Harpisk (5e Race)
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|“||On land, they are little more than clumsy. But in the water, they are serenely beautiful.||”|
Harpisks are half-seals. They resemble mermaids but have a seals bottom half instead of a fishtail. They are not selkies in that they do not fully transform between two states. They are in between. As such, they have properties of seals and humans. Their top half may have a pinched face with an elongated snout, whiskers and even black eyes that resemble that of a seal, and their hands might have slight webbing or claws. Their teeth reflect that of a carnivore. The lower half is able to be changed into a pair of legs and vice versa for ease of movement. But no matter what, this bottom half is the color of the seal pelt, with speckles and everything. Like actual seals, harpisks carry lots of body fat to help them cope with cold in the water and air.
The harpisks are murky in their origin. There are theories they are the cursed outcomes of selkies who lay with humans, thus resulting in a half-breed who cannot blend with their kin of land nor sea. A more popular theory is that they, like the triton, crossed over from the Elemental Plane of Water. Supposedly, they are allies to the triton who accompanied them to the Material Realm in their quests against the evils of the deep. Over time, they came to grow accustomed to the land and even its inhabitants, which soon led to their connection on both land and sea. They have since established themselves as infrequent dwellers of the coasts, and are known to be very friendly signs for sailors out at sea.
Due to their aquatic ties, harpisks almost always live or prefer living near the open ocean and seas. They often blend in with fishing communities and the like, but not traders. Small groups or families of harpisks may be present in a big port town, for example. It is said that harpisks cannot handle finances, and thus they have never been able to manage the resources to build a place of their own. Instead, they work in fisheries and other coastal jobs. Harpisks in the wild are known to help save drowning sailors. They typically live near underwater caves, away from seal hunters, or in the few triton communities of the deep, where they have special air-filled rooms.
The names of harpisks are very simple. Males typically have longer, three-syllable names that end with -e or -en. Females tend to have one to two-syllable names, with names that end in -i or -ia.
Male: Erire, Jelien, Orien, Radaske
Female: Shia, Dili, Poria, Hizia
Half seal people
Ability Score Increase. Your Charisma score increases by 2 and your Constitution score increases by 1.
Age. Harpisks do not live long lives. They usually mature at around 14 and live to be 70.
Alignment. Harpisks are rarely ever evil. They can be chaotic and overly playful.
Size. While they may bear more in girth, harpisks never really go over 6 feet. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Triton's Emissary. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
Thick Fat. Adapted to even the most extreme ocean depths, you have resistance to cold damage.
Leg Shift. As part of a short or long rest, you can change your legs into seal flippers and vice versa. When you shift into flippers, your base walking speed becomes 5 and you gain a swimming speed of 35 feet.
Swimmer's Lungs. You are ultimately a mammal who breathes air. You can hold your breath for up to an hour at a time.
Cute Animal. You are endearing like a seal is, and you can do all those tricks that get attention. You are proficient in the Performance skill.
Languages. You can speak, read, and write Common and Aquan.
Random Height and Weight
|4′ 5″||+2d8||150 lb.||× (1d8) lb.|
*Height = base height + height modifier