Fishfolk (One Piece Supplement)

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Fishfolk[edit]

Fishfolk are one of, if not the most, diverse groups of people known in the One-Piece world, with more variations represented than almost any other race.

Physiology[edit]

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A human, and Warlord of the Sea, with his signature weapon and hat. Source

Fishfolk are hominids that possess features of aquatic water-breathing creatures. Each fish-man has traits corresponding to a single type of fish or cephalopod, granting varied powers such as squirting ink, possessing more than two arms or legs, growing unlimited sets of teeth, camouflage, and much more, depending on the individual fishfolks' corresponding sea creature. All fishfolk possess both lungs and gills, allowing them to live both on land and in the sea. Fishfolk are said to be ten times stronger than humans from birth; furthermore, their strength is amplified underwater. Fishfolk have the latent ability to manipulate water, which can be developed through training in Fish-Man Karate.

Hybrids. Fishfolk have the ability to interbreed with other races, much like other humanoid races. It is not impossible to find half-human or half-giant fishfolk in places such as the grand line. Furthermore, fishfolk can have children with merfolk, resulting in either a fishfolk or merfolk child being born.

Oppressed. Like other non-human races, Fishfolk are the victims of worldwide oppression by humans. Due to this, many Fishfolk stay within the confines of Fishfolk island and only occasionally leave. Some evil Fishfolk have opted to be pirates to seek revenge against humanity. Unfortunately, several also end up as slaves under the world government. Even on islands not directly under world government jurisdiction, humans still treat Fishfolk very unfairly. For this reason, playing a Fishfolk can prove very different when visiting various human-inhabited islands around the sea.

Domination. Though they are often misunderstood, many Fishfolk do hold the belief that they should rule over all other fish in the sea. And due to the cruel treatment they receive from humans, some grow to also want to conquer and rule over humanity as a whole. This isn't true of all Fishfolk though, as many do exhibit the desire to co-exist with other races and species.

Extraordinary Strength. As well as being born with bodies that provide natural weapons in battles, such as razor-sharp teeth, Fishfolk have incredibly strong bodies compared to average people. From birth, Fishfolk are ten times stronger than humans. Additionally, Fishfolk can be even more troublesome in underwater combat. Being even stronger underwater, they can easily devastate a human who isn't proficient at swimming. Unfortunately, this strength can be negated if a Fishfolk happens to be a Devil Fruit user.

Fishfolk Traits[edit]

While many Fishfolk vary, they are Superhuman from birth and to represent their strength, they are the only race to show clear dominance in one field.
Ability Score Increase. All ability scores increase by 2. With DM Discretion, you can set your Strength and Dexterity score to 18 and reduce every other ability score to 8.
Age. Fishfolk typically reach maturity around the age of 20 and live to be around two centuries.
Alignment. Most Fishfolk are Chaotic Neutral or Chaotic Evil, though there are exceptions to this.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet. You have a base swim speed of 45 feet.
Fish Type. At the discretion of your DM, you gain the traits of one fish of your choosing. Depending on the traits, they may or may not provide additional traits that your character has access to. Work with your DM to come up with something suitable!
Master of Water. You can breathe water and air. You have proficiency in the Athletics skill. While underwater, you face no penalties or disadvantage as a result of underwater combat rules. With the ability to adapt to extreme underwater depths, you have Resistance to cold damage.
Fishman Karate. While any race can learn Fishman Karates' basic movements, Fishfolk start with the innate ability to use and manipulate water to implement it into their Fishman Karate. Starting at 1st level, you can cast the Create or Destroy Water spell without expending any spell slots. Starting at 7th level, you gain the ability to cast the Control Water spell without expending any spell slots. Spells casted using this trait use any ability score of your choosing as their spellcasting ability.
Languages. You can speak, read, and write both Common and one other standard language of your choice.
Subrace. None

Random Height and Weight[edit]

Base Height Height Modifier Base Weight Weight Modifier
6′ 10″ +2d12 280 lb. × (1d4) lb.

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