Sharkfolk Species in Midgard | World Anvil

Sharkfolk

Sharkfolk Traits

Your sharkfolk character has certain characteristics in common with all other sharkfolk.
  • Ability Score Increase. Your Constitution score increases by 2.
  • Age. Sharkfolk mature at the same rate humans do but reach adulthood around the age of 14. They live much longer than humans, however, often exceeding 300 years.
  • Alignment. Sharkfolk are asually any chaotic alignment, but there can be exceptions.
  • Size. Your size is dependant on your subrace.
  • Speed. Your base walking speed is 25 feet. You have a swim speed of 50 ft.
  • Bite. Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.
  • Darkvision. 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.
  • Scent of Blood. You have advantage on Wisdom (Perception) checks that rely on smell when tracking creatures not at full hit points or when tracking using blood.
  • Amphibious. You can breath underwater as well as above water.
  • Languages. You can speak, read, and write Common, and Primordial.
  • Subrace. You choose what subrace of sharkfolk you hail from.

Reef

As a reef sharkfolk, you are smaller in stature and typically have light blue and white skin.
  • Ability Score Increase. Your Dexterity score is increased by 1.
  • Size. Your size is small.
  • Pack Tactics. You advantage on an attack roll against a creature if at least one of the your allies is within 5 feet of the creature and the ally isn't incapacitated.
  • False Sleep. You are oxygen efficient and can rest by remaining still for short periods of time. When you take a long rest you enter a state of inactivity for 4 hours in which you are aware of your surroundings and have disadvantage on all Wisdom (Perception) checks while in this state.

Hunter

As a hunter sharkfolk, you are larger than the average man and typically have dark blue, grey, or black skin.
  • Ability Score Increase. Your Wisdom score is increased by 1.
  • Size. Your size is medium.
  • Blood Frenzy. When you make a bite attack against a creature below its max hitpoints, you can choose to give the attack advantage. This does not work against constructs, undead, or any creature without blood. You may do this a number of times equal to your proficiency bonus and regain all uses after a long rest.
  • Hunter of the Depths. You've become acclimated to the cold dark waters deep in the ocean. You are resistant to cold damage and have a blindsight out to 30 ft.

Giant

As a giant sharkfolk, you dwarf the average man and typically have very dark colors of black and grey with a white underbelly. You have spiked ridges that line your brow, back, and arms.
  • Ability Score Increase. Your Strength score is increased by 1.
  • Size. Your size is large.
  • Large Build. Being the size large grants you a few benefits. Your carrying capacity is now 30 times your Strength score and your Push, Drag, and Lift is now 60 times your Strength score. Your unarmed melee attacks now deal 1d4 damage. Weapons sized for medium creatures remove the heavy property. Weapons sized for medium creatures with the two handed property instead can be wielded in one or two hands. Weapons sized for medium creatures with the versatile property can deal their versatile damage when wielded in one hand. One-handed weapons sized for medium creatures without the versatile property are small enough for use when fighting with two weapons. You have disadvantage on attacks with weapons sized for medium creatures with the light or ranged property. Weapons sized for large creatures have the value of their damage die increased by one (Ex: 1d10 becomes 1d12 and 2d6 becomes 2d8).

Devil

As a devil sharkfolk, your fiend heritage has taken hold of your appearance. Your skin is different shades of red and your eyes glow with a red glimmer. Fiendish horns stretch across your brow and off your head. Your teeth are extremely long and jagged.
  • Ability Score Increase. Your Charisma score is increased by 1.
  • Size. Your size is medium.
  • Freezing Breath. You can use your action to exhale destructive energy in a 30 ft. cone. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 cold damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
  • Shark Telepathy. You can telepathically communicate with sharks and have advantage on Wisdom (Animal Handling) checks with sharks.

Hammer Head

Hammer heads are the same height as their hunter brethren however sport a much more lean build. They typically have light grey or blue skin. Their hammer shaped head is their most prominent feature.
  • Ability Score Increase. Your Intelligence score is increased by 1.
  • Size. Your size is medium.
  • Ampullae of Lorenzini. You gain proficiency in the Perception and Investigation skill. You have advantage on Perception and Investigation checks.
  • Lateral Vision. You gain +2 to your passive perception.

Ghost

Ghost sharkfolk get their names from their extremely white skin with the occasional hint of grey. Their eyes are typically a dull red. Scars are easily visible on their body.
  • Ability Score Improvement. You increase your Strength score by 1.
  • Size. Your size is medium.
  • Vicious Bite. Your first bite attack on your turn now does 2d6 damage. This increases to 3d6 at 5th level, 4d6 at 10th level, and 5d6 at 20th level.
  • 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.

Armored

Armored sharkfolk have plates of natural bone armor on the outside of their body. They also have large bone claws protruding from their fingers.
  • Ability Score Increase. You increase your Strength score by 1.
  • Size. Your size is medium.
  • Natural Armor. You have natural bone armor. 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.
  • Claws. After making a bite attack you may use your claws to attack as a bonus action. Your claws do 1d4 + your Strength modifier slashing damage.

Tiger

Tiger sharkfolk are lean and typically have orange, yellow, or red skin with black stripes and a white underbelly.
  • Ability Score Increase. You increase your Dexterity score by 1.
  • Size. Your size is medium.
  • Swift Swimmer. Your swim speed is increased to 60 ft.
  • Natural Camouflage. Whenever you make a Dexterity (Stealth) check while in darkness or underwater, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Goblin

Goblin sharkfolk are small in stature, have mangled long sharp teeth, and a long nose like protrusion. Their skin is usually shades of yellow, green, or blue.
  • Ability Score Increase. You increase your Wisdom score by 1.
  • Size. Your size is small.
  • Nimble Escape. You can take the Disengage or Hide action as a bonus action.
  • Nictitating Membrane. You are immune to the blinded condition and your Darkvision is increased to 90 ft.

Bull

Bull sharkfolk are larger than their hunter brethren and naturally muscular. They typically sport very dark colors.
  • Ability Score Increase. You increase your Strength score by 1.
  • Size. Your size is medium.
  • Oceanic Rage. As a reaction to taking Bludgeoning, Piercing, or Slashing damage, you may instead take half the damage. You add the damage that was halved to your next bite attack. You may use this feature once per long rest.
  • Powerful Jaws. After making a successful bite attack you may use your bonus action to attempt to grapple the creature. You cannot use your bite attack when grappling a creature this way.

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