Sharklin (5e Race)

From D&D Wiki
Jump to navigation Jump to search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete. Hungry Jaws doesn't have a description. Missing ideals and bonds; fill or delete them. Missing adequate fluff.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Broom Icon.svg.png This page needs grammatical help. Reason: Spelling. Most traits need to be rewritten.


You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

Scales.png This page is of questionable balance. Reason: Goblin has 2 skill profs., 35 move speed, and increased melee (I believe). Great White 1d8 natural weapon. 4 total ASI for most subraces, and 1 subrace has a replacement ASI.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

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]

<--

{{{2}}}
{{{3}}}
-->|[1]

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
**Weight = base weight + (height modifier × weight 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.)
0.00
(0 votes)

Back to Main Page5e HomebrewRaces