Fish Men (5e Race)

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Fish Man[edit]

Physical Description[edit]

Fish-Men are separated into one of 4 distinctly different looking adaptations, or sub-races.


The Shark breed referred to as Carcharodons by other fish-men or merfolk, are shark-like humanoids with sharp teeth, strong jaws, a fin where their neck connects to their back, gills on their traps used to breathe underwater, the rest of their body is humanoid, but have webbed fingers and toes that allow great swimming speeds. Their skin color is usually a bluish-grey shade but can be other colors.


The Fish breed referred to as Aquaeneodons by other fish-men or merfolk, are fish-like humanoids who look similar to the shark breed. They do not usualy have sharp teeth, are not as strong, and have no fin on their back. Their skin color and other extremities vary depending on their lineage.


The Whale breed referred to as Cetacea by other fish-men or merfolk, are whale-like humanoids who look similar to the shark, and fish breed. They do not usually have sharp teeth, and are usually fatter, they breathe air through a blowhole where a shark-man's fin would be located, they do not have a fin, and they have developed gills on their traps just like the shark and fish men. Their skin color is usually a bluish-grey shade but can be other colors.


The Octopus breed referred to as Octopoda by other fish-men or merfolk, are octopus-like humanoids instead of having arms have three tentacles coming out of their right, and left their side, their head is bulbous and squishy, the rest of their body is humanoid, including two legs. Their skin color is usually a reddish-purple shade but can be other colors.

History[edit]

The fish-men have been living under water for thousands of years, the main colony of fish men is a place called Aqueaneous kingdom where Fish-men and merfolk live together. Once in a while some Fish-men an merfolk leave to go on on adventures, meet new races, and create new aliances or enemies for their kingdom. Many humans find them disgusting, and racialy discriminate against them, but the fish men have found peace with a few humans, and hope that they can spread this peace to all humans. There are also some fishmen who hate peace after being treated poorly by humans and want to show dominance over them, even if that means killing them. There is no inbetween, there are fishmen that strive for peace and equality, or strive for war and dominance over other races.

Society[edit]

Fish-men and merfolk live under the rule of King Neptune, the title and name given to their leader. Their society is very similar to that of humans, Carcharodons, and Cetacea usually find their work as warriors under the king, Aquaeneodons, usually find work in anything that makes a society function, such as: cooks, teachers, store owners, traders, and many other things, Octopada usually like to work with education and anything they can learn from. The kingdoms numbers only reach from 15-20million Fish-men and merfolk, and they are a target for slave trade by other races, because they can work on land, underwater, and have a higher strength to size ration than most other races. Any sub-race of fish-men can interbreed leading to some strange hybrids, this may change a few features about the fish man, but they will still have a dominant sub-race used to identify them. On top of this, fish-men and merfolk can also interbreed, there is a chance the child will be born a fish man, and a chance the child will be born merfolk, other physical characteristics are dependant on the sub-race of the fish-man and the merfolk.

Fish-Men Names[edit]

Carcharodon[edit]

Male: Jorlosh, Shron, Gransh, Crenshaw...

Female: Shenliash, Kroash, Nealiash, Ushliash...

Aquaeneodon[edit]

Male: Shenren, Releklius, Jereshshawn, Cronlee...

Female: Yeleian, Tealian, Brustian, Creastrian...

Cetacea[edit]

Male: Grot, Shealot, Sphot, Cleot...

Female: Leirah, Niconrah, Orlirah, Veronrah...

Octopoda[edit]

Male: Leerin, Veenree, Weeleelon, Neelon...

Female: Laari, Faavel, Paamel, Olaania ...

Fish-Men Traits[edit]

A race of aquatic humanoids split into sub-races, each with their own benefits.
Ability Score Increase. Your Strength score increases by 1.
Age. Fish-men live till about 170 years old, and reach maturity at about age 25.
Alignment. Fish-men are usualy good or evil, there is not really an inbetween, and are usualy lawful or chaotic, again there is not really an inbetween.
Size. Your size is Medium.
Speed. Your base walking speed is 30 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.
Complete Adaptation. You can breathe in both air and water normally. In addition, you are resistant to cold damage, but are vulnerable to lightning damage.
Languages. You speak, read, and write in Common and Aquan.
Subrace. Pick one from Carcharodon, Aquaeneodon, Cetacea, and Octopoda.

