BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Sharkin

Shared Racial Traits   Ability Scores: Con +2, Size: Medium, Speed: 30ft., swim 30ft.   Age. Sharkin age at the same rate as humans, but can live up to 500 years.   Alignment. Sharkin tend to be neutral. Even though they are often seen as vicious predators, they are just hunting their food, nothing personal kid.   Description. Similar to Fishfolk, Sharkin have tinted humanoid bodies and massive shark heads. Many of them still have a fin at their back, but overall their appearance does make them appear more humanoid if it wasn't for their head and fin.   Languages. Sharkin speak Common and Ethereal.   Perk Affinity: Spiritual.   Size. sharkin grow to the same height as humans. Your size is Medium.   Jaws. The sharp teeth within your jaw are natural weapons, which you can use to make unarmed strikes. If you hit with the, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike and apply one level of bleed. You can't increase the level of bleed on a creature if it would stack with your own feature. In addition, your teeth regrow after one day after being removed or destroyed.   Shark Affinity. You have a 30ft. swim speed, a 30ft. bloodsense and can breathe underwater.
Subracial Traits   Great
Great Sharkin are the peak of their kin, strong in build and powerful allies to boot, they make up the main force of the defense of the Sunray Archipelago.   Ability Scores: Strength +2   Inferior Darkvision. You can see in dim light within 30 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.   Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Waterborn Predator. You gain proficiency in Athletics and Dominance. In addition, your swim speed is doubled against bleeding creatures in the water and your bloodsense increases to 120ft. if there is a blood in the water you are currently swimming in.
Spirit of Hunger
Those that fall victim to the unspeakable horros of a Hungering One become usually Spirits of Hunger, cursed to feel the monstrous need to devour like them. They are sadly often shunned by their own people, as many become criminals.   Ability Scores: Cha +2   Bloodfrenzy. You have advantage on your weapon attacks against a bleeding creature at half their maximum hit points or less. In addition, you restore hit points equal to the damage done if you attack with your Jaw attack and you can restore hit points this way only a number of times equal to your Constitution modifier and regain all uses after a long rest. Furthermore, you gain the trait: Gluttony.   Inferior Darkvision. You can see in dim light within 30 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.   Spiritual Spells. You know the bloodied blade Cantrip. When you reach 3rd level, you can cast the flesh bolt Spell once with this trait. When you reach 5th level, you can cast the blur 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.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!