Fishfolk, Variant (5e Race)
Fishfolk[edit]
A young maiden runs out of her summer castle into the woods nearby, to a large lake under the cover of darkness. The moon glistens on the freshwater lake, and the maiden sits down on the nearby dock, waiting. The calmness stopped for a moment when the maiden noticed ripples in the water. She held her breath for a moment and watched the ripples get closer and closer. Whatever was swimming was right at the end of the dock. The maiden moves her legs, sits on her knees and looks down into the dark waters. A humanoid figure began to surface from the depth of the darken lake, poking her head out of the water to look at the maiden on the dock above her. She smiles to see her friend had returned for the summer and gets up onto the deck and sits next to the maiden to catch up. The maiden’s friend is a Fishfolk, a curious semi-aquatic creature who has fish like qualities.
Physical Description[edit]
These beings look extremely human like: They have a normal head and full locks of hair, varying body types, normal arms and legs, however these beings have fish like features: Wedded hands and feet, fin like ears, pointed teeth (depending on the subrace), generally blue-green colorizations, and gills on their necks. Fishfolk mostly live in or near the body of water they originate from (Ex. Saltwater Fishfolk hang out in or near saltwater areas.), but that doesn’t stop them from adventuring out into the great wide world that is the surface, so long as the keep hydrated. Fishfolk are naturally curious creatures, and love to mimic what they see. They try to walk and talk with the other humanoid races, but have a hard time since they are used to swimming and speaking in sign language. That doesn’t stop them from trying though; they are a very determined species.
History[edit]
A long while ago, about 10,000,000 years ago, a few humans decided to move towards lakes, rivers, and ocences again, to fish for more food. Over the generations, they moved closer and closer to and in the water and learned breathing techniques to stay underwater longer. These behaviors caught the attention of Umberlee, goddess of the sea, the decided to place a “blessing” on these humans, making them more fish like. The goddess hoped that this transformation would make them evil, but it turns out the humans alignment had not changed and actually thank the goddess for her blessing. Umberlee, very salty after giving a curse on these people turn out they took it as a blessing, makes the now fishy humans to forget what granted this blessing.
From that day on, the Fishfolk when on to build serval empires under the waves of their lakes, seas, lagoons, and ocences, never going to war on each other, as they mostly learn how to farm sea plants and breed many kinds of fish. They have a monarchy society and make laws to help their perfect world flourish. However, 1,000 years ago, it had been discovered that Fishfolk can still breath air, after generation of living under the water. Some brave scouts speak of a beautiful world above the surface, and many of the kings and queens of the kingdoms all agree to send people to colonize land.
Today, they haven’t colonized, more or less, integrated into the society of the other humanoid races. Most Fishfolk stay in their kingdoms, but still travel to the surface to hangout with the other races, learning new skills and understanding what they missed over the years.
Society[edit]
Fishfolk come from a peaceful farming monarchy society. The highest ranking Fishfolk don’t see themselves as selfish over looking rulers, but rather he team leaders. They treat everyone as an equal and help resolve issues. If the royal family somehow dies, it’s not a big deal, as the empire will vote on which family should be the new leader. If the royal family isn’t keeping the peace, abusing the power, and generally not being nice, they will be placed on trial and tried to see if it was ignorance or straight up selfishness, and a punishment will insue.
Everyone that isn’t in the politics of the kingdom, they are generally busy feeding and eduationing everyone else. Young Fishfolk go to school for a few hours a day minus weekends, and go out and help their parents out on the farms, harvesting kelp, wrangling up fish, and taming wild dolphins. The kelp is sold in markets where everyone can buy and trade for other goods. If you can’t trade for goods, that’s fine, you can perform manual labor, or help entertain people to work for food and goods.
Since Fishfolk can’t talk underwater, visual arts is a big deal, so bard Fishfolk are very common on the surface, now they can play music and sing. Fishfolk aren’t normally an aggressive people, but that doesn’t mean they don’t train for such event, so barbarian and fighter Fishfolk aren’t unheard of, but are quite rare.
Fishfolk Names[edit]
As Fishfolk were once human, they generally are born with human names.
Fishfolk Traits[edit]
Very curious and wonder-filled creatures who love to learn about what lies beyond the shoreline.
Ability Score Increase. Your Charisma score increases by 2.
Age. Fishfolk were once human, so they reach adulthood in their late teens and live less than a century.
Alignment. Fishfolk are good by their peaceful nature, but do lean towards neutchal. They don’t always become chaotic but a few individual may feel that the passive life isn’t for them.
Size. As Fishfolk were once human, they are the same size as a human. Your size is medium.
Speed. Your base walking speed is 30 feet. Your swimming speed is 40 ft.
Amphibious. Fishfolk can breathe air and water.
Farmer’s skills. You have a proficiency in Animal Handling (for water creatures).
Languages. Fishfolk don’t speak, as sound can’t really be heard underwater, so you know sign language, but you also know common, plus one more language of your choice, since you been on the surface for a while.
Subrace. Fishfolk live in many different bodies of water: Saltwater, Freshwater, and Deep Ocean, so they all adapted to each of these environments accordingly. You can choose from Saltwater Fishfolk, Freshwater Fishfolk, and Sharkfolk.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
4′ 8'' | ++2d10 | 110lb lb. | × ((2d4)lb) lb. |
*Height = base height + height modifier |
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