Selachian (5e Race)

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Selachians[edit]

Selachians are a shark-like humanoid race with incredibly variable appearances. They can appear in two main forms, one with a human's body with a shark's head, humanoid eyes and tongue, shark fins on their limbs and a shark tail, webbed fingers and toes, and prominent gills on the sides of their bodies. The other, called Bato Selachians, have a more humanoid facial structure, hair, and more variable eyes, shorter limbs, and a ray-like tail.

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Two Bato Selachians. Cred: @cronchyradish on tumblr

History[edit]

Selachians are deep, cold-water dwellers, who once hunted their prey, fought amongst themselves, and reproduced with little outside societal influence. However, as their intelligence progressed, so too did their society. They became group hunters as technology progressed, and met other aquatic groups like Locathah and Tritons. Over time, their societies joined together and they became one kingdom. This group of peoples became one overtime, creating new subraces of all three from interbreeding and magical experimentation. This resulted in the more human-faced Bato Selachians, who combine traits of Selachians with Triton and Locathah.

Selachian Names[edit]

Selachian language is gurgling and involves many guttural and non-vocal signals, including teeth clacking and simple hand signs. There is also no distinction between sexes, instead having a system similar to surnames in which what one is known for is included in their formal address. Close friends or family members will forgo this surname.

Examples: Wise-Ghtl'tl, Swift-Yhgruk, Eelcatcher-Aurgr'kk, Stonemason-Q'ekgh

Selachian Traits[edit]

Powerful, diplomatic, graceful shark people who live in the far deep and hunt in packs.

Ability Score Increase. Your INT score increases by 2 and your STR score increases by 1.
Age. Selachians reach maturity around age 16 and rarely live longer than 70 years.
Alignment. Selachians tend toward lawful and neutral to evil alignments.
Size. Selachians are variable in build, but tend to range from bulky and strong to average-pudgy but muscular. Certain populations may be more lithe. They are around 5 feet to 7 feet tall, even with their slightly hunched posture. Your size is Medium.
Speed. Your base walking speed is 25 feet. You also have a swimming speed of 30 feet when not wearing heavy armor. When wearing Heavy Armor this is halved.
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.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Natural Armor. You have tough, scratchy skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Water Dependency. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.
Languages. You can speak, read, and write Common and Aquan.
Subrace. Primal, Bato

Primal Selachian[edit]

Bulky, smarter than they look, and fearsome hunters, Primal Selachians choose to retain their ancient ways, believing themselves to be the truest form of sharkfolk.

Ability Score Increase. Your STR score increases by 2 and you can increase one trait of your choice by 1.
Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Random Height and Weight[edit]
Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 8'' +2d8in 200 lb. × (6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Bato Selachian[edit]

Long-bodied but short-limbed, Batos are an oddity among landfolk. Their rounded fins and more humanoid faces signify their origins of unification between Selachians, Triton, and Locathah.

Ability Score Increase. Your WIS score increases by 1 and you can increase one trait of your choice by 2.
Diplomatic Origin. You gain proficiency with two of the following skills of your choice: Persuasion, Insight, Animal Handling, Religion, Arcana.
Venomous Strike. In battle, you use your venomous tail spine to attack. As a bonus action, you can make a special attack called Tail Strike (Melee, 5ft, 1d4 piercing damage). If the attack hits, the target must succeed a DC10 Constitution saving throw or be poisoned for 1 minute and you can't use this trait again until you finish a short or long rest.

Random Height and Weight[edit]
Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 2'' +3d6 130 lb. × (3) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a Selachian 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.

d8 Personality Trait
1 I clack my teeth and make odd noises as I speak even when not speaking Aquan.
2 I struggle with reading the expression and body language of those without tails and fins, leading to frequent misunderstandings.
3 I am quick-tempered and always itching for a brawl, friendly or otherwise.
4 I am very expressive and occasionally described as childish in my mannerisms.
5 I am slow-moving and cool-headed under pressure.
6 I am eager to insert myself into new cultures and places.
7 I need to occasionally indulge in my hunting instincts in private to avoid harming something or someone I’ll regret.
8 I enjoy being in positions of leadership, I am often the one to speak for the group.
d6 Ideal
1 Diplomacy. Violence should be a last resort for resolving dispute. (Good)
2 Loyalty. I put my people and my friends above all else. (Lawful)
3 Freedom. No one should be able to tell myself, or anyone else what to do. (Chaotic)
4 Gluttony. I want to indulge in all of the pleasures available to me at any cost. (Any)
5 Fairness. All peoples must be treated equally, even if it means putting myself in a position of weakness. (Lawful)
6 Strength. I strive to exert my power over others. (Evil)
d6 Bond
1 I am constantly homesick and often find myself longing for the sea.
2 My kingdom entrusted me with an important task I shall never stray from.
3 I have a mentor I owe a great debt to.
4 I was raised away from the sea, and now feel estranged from my own kind.
5 I carry with me remains of my ancestors, and consider them as much a part of me as my own flesh.
6 I come from a dying clan, and it is my duty to reproduce at all costs.
d6 Flaw
1 I find myself always hungry for living flesh.
2 I purposefully speak very slowly, assuming the worst of other’s intelligence.
3 I become anxious and agitated under an open sky.
4 I am easily offended by people outside my own culture, but refuse to learn the customs of others’.
5 I find land-dwelling races uncanny and disturbing to look at.
6 I have poor eyesight out of water, and may mistake ally for foe when stressed.
5.00
(one vote)

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