Homebrew Fosh Species Details

Those who think of the ocean at all consider it to be a dangerous, foreign land, but there are many who call the ocean their home. Those who live on or in the ocean could be the natural sea life, pirates, sailors, triton, and other aquatic creatures. The fosh are one such creature, the result of aquatic influence on other races.

The Oceans are often inhospitable to natives of the Earthen Terrain: pressured depths, constant storms, crashing waves, and large expanses of water make visiting these places dangerous for the unprepared. The fosh, however, are perfectly suited for the unknowns of the depths, and don't face any dangers when they choose to walk on land. They adapt well to most environments and tend to spend a lot of time on or near the surface.

Aquatic Bloodline

Fosh inherit random aquatic abilities from all oceanic creatures. They resemble humans but have unusual fishy features (jellyfish stingers, pincers, fins, or tentacles), and there is something odd about them. The aquatic blood flowing through their veins manifests differently in each fosh.

Seen in silhouette, a fosh might be able to pass as human if their features are less expressed. Those of deep ocean descent tend to be less humanoid, while those of the surface tend to be more humanoid. A given fosh might have some features reminiscent of the aquatic creatures in their local area (angler fish light, large size from whale, crab legs, shark teeth, and so on).

Fosh almost never have contact with their parents because most fosh are eaten at birth. Fosh spend most of their lives alone trying to survive throughout the oceans until they are old enough to fend for themselves in society.

Some fosh live as outcasts, driven into exile for their unsettling appearance and strange mannerisms, or assuming leadership of pirate ships and weird cults in untamed oceans. A few fosh leave the Ocean to find refuge in large rivers and lakes.

Difference in Culture

Fosh rarely connect with people who weren't raised within the fosh culture, leading to lots of aggression between fosh and other beings. This might manifest as racism towards other races or bias against them. Such aggression can sometimes blind fosh to the truth, and their bias often get them and others into trouble.

Enough good experiences with other races can chip away at a fosh's bias, so it is possible for them to overcome it.

 

 

Fosh Traits

Your fosh can have many different features depending on their appearance.

Languages

You can speak, read, and write Common and Foch. Foch is a very blubbery language, that relies heavily on tone.

Darkvision

Accustomed to life in the depths, you have superior vision in dark and dim conditions. 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.

Hardened Scales

From centuries spent underwater being batted around by the waves, fosh have gained hardened scales that protect them.

Aquatic Ancestry

Pick 2 of the following abilities/traits for your fosh to have inherited.

Crab Claws: As well as your unarmed attack you have the ability to grab an enemy and deal bludgeoning damage.

Tentacle Appendages: Along with the usual appendages you have tentacles that grant you advantage on grappling and a reach of 10ft.

Camouflage Skin: You can change the color of your skin at a moments notice, which provides aid in attempts at sneaking.

Tight Squeeze: You are able to contort and squish your body to fit through holes as small as 1 square foot.

Electric Shock: You have complete access to Shocking Grasp without having to choose it as a cantrip.

Pufferfish Poison: You deal an added 1d12 poison damage when attacking with unarmed strikes.

 

Ability Score Increase

Your Constitution score increases by 2.

Age

Fosh never really stop growing, but the majority of growth occurs within the first 5 years of life and after that point they are considered an adult. They live a supposedly immortal life as long as they have a large enough food source, but generally live to be 200 years old.

Alignment

Aggressive and self-reliant, fosh tend toward a lawful evil alignment.

Size

Fosh are as varied depending on their aquatic DNA, but generally they stand anywhere from 4 feet to over 8 feet tall. Your size is between small and large.

Fins and Flippers

Your base walking speed is 25 feet, and base swim speed is 35 feet because of your aquatic features.

Aquatic Ancestry

Pick 2 of the following abilities/traits for your fosh to have inherited.

Crab Claws: As well as your unarmed attack you have the ability to grab an enemy and deal bludgeoning damage.

Tentacle Appendages: Along with the usual appendages you have tentacles that grant you advantage on grappling and a reach of 10ft.

Camouflage Skin: You can change the color of your skin at a moments notice, which provides aid in attempts at sneaking.

Tight Squeeze: You are able to contort and squish your body to fit through holes as small as 1 square foot.

Electric Shock: You have complete access to Shocking Grasp without having to choose it as a cantrip.

Pufferfish Poison: You deal an added 1d12 poison damage when attacking with unarmed strikes.

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