes when angered into a blood-lust, but they try to concur that side of themselves. if they can over come the Beast they gain an elevated status in their loose social structure. This is one of a very few ways that they can do so
Survival at any cost
The Sharkfolk have survived under the raging sea since before time was recorded in all that time they learned lasting lessons but the most important are if it bleeds it can be eaten; and never waste the spoils of a kill even bone can be used. Because of this they have developed their own style of weapon crafting that revolves around reusing the bits that cant be consumed otherwise form any creature.
in the eyes of the other races the Sharkfolk way of "using" there pray is both beautiful and horrifying. The visceral often still warm when traided weapons and armor are meant to be used under the surf, this results in the divine joke that is the beauty of the pieces as most of them retain aspects of the creature it came form like fins remaining intact on cloaks or clubs that are the hardened spine and skull of the creature.
Odd Air Breathers
Sharkfolk have a mixed view of the other humanoids, the more tribal minded ones see them as weak while the ones that look to civilization as the future of their people see them as a new challenge to overcome.
in either case there is a measure of respect as the air breathers have seamed to concur all the land that they see and have been able to coax up the bounty of the sea despite not being able to truly reach into the depths.
Sharkfolk Names
Sharkfolk names are taken form the language of the nearest group of "air breathers" that the tribe interacts with sometimes to set them at ease, more often then not the names are sounds that relate to what the humanoids fear
.
SharkFolk Traits
Your Sharkfolk character has the following racial traits.Ability Score Increase
You can add 2 to any one score and 1 to any other.
Age
Sharkfolk reach maturity around age 12 and rarely live longer than 90 years, though legend states that they can live to well over 800.
Alignment
Most of the Sharkfolk see the world as a savage place and they believe they belong on the top of the blood pile. as a result of this they often fall on the chaotic side of morality. The savage nature of the bestial instincts that they have to fight cause them to be seen as evil in most cases but they each have a strict code that they fallow.
Size
Sharkfolk can range form small to large. the smallest among them being no more than 2 feet all the way up to 15 feet at the largest.
Speed
Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
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 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Savage Craft
As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a spear, or a dagger equal to the amount harvested. To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as leatherworker’s tools.
Of the Sea
You can breath both water and air, and are immune to crushing damage form the depths of the ocean
Nature of the Beast
You gain proficiency with two of the following skills of your choice: Intimidation, Nature, Perception, Stealth, and Survival.
Natural Armor
You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Hungry Jaws
In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest.
Dermal Denticles
At the start of your turn if grappled the opponent takes 1D4 damage.
Languages
You can speak, read, and write Common and Primordial.
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