Carcharial (5e Race)
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The sahuagin were merciless, killing any surface-dwellers they came upon and plundering anything of value as tribute to their deranged shark-god, Sekolah. However, when they stole a magical Bubble of Discord, unleashing its power. The sharks that fought at their side evolved into an independent race, with an innate enmity for their creators.
Benevolent sharklike humanoids with a natural talent for the arcane arts.
Ability Score Increase. Your Constitution and Intelligence scores each increase by 1.
Age. Carchariali reach maturity at around 50, and thanks to their magical origins, can expect a lifespan of 300-500 years. Great Whites however, have lived for years, and none are showing signs of old age
Alignment. Most Carchariali tend firmly towards good, with a innate desire to leave the world a better place than it was. Chaotic alignments are more common than lawful ones, but neither are rare. Their average alignment is between neutral good and chaotic good.
Size. Most Carchariali are around the same size as humans, but are slender and lithe. Your size is Medium. However, Great Whites can grow 9-10 feet tall, and are Large.
Speed. Your base walking speed is 30 feet. Thanks to your shark ancestry, you also have a swimming speed of 30 feet.
Underwater Adaptation. You can breath both air and water, and your vision is not obstructed by water.
Carchariali Weapons Training. You are proficient with the morningstar, light crossbow, heavy crossbow, and shark catcher.
Carchariali Magic. You know one transmutation cantrip. Intelligence is your spellcasting ability for it.
Stun Susceptibilty. Although you're one of the most impressive races in all of Toril, you're vulnerable to being stunned. While you're stunned, you're also paralyzed and unable to breathe, and you suffer one level of exhaustion.
Languages. You can speak, read, and write Common, Elvish, and Carcharian. Designed to be understandable underwater, this language is indistinguishable from growls and roars above the surface. Therefore, Carchariali can speak Common and Elvish when dealing with other races.
Ability Score Increase. Your Strength score increases by 1.
Skarkbite. You have a powerful bite, which deals 1d6+your Strength modifier slashing damage on a hit. You can make this bite as a bonus action on your turn after you take the Attack or Cast a Spell action, or as a free action when you land a critical hit with a melee weapon or spell attack. You can make a number of sharkbite attacks equal to your Strength modifier+your Constitution modifier. At 9th level, your sharkbite attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks. You can't make sharkbite attacks when you're stunned.
Bull Shark Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Final Push. When you are reduced to 0 hit points but are not killed outright, you can make a Constitution saving throw with a DC of 10+the damage you took. If you're stunned, you automatically fail this saving throw.
Ability Score Increase. Your Strength, Dexterity, Wisdom, and Charisma scores increase by 1. Your Constituton and Intelligence scores increase by 2.
Ability Score Increase. Your Wisdom score increases by 1.
Sharkvision. You have darkvision out to a range of 120 feet. Your darkvision is unique because unlike most races. you can see in color. You lose this darkvision if you're stunned.
Thunderhead. Thanks to your unique anatomy, you have immunity to thunder damage.
Sharcanist. You have advantage on saving throws against spells that you can cast. (Must be prepared or in your spellbook.)
Ability Score Increase. Your Dexterity score increases by 1.
Speedy Shark. Your walking and swimming speeds each increase by 10 ft, and you now have a climb speed of 40 feet. You also gain proficiency in the Acrobatics skill.
Breach. You can use your Dexterity score+your proficiency bonus in place of your Strength score when making long jumps and high jumps, and you can make Dexterity (Acrobatics) checks instead of a Strength (Athletics) check when the situation calls for one, at any time.
Sea Stalker. You have advantage on any Dexterity (Stealth) checks you make while underwater, and aren't stunned.
Ability Score Increase. Your Charisma score increases by 1.
Guts. You never seem to get sick. You are immune to the poisoned condition and any diseases that didn't originate from spells. If you eat as much as a Large creature, you also have resistance to poison damage. All these benefits are negated while you're stunned.
Inescapable Jaws. You can use your daunting appearance to scare others. As an action, or a free action when you roll a 20 on the d20, each creature of your choice within 30 feet away from you must make a Wisdom saving throw with a DC of 8+your proficiency bonus+your Charisma modifier. You can do this a number of times equal to your Charisma modifier before finishing a long rest.
Social. You are proficient in the Deception and Persuasion skills, and cannot be charmed or frightened while underwater.
Random Height and Weight
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*Height = base height + height modifier
When creating a <race name> 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.