Sharklin (5e Race)
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Sharklin[edit]
“ | "We have salt in our blood, in our sweat, in our tears. One does not simply love the ocean." This is a line of Sharklin poetry showing that they are intelligent and diverse creatures. However, they do have a dark side. Very war focused, they forge weapons on a daily basis, and when it happens that they don't produce enough? Severe punishment. Only the srongest survive, especially against the Merfolk raiding parties. | ” |
Physical Description[edit]
History[edit]
Sharklin have been at war with merfolk for as long as anyone can remember. The Merfolk wish to gain access to the Sharklin mines, while the Sharklin wish to have more territory. at this current moment, they are duking it out. Sharklin are very war focused, producing armor and weapons the rival that of a fire giants. However, they are also very culteral and family-oriented.
Society[edit]
Race Name Names[edit]
Male: Akijan, Bahari, Cuan, Daeyang, Delmar, Neptune, Posidein, Herjo, Kolik, Alksk, Wealkd
Female: Kailani, Morwenna, Muriel, Cordelia, Ondia, Kaia
Race Name Traits[edit]
Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.
Age. Generally live for about 100 to 120 years.
Alignment. Most of this race are considered savages(CN or CE), but one may find themself in a postion to prove themself.-->
Size. Medium with a base height of 5ft 6in
Speed. Your base walking speed is 25 feet., and a swimming speed is 60 feet
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.
Lungs & Gills. Due to being a shark, you can breathe underwater, as well on land.
Scent. Being part shark, you tend to lash out at the slightest hit of blood.
hungry jaws. This attack has a range of 5 feet, with a 1d6 attack roll in addition to your Strength modifier.
Languages. You can speak, read, and write Common and one other language of your choice, as well as the language of fish (Aquatic).
Great white[edit]
Great whites are the more war-focused Sharklin, with less family-orientation and peacekeeper tendancies. The rulers of the great white society are decided by the top warriors duking it out, with the last one standing becoming ruler.
Ability Score Increase. Your Strength increases instead of your Constitution.
Snap. your hungry jaws ability increases to 1d8
Superior Darkvision. 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.
Snare. You gain Stunning Bite, which allows you to grapple for your bonus action, and carry them around in your mouth after using Hungry Jaws.
Goblin shark[edit]
Goblin sharks are the trickier race. You can almost never trust one of these sharks. They commonly team up with the Great whites and Hammerheads. Their leader must pass a seires of trials, with the final contenders attempting to trick the others.
Ability Score Increase. Your Dexterity increases by 1.
Speed. Your walking speed increases to 35ft, and your swim speed to 70ft.
Long Snout. Your Hungry Jaws now has a distance of 10 feet.
Sneak. You gain profiency in stealth.
Tricky. You gain profiency in decpetion.
Hammerhead[edit]
Hammerheads are a very large group of skilled blacksmiths. They are also very good at making seige weapons. Their leader is decided by which one is more inventive, having a 3 month period of building, then, after they are done, the people vote which one is the best.
Ability Score Increase. Your Intelligence increases by 1.
Tinker. You gain 2 artificer cantrips.
Crafty. You gain profiency in smith tools if you didnt already have it. You gain profiency with carpenters tools if you didnt already have it.
Iron Skin. From being near the forge, you gain resistance to fire damage.
Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
5′ 0'' | +1d12 | 70 lb. | × (1d4) lb. |
*Height = base height + height modifier |
Suggested Characteristics[edit]
When creating a Sharklin character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.
d4 | Personality Trait |
---|---|
1 | You act mean to everyone, but you have a tremedous sweet tooth that helps people get to know you. |
2 | You suddenly get strangly sane, even in the heat of battle |
3 | When eating you seem to get strangly addicted to whatever you're eating, no matter how gross. |
4 | You hate everything, except for a ring from your long dead mother. |
d4 | Ideal |
---|---|
1 | " |
2 | |
3 | |
4 |
d4 | Bond |
---|---|
1 | |
2 | |
3 | |
4 |
d4 | Flaw | |
---|---|---|
1 | I get distracted by thinking about my long-lost sister. | |
2 | I often get confused when people use big words | |
3 | I tend to take what I want, no matter how dangerous | |
4 | I forget a plan when I'm exicted | (editors note: I feel bad for anyone who tries to edit this, it's rather a nightmare.) |
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