Lamnidroid (5e Race)
From D&D Wiki
"The only thing scarier than a shark is a shark that can raid ships. Oh, They exist."
Lamnidoids have humanoid bodies with shark heads, a fin on their back, and a tail.
Lamnidoids are a group of aggressive humanoid sharks that have ruled the seas for millions of years. They consider anything demonic as a waste of space.
Lamnidoids usually tend to stay with their own kind. They are not separated by color or type, and take advantage of their differences when raiding ships. There are a few times where Lamnidoid tend to hold alliances with different species, although it's extremely rare. Most Lamnidoids tend to stay as armies.
Male Names: Reidak, Durge, Detra, Vandalor Female Names: Roodaka, Crufa, Desa, Verda
deadly, aquatic hunters and pirates.
Ability Score Increase. +1 to any stat of your choice.
Age. Predatory Shark folk mature at the age of 14, and live to be around 500 years old. (No Predatory Sharkfolk ever died of old age. They usually just get killed in ship raids, which is very rare.)
Size. 7 to 12 feet tall due to genetic mutations. Your size is large.
Speed. Your base walking speed is 30 feet. You're twice as fast while underwater.
Bloodletting.. You can target an enemy 10 miles away from you if the target is bleeding through smell.
No sense of fear.. You cannot get intimidated.
Vicious Bite.. You are proficient with vicious bite, which does 1d6 piercing damage, 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 20th level. If you manage to land a critical hit, you can rip out a limb if the target is at less than 25% health, giving you 1d20 of health in return.
Wood Boundaries. Due to your experience of breaking through wooden ships, you can easily break any object made of wood, including trees.
Land and Water Bruiser. You are proficient with Athletics and you can breath and see clearly underwater. You also have and advantage on all swim checks.
Tainted Weapons. Any weapon you start off with will be made out of a a strong, bone-like material. This is purely cosmetic and only effects the weapons you start off with.
Darkvision. You see dim light as if it were bright light, and you see darkness as if it were dim light.
Disbelief in demons. You can hit demons with nonmagical or nonsilver weapons
Languages. You can read, write, and speak aquatic and common.
Ability Score Increase. +2 to Strength, +1 to dexterity
Dual Wielding. You are proficient when dual wielding 2 one handed martial melee weapons. You can only use Melee weapons.
Acrobatics. Since you raid ships filled with loot, you end up killing the passengers by slamming them into the water and drowning them. You can jump a maximum of 10 ft in the air and you are proficient with the Acrobatics skill.
Irrationality. Fear and anger are not emotions that are inside of you, meaning that you cannot be angered, intimidated, and you can't use rage.
Harshness. You cannot take fall damage as long as the drop is no deeper than 500 ft. You also have advantages on climbing checks.
Insanity. Your base speed is 35 ft. If you are outnumbered or at less than half health, you go into Insanity mode. Your speed double and if a target fails to hit you, you can attack them with Vicious Bite. Insanity starts at 75% health at level 10.
Air Slam. you are proficient with Air Slam. The attack does 1d6 at 1st level, 2d6 at 5th level, 3d6 at 10th level, and 4d6 and 10th level. You grab a target that is smaller or taller than you, and you slam them into the ground. If you slam them into water or a drop beyond 50ft, the target has to roll a strength saving throw. If the save is successful, it takes no damage. If it fails the save however, it will take a d12 of damage multiplied by your level+ dexterity modifier.
Ability Score Increase. +2 to Intelligence, and +1 Strength/dexterity
Heavy Weapons. You are proficient with versatile melee weapons.
Sand Bearer. You can breath under sand. You gain proficiency in Stealth Checks. You are not bothered by Heat, but you are susceptible to cold.
Soundless. You don't make any noise, unless you're speaking.
Modified senses. You can sense someone who's above or under you. You see in thermal vision, allowing you to see things that are invisible.
Master of Disguise. You can blend in with stone, gravel, sand, and dirt, above or underwater.
Poisonous Strike. Your barbed tail does 1d6 of Poison Damage at 1st level, 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 20th level. You are proficient with poisonous strike.
Ability Score Increase. +2 to Intelligence, +1 to Charisma
Tactical Bomber. You are proficient with any explosive weapon. Use your Intelligence Modifier as your modifier for any explosive weapon.
Tactical Armor. +2 to AC stat
Blind Aid. You cannot be blinded.
Boarder. If you wish to attack a ship head on, you can gather an additional 4 Npcs to board a ship with you. The amount of allies increases to 5 at 5th level, 6 at 10th level, and 7 to 20th level.
Failure is not an Option. if you roll a 1 on an attack roll you get to roll once more, but you have to keep the number of the second roll.
Battle Cry. If you are with multiple allies you can cast Battle Cry. While battle Cry is active, You and your teammates get a +6 bonus to attack rolls, +8 at 5th, +10 at 10th, and +12 at 20th. Battle Cast can be cast as long as you are at your maximum health. Battle Cry lasts until your are knocked out or if the battle ends.
Ability Score Increase. +2 to Stength, +1 to Constitution
Destructive Expertise. You are proficient with oversized weapons.
Sturdy Warrior. You cannot be knocked down. You also have resistance to any physical damage that are not done by weapons.
Guardian. If you are guarding a base, you gain +2 to armor class for the duration.
Slow Moving Warrior. Your walking speed is 20 ft.
Blunderbuss. Punching attacks do 1d6 at 1st level, 2d6 at 5th, 3d6 at 10th, and 4d6 at 20th.
Ability Score Increase. + 2 to any stat of your choice, +1 to another stat of your choice
Mechanized Expert. You have 1 element that you can choose from: Fire or Electricity. You know the Produce Flame cantrip at level 3 if you chose fire, or Thunder Wave if you chose electricity. You can also conduct your element to your weapon if it´s made from metal, dealing an extra 1d4 at 1st level, 2d4 at 5th, 3d4 at 10th, and 4d4 at 20th. You cannot learn any other magic spells.
Creator and Destroyer. You are familiar with technology and you can assemble, disassemble, and create mechanical objects including weapons. The parts and requirements are decided by your DM.
Plated Warrior. You start off with plated armor (18 AC). Because of this, your movement speed is 15 feet and you have disadvantages on all stealth checks.
Sturdy Plating. You have an advantage on checks that try to knock you down or make you prone.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|7′0″||+5d12 Inches||200 lb.||× 5d12 lb.|