Carcharodon[edit]

Ability Score Increase. Your Strength score increases by 1. Your Dexterity or Constitution score increases by 1.
Bite. As a shark man you have extremely sharp teeth, and a strong jaw that you can use to bite with. You are proficient with your bite. On a hit, your bite inflicts piercing damage equal to 1d4 + your Strength modifier + Proficiency bonus. This damage increases to 1d6 + your Strength modifier + Proficiency bonus at level 3, to 1d8 + your Strength modifier + Proficiency bonus at level 5, and to 1d10 + your Strength modifier + Proficiency bonus at level 8. Your bite is considered a melee bonus action.
Natural Predator. You can smell any amount blood in a 1,320ft radius, and large amounts of blood in a 5,280ft radius. (A large amount of blood is up to your DM to decide.)
Keen Sense. You have advantage on all perception checks while underwater.
Carcharodon Specialization. Choose between Conditioned by the Sea or Sped by the Sea:
- Conditioned by the Sea. You are proficient in the Athletics skill.
- Sped by the Sea. You have +20 to your swim speed.
Swim. You have a swimming speed of 40 feet.

Aquaeneodon[edit]

Ability Score Increase. Your Charisma score increases by 1. Choose any score to increase by 1.
Fish Talk. You can speak with simple fish (not sharks, whales, etc...).
Adaptaions of the Sea. You are proficient in the Survival skill.
Aquaeneodon Specialization. Choose between Puffer Fish or Flying Fish:
- Puffer Fish. You inflate yourself by swallowing water or air. Inflation is an immediate action, while deflation is a move action. Inflation causes the Fishman's spines to stand erect, and whenever you are attacked by a melee attack, the attacker takes 1d8 Piercing damage. Your walking speed reduces by 20 while inflated, and you are considered as one size larger. Inflation can last 5 minutes max, and requires a short rest before you can use it again.
- Flying Fish. You can jump out of water gliding at a speed of 40 for 10 minutes and a height of up to 40ft. You can use this trait a number of times equal to your Dexterity modifier (minimum 1) and regain all uses of this trait after a long rest.
Swim. You have a swimming speed of 30 feet.

Cetacea[edit]

Ability Score Increase. Your Constitution score increases by 2.
Bulky. You count as one size larger when determining how much you can carry, and how much you can push, drag, or lift.
Blubbery. Your thick blubber makes you no longer vulnerable to lightning.
Cetacea Specialization. Choose between Nature or Nurture:
- Nature. You are proficient in the Nature skill.
- Nurture. You are proficient in the Animal Handling skill.
Swim. You have a swimming speed of 25 feet.

Octopada[edit]

Ability Score Increase. Your Intelligence score increases by 2.
Ink Cloud. As an action you may attempt to blind a creature within 10 feet of you by shooting a black ink at them. The target must make a Dexterity saving throw or be blinded until they use an action to remove the spray. You can use this trait a number of times equal to your Constitution modifier (minimum 1) and regain all uses of this trait after a long rest. The DC for this saving throw is equal to 8 + your Constitution modifier + your proficiency bonus. They are blinded till they use a turn clear the ink from their face.
Tentecle Management. As a bonus action you can attack with 4 of your tentecles dealing 1d4 damage each. This damage increases at level 6 to 4d6 each, again at level 11 to 4d8 each, and again at level 16 to 4d10 each. You must role to hit for each tentecle (4d20 for a hit, only the tentecles that role above your opponents AC hit, each tentecle is 1d[number]). You can only use this bonus action once per turn.
Octopada Specialization. Choose between Camouflague or Theif:
- Camouflague. You are proficient in the Stealth skill.
- Thief. You are proficient in the Sleight of Hand skill.
Swim. You have a swimming speed of 30 feet.

Random Height and Weight[edit]

Table: Carcharodon Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
7′ 0″ + 2d12 in 300 lb. x2d8
Table: Aquaeneodon Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
5′ 10″ + 2d12 in 150 lb. x2d6
Table: Cetacea Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
6′ 6″ + 3d12 in 610 lb. x2d10
Table: Octopoda Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
5′ 10″ + 2d12 in 120 lb. x2d6

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