Homebrew Sharkfolk Species Details

Sharkfolk, are a more ferocious and primal part of the triton family, though are often thought to be something of a missing link between tritons and Lizardfolk, thus their name. Bulkier bodied than most of their race, they rely on brute force to power through the waters, and tear apart any foe with deadly biting attacks, while their rough skin punishes those that would fight back with any natural means. Being a primarily hunting race, they rely on their instincts to sense to track down any injured targets and finish them off, and while Magic is not foreign to their kind, most prefer a more....physical approach to combat.

Sharkfolk Traits

Amphibious, Placoid scales, Deadly bite,

Ability score increase

Your Strength score increases by 2, and your constitution or wisdom score increases by 1.

Age

Sharkfolk reach maturity around age 14 and can live up to 150 years.

Alignment

Sharkfolk tend towards Chaotic neutral. Natural predators on the hunt for prey, death is a part of life to them, and they see no wrong in taking life for sustenance, territory, or a worthy cause. Their inclination to fall into their cold blooded frenzy trends them towards the chaotic. 

Size

Sharkfolk are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Speed

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

Languages

 You can speak, read, and write Common and Primordial.

Gilled breath

You are able to walk amongst the land dwellers, but Being primarily an ocean dwelling species, Your breathing becomes impaired if you become too dehydrated. Failing to properly hydrate your gills once per day will drastically exhaust you. You can recover from this only through magic, or by significantly hydrating yourself.

Placoid scales

Tough, almost leathery skin that is actually made of many small scales. Any creature that grapples you, or otherwise comes into direct contact with your skin (such as via melee attacks, bites, claws, etc)  takes Piercing Damage equal to 1+ your constitution modifier

Deadly bite

Your rows of teeth are 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. The damage increase to 1d8 at 5th level, 1d10 at 10th, and 1d12 at 15th level.

Blood frenzy

as a Sharkfolk you can smell blood in water from far away, and while less potent in the air, you can pinpoint nearby sources of blood exposed to air or water over most smells. However, getting within 20 feet of a creature with exposed blood will whip you into a frenzy, forcing you to chase down and bite that creature until it leaves your scent range, you succeed on another roll, or either of you are knocked out/die.

Comments

Posts Quoted:
Reply
Clear All Quotes