Sharkfolk

Sharkfolk

From the tides of the Morishima coast, the sharkfolk crash like stormy waves against the sand. Powerful warriors with a natural bloodlust, they rule the wake as pirates and bandits. While the tide has settled in recent years, few are willing to challenge the might of the swell.

Show spoiler

Blood in the Water

Massive, shark-like humanoids with as much diversity between clans as the ocean has fish. Those with the features of tigersharks or hammerheads are comparable in size to humans, where whale sharks can stand as tall as seven to eight feet. Cookie-cutter and nurse sharks contrast this by standing merely as tall as 4 feet, and yet their seaside villages seem to embrace this diversity without so much as blinking an eye. Sharkfolk that have ancestry crossing with the melambai often have more human-like features, but maintain their tails and dorsal fins. Because of their violent tendencies, scars and missing limbs are commonplace, and often borne with pride.

Aquatic Ruffians

Sharkfolk, coming from the oceans around the evil island of Minamishima, migrated to the oceans and beaches of the other islands at some unknown point over a thousand years ago. Trained by the waves to be ruthless, they arrived as brutal invaders. Over time exposure to the peaceful nature of the tortles allowed them to integrate somewhat with the rest of the denizens of The Reach. Keeping to their seaside and underwater villages, they one day found themselves overpopulated when the melambai were banished from their home. At first the melambai were not welcomed, but their open nature and willingness to learn and listen to sharkfolk eased this tension.

Inherently rebellious, they were resentful of the incredibly controlling nature of the High Shogunate. Most sharkfolk take to the seas as lawless pirates, rather than submitting to the rule of any one being. These pirate crews often work hand in hand with local crime lords and happily take payments for any job. While some believe that the sharkfolk hold nothing close to their heart, nothing is more important to a sharkfolk than family. To them family is not necessarily a connection of blood, but of similarities and ideals. A bond with a sharkfolk is rough at first, but can open up to a lifelong partnership. After a few initial scraps.

Sharkfolk names

Sharkfolk names are simple by nature, usually in aquan, representing certain aspects or ideas they relate to. However, they will also take a common name to communicate with others. Common names are often thought of on the spot when they are first needed. Simpler sharkfolk will take their common name from an object that is nearby, or a feature about themselves. Others may take the effort to translate their aquan name. Sharkfolk do not have defined gender roles, and as such all of their names are considered non-binary.

  Aquan Names: Tofi, Sraemm, Sapcien, Feryin, Kestiv, Polwarn, Warsu   Common Names: Bruise, Scab, Greyfin, Rudder, Anchor, Mast, Mug, Tempest, Roil, Tide, Squall
ability score increase:
age: Sharkfolk mature and age at about the same rate as humans.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and Aquan.
race features:
Jaws. Your jaws are natural melee weapons, which you can use to make an unarmed bite attack. If you hit with them, you deal piercing damage equal to 1d8 + your Strength modifier. At 7th level this becomes 2d8, and at 15th level it becomes 3d8.   Amphibious. You can breathe in both water and air.   Swim. You have a swim speed of 30 feet.   Intimidating Presence. You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.   Blood Frenzy. Immediately after reducing a creature to 0 hp, you can move up to half of your movement speed. After this, you can immedieatly make one free weapon attack with your jaws against a creature within 5 feet.   Crashing Wave If you swam at least 10 feet on your turn, you may take the dash action as a bonus action.
Lifespan
100 years
Average Height
4-7 feet, varying