Anthropomorphic Fish (5e Race)

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Anthropomorphic Fish[edit]

Physical Description[edit]

Anthropomorphic fish have humanoid bodies, with a torso, arms, and legs. Their skin is covered in scales, which provides a protective layer against water and other environmental factors. Their head is elongated, and their face features large, expressive eyes, a pointed snout, and gills on the sides of the neck. Their hands and feet are webbed, and they have fins on their arms and legs. Their tails are long and flexible, resembling that of a typical fish. Their tails serve as their primary means of propulsion, allowing the fish to swim through water at high speeds.

History[edit]

Long, long ago a brilliant wizard discovered that if magic could be properly harnessed into liquids, it could give that liquid magical properties. This mage, by name of Fidletear Potiona, named his inventions after himself - potions. He lived a long and happy life, probably greatly lengthened by the frequent use of many potions, but - like all mortals - his time eventually came. Many mages tried to follow in his footsteps, but many failed. Those unfortunate souls went away crestfallen, dumping their waste into the ocean. Unknown to them however, that waste carried through the ocean and mutated some of the creatures living in it. They became humanoid-like, growing limbs and developing incredible intelligence and cunning. And so, The Anthro-fishies were born.

Society[edit]

Anthropomorphic Fish live in various villages in various parts of various oceans. The villages are small, usually consisting of only twenty-five to fifty small huts, with a town hall, a local tavern, and a grocery store. Anthropomorphic fish are almost unheard of on the surface and don't have their own communities there, likely because of their incredible knack to fitting in with other species and adopting their culture.

Anthropomorphic Fish Names[edit]

Anthropomorphic Fish don't usually have names, as you can't speak underwater, but many adopt names from different cultures if they venture into the surface world.

Anthropomorphic Fish Traits[edit]

A race of humanoid fish with arms, legs, fishy little faces and a whole array of deep-sea abilities.
Ability Score Increase. Increase one score of your choice by 2 and a different one by 1, or increase three seperate scores by 1.
Age. Anthropomorphic Fish have similar lifespans to humans.
Alignment. Anthropomorphic Fish can be any Alignment
Size. You stand around 3 to 4 feet tall. You are small.
Speed. Your base walking speed is 30 feet. You have a swimming speed equal to your walking speed.
Amphibious. You can breathe both air and water.
Slippery. You have resistance to fire damage and have advantage on any checks to escape a grapple.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. There are 4 main types of Anthro-Fish: Angler, Goldfish, Salmon and Piranha.

Angler[edit]

Poison Spines. When a creature deals damage to you you can use your reaction to deal 1 piercing damage plus 1d6 poison damage to that creature. You can use this trait a number of times equal to 1 + your proficiency bonus before needing to take a long rest.
Baiting Lightbulb. You have a rod-like fin extending from your forehead with a light on the end. As a bonus action you can cause the light to light up. The light sheds bright light for 10 feet and dim light for an additional 10 feet. Each creature within that radius must make a wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, a creature must use their action to try and get to you by the fastest means necessary. This affect ends when they get within five feet of you or their turn ends. once you use this feature you can't use it again until you finish a long rest.

Goldfish[edit]

Unsuspecting. You have proficiency with the Persuasion and Deception skills.
Reflective Scales. You know the Color Spray spell, and can cast it a number of times equal to your spellcasting ability modifier before needing to take a short or long rest. Your spellcasting ability for this trait is Intelligence, Wisdom, or Charisma (Your choice).

Salmon[edit]

Size. Your size increases to medium, as Anthro-Salmons are much larger than their smaller cousins, standing at about 6 feet.
Biggest Fish in the Pond. Your Strength score increases by 1, to a maximum of 20.
Heavy Lift. Your carrying capacity, along with the weight you can push, drag and lift, is doubled.

Piranha[edit]

Bite. Your unarmed strikes deal piercing damage equal to 1d6 + your strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Surge of Adrenaline. You can take the Dash action as a bonus action on each of your turns. In addition, you do not provoke opportunity attacks when you Dash.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
3′ 1'' +1d12 35 lb. × 1 lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


5.00
(2 votes)

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