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Fishfolk

Shared Racial Traits   Ability Scores: Str +2, Size: Medium, Speed: 20ft., swim 50ft.   Age. Fishfolk have usually a shorter lifespan than humans, are considered adults at 12 and can live up, but rarely do, 100 years.   Alignment. Fishfolk tend to be lawful, yet seclusive. They like the rules within their societies and groups, that they keep in the Sunray Archipelago.   Description. Fishfolk come in a wide variety of colors and faces, as their humanoid bodies are completely covered in scales, and their heads can represent all kinds of different fish found in the boundless rivers and oceans.   Languages. Fishfolk speak Common and Ethereal.   Perk Affinity: Spiritual.   Size. Fishfolk are stocky like dwarves and peak at 5 feet, as they are often more wide than tall. Your size is Medium.   Aquatic. You have a 50ft. swim speed and can breathe underwater.   Working Together? Most fishfolk are used to working in a team and their abilities are usually on par and lined up with their kind, allowing them to become better warriors as a result. One of the following three features is active within the party you work in.
Cover Weaknesses. If all party members do not share any classes or races, then the ability to cover each other weaknesses becomes apparent. Whenever a party member fails an ability or skill check, another party member that is proficient/has expertise with that skill can add their modifier to their roll as a reaction, as long as they are within 10ft. of each other.
Jealousy. No creature has the same class or race as you, but they share classes or races with each other, instilling jealousy within you. You gain the trait: Envy. In addition, whenever the fitting party members roll a natural 1 on any roll, your next roll is considered a natural 20 on a roll of 18-20.
Synergy. One or more creatures of the same class or race are in your party, improving your and their combat skills. You and the fitting party members can give themselves advantage on an ability check, attack or saving throw if they are within 10ft. of one of these fitting party members, as a free action and only a number of times equal to your proficiency modifier. Once you or they have done so, they can't do it again until you all finish a long rest.
Subracial Traits   Deep
Deep Fishfolk live in the darkest depths within the surrounding ocean of the Sunray Archipelago and fight the most dangerous of creatures below. Their keen ability to see in the dark and lure enemies into their traps is remarkable amongst other fishfolk.   Ability Scores: Wis +2   Alluring Light. Whenever you are hidden or unseen by a creature, you can activate the bioluminascent light from your additional appendix on your forehead. Choose up to six creatures, that can see the light, but not you, forcing them to make a Wisdom saving throw against your DC, calculated using your Wisdom. On a failure, the creature is dazed and has to use all their actions to reach the light until it is within 5ft. of it, staring at it until it receives any damage or succeeds on a nother Wisdom saving throw at the end of each of their turns.   Deep Knowledge. You are proficient in Deep Speech and History, as the darkness of the ocean revealed its secrets to you.   Superior Darkvision. Accustomed to the depths of the ocean, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.   Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Spirit of Community
Being very tightly knit societies, most of them seem to be reborn as Spirits of Community, working together towards a brighter future. These fishfolk value family, friendship and their society above all else.   Ability Scores: Cha +2   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.   Stay Together. Whenever you and your party is subject to a group skill check or a saving throw that involves more than half of your party, you can shout out to them and inspire them. Using a reaction, whenever a group skill check or the same saving throw is required by more than half of the party, you can increase every single roll by an amount equal to your proficiency modifier. You can't use this feature for the same skill check or saving throw if it has been done already within the last 24 hours.   Spiritual Spells. You know the guidance Cantrip. When you reach 3rd level, you can cast the bless Spell as a 1st-level Spell once with this trait. When you reach 5th level, you can cast the enhance ability Spell, once with this trait. You must finish a long rest to cast these Spells once again with this trait. Charisma is your Spellcasting ability for them.

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