Aphrodian (5e Race)
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"In my guild, I have this mirror that shows your inner self, your true self. When I show this to a Dragonborn, we see his lust for power and wealth. When I show this to a human, we see the quest for expansion. However, when I show this to an aphrodian, I am perplexed to see 2 different forms of their inner self. I must know more." ---The Races of Verendal, observations recorded by High Mage Axeus Kin
Serene and grace or ferocious and deadly; there is little in between those descriptors when it comes to the Aphrodian. Zharikians are strong, enduring shark-like creatures that are always ready for a fight with their powerful jaws. Aphrodis' are calm, peaceful magic users that shed light on the area around themselves. Most have an unnatural beauty that is only rivalled by their strength.
|An Aphrodian female wielding her trident.[]|
Aphrodians came to be during the first known event of Blood Water between the Shark God Zhark'es and the Mermaid Demigoddess Aphro'ser. Aphro'ser was injured during the aid she provided to an all-out conflict between the Merfolk and the Merrow. She took to one of the deepest recesses of the Elemental Plane of Water to recover her strength, The Shimmering Veil. While going to the Veil, Zhark'es saw her injuries and decided now was the perfect time to strike. Zhark'es, at the time, was the underlying cause of the Merrow to attack the Merfolk during the conflict that injured Aphro'ser as he wanted to find the Veil and take it for himself.
When Aphro'ser arrived at the Veil, she bathed in its rays till she began to glow as bright as a star. Zhark'es arrives, presumably to kill Aphro'ser, but as he approaches the Veil, his eyes turn white as he is overcome with the radiance that the Veil is providing. He is then compelled to take a humanoid form as he gets ever closer to Aphro'ser. The Veil then compels them both to spend the night with one another. As that fateful night ended and the morning came, they tried to awaken to find that it was hopeless as their spiritual essence has left their bodies. Months later, their bodies explode with a rush of water flowing from every pore. From their bodies came tens of thousands of small humanoid creatures unknown to this world. Some chose to bathe in the light of the Veil whereas the others found solace in aggression. Those that stayed at the Veil became the first Aphrodis, those who chose aggression became the first Zharikians.
Aphrodian live in a divided society where men and women only interact to procreate during the period of Blood Water which happens once every year, otherwise, their is no intimate interaction between the genders of the Aphrodian. During this period, Aphrodian interact with the opposite gender so frequently that the population could potentially double. Aphrodis are able to have up to three pregnancies going on at the same time, each lasting a period of two months. Zharikians are driven into a frenzy during Blood Water causing them to be very fertile, this reaction to the period of Blood Water interacts well with the Aphrodis reproductive system. The Aphrodis give birth to live young that can only survive while underwater as infants do not develop amphibious lungs until nearing adulthood. In addition, Aphrodian infants do not show signs of either gender until they reach adulthood and during this period they are referred to as "Dians." One year before reaching adulthood, they begin to show signs to one of the genders. Whichever they are the most adapt to be, they join that gender's society. This infancy period is one of the few times that the Aphrodian race shows civility to one another for the sake of the children.
Aphrodis society is calm, collected and often in palaces of coral built into the side or on top of a reef. They pride themselves on their affinity for magic and use it to create numerous arcane and divine marvels to better themselves and the ocean around them. The leader of an Aphrodis society is often a powerful sorceress, adept in the arts that they cherish. They work well with the priestesses and lead their people with kindness and serenity. The most notable creation that the Aphrodis were able to provide to the world is the Castle of Coral, a feat of aquatic prowess home to many seafaring creatures. Zharikian society, on the other hand, is bound to savagery, war hungry conquests and the belief that they are as ferocious as the beast they appear to be. Zharikians are warriors born. The moment they reach adulthood, they are taught that if you stop moving you will die. They embody this belief and use it to lead many conquests against other seafaring races such as Merfolk and Sahuagin. Their greatest rivals, however, are the Merrow, a race that is able to equal their ferocity in battle. The leader of a Zharikian society is the most ferocious and strongest among them.
Aphrodian's are given names when they become an adult because they do not show signs of either gender at birth.
Male: Fang, Sharp, Pierce
Female: Glow, Whirl, Reef
A race with diversity between the genders where it is surprising to see if they are even related.
Ability Score Increase. Your Constitution increases by 2. Living under the sea has increased your vitality dealing with the pressure.
Age. Aphrodians reach adulthood at 7 but they always have a youthful appearance even after 200 years.
Alignment. Aphrodis' often find themselves on the lawful end of the spectrum where as Zharikian's find themselves on the chaotic end.
Size. Aphrodians are generally 5'4" to 6'6". The shorter end is often the females of race and the taller end is more often the males of the race, though there is some overlap. Your size is Medium.
Speed. Your base walking speed is 25 feet. You have a swimming speed of 40 feet.
Semiaquatic. Aphrodians are naturally acclimated to underwater conditions as such, they can breathe air and water. In addition, as a bonus action, while you are in the water, you can transform your legs into a tail granting you a swimming speed of 40ft.
Aphrodian Weapon Training. Aphrodians are proficient with tridents, spears, nets and whips.
Languages. You can read, write and speak Common and Primordial.
Subrace. Aphrodians are a race divided by gender. Zharikian's represent the males whereas the Aphrodis' represents the females.
Ability Score Increase. Zharikians are powerful sharklike humanoids. Your Strength increases by 1.
Jaw Strength. The jaw of a Zharikian is powerful. You have a natural bite attack that does 1d4 piercing plus your Strength modifier.
Menacing. You gain proficiency in the Intimidation skill.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Ability Score Increase. Aphrodis are a sight to behold. Your Charisma increases by 1.
Luminescent. Aphrodis have a natural glow to them. As an action you can shed bright light as if you had cast the light cantrip on yourself. You can use a bonus action to dim this light, to a dim luminescence of 5 feet of dim light.
Water Sorcery.. You know the ray of frost cantrip. When you reach 3rd level, you can cast the ice wave spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the moon beam spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.