Selachimorph (5e Race)

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Selachrimorph (Anthro-Shark)[edit]

Physical Description[edit]

1537736787.kardie_sasha.jpg
By Kardie

Selachrimorph's are a race of humanoid sharks, primarily having many shark-like features. the head of a selachrimorph varies in shape, but almost always is in some form of a shark-like head. having very strong and versatile jaws, selachrimorph can regrow their teeth, often having several rows at the ready (3-5), allowing them to tear, shred, and slice both their prey and enemies with their bite. all selachrimorphs have a main dorsal fin on their back, and a strong shark-like tail, helping them be fast swimmers and make sharp turns in the water. with thick skin, selachrimorph colors vary from shades of blue to brown, sometimes even black, with many having white underbellies. being adept to the deep waters below, selachrimorghs have a special lens around their eyes, allowing them superior vision in the dark.

History[edit]

They are an ancient race, not known to most people. being quite rare, selachrimorghs are generally highly valued by those who do now of them for their thick skin, teeth and meat, said to be a delicacy in some cultures. because of this most selachrimorgh tend to be slightly hostile towards most other races, often lashing out and attacking people that become too threatening. over time many of the other races have told grand stories of selachrimorghs as vile and terrifying creatures, often exaggerating in their abilities, features and gruesome killings. it is taut in their culture that the great shark god Mowi had created the selachrimorphs in his image of superior beings of the sea, after a vision cam to him of these creatures dominating over the oceans, ending the great hunger and balancing the natural order of the ocean. for this reason many selachrimorphs think very strongly of their nature and consider it a taboo to die from hunger.

Society[edit]

They tend to stay together because of their scarceness in the seas of the forgotten realms, living in small groups in the deep underwater caves and shipwrecks on the ocean floor. Most of their society have located and recovered various amounts of goods throughout the years, finding many different currencies including gold, silver, copper, and Electrum within the many shipwrecks that they reside in. not really knowing the true value of these treasures, they mainly use them as simple trade things between themselves and other races, often overpaying for things with the select merchants they trust. many selachrimorghs follow their own religion, worshiping the great shark god Mowi, and have one week a year where all selachrimorphs have a grand gathering in a random secluded area of the ocean and organize a grand celebration to their god and their creation, feasting the entire week, participating in mock battles of strength and speed, and giving offerings and thanks the their god. this is also the time when many selachrimorph procreate, seen as a great offering and thanks to the great shark god Mowi, by promising more selachrimorphs in the future. when a selachrimorph dies, it is eaten by younger selachrimorphs in belief that the the flesh of the fallen will strengthen them and allow them longer lives, giving them great nourishment for future generations, thus ensuring their greater survival.

Selachrimorph Names[edit]

Male: Launch, Trezzig, Zahtrak, Votul, Enarr, Derezzek, Tannan, Ohtolo

Female: Frish, Zahra, Vyla, Weirza, Sarane, Amiri, Yia, Amorune, Taash

Selachrimorph Traits[edit]

The Selachrimorph are a proud Race of anthropomorphic sharks that hide deep within the underwater sea caves and shipwrecks, mostly keeping to themselves.
Ability Score Increase. Your Dexterity score increases by 1.
Age. Selachrimorphs mature at 16 and can live to be 300 years old or more depending on their lifestyle, especially out of water.
Alignment. Selachrimorphs do not show favor towards any particular alignment as it varies depending on each Selachrimorph.
Size. This race's size can range from Small to average size depending on their age.
Speed. Your base walking speed is 30 feet. Additionally, you have a swimming speed of 40 feet along with an additional 5 feet per every few levels.
Darkvision. Your eyes contain a natural layer of reflective lens that makes them especially receptive in low-light conditions. 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 cannot discern color in darkness, only shades of gray.
SharkBite. Your jaws are filled with rows of razor-sharp teeth that are considered a natural weapon, with which you can 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. On a successful hit, you can use your reaction to bite down on the target to initiate a grapple check. on an unsuccessful hit, roll a d20 for a chance to lose or break teeth, rolling a 10 or lower you will lose teeth and after 3 fails, your sharkbite weakens, only dealing 1d4 piercing damage. you regrow all teeth lost after a long rest.
TailSmack. You have a powerful and flexible tail which can be used as a natural weapon. When you take the attack action on your turn, you can replace one of the attacks made with a special attack with your tail. This attack has a reach of 10 feet, uses your Strength modifier for the attack roll, and deals 1d4 + your Strength modifier bludgeoning damage on a hit. If it hits a creature that is your size or smaller, that creature must succeed a Strength saving throw (DC 10 or the damage dealt, whichever is higher) or be knocked prone or shoved 5 feet away (your choice).
Amphibious. You can breathe just as well in water as you can on land.
Sensitive Snout. On land, you have advantage on scent-based Perception checks if the source of the scent is within 30 feet. Underwater, this range increases to 120 feet.
Frenzy. If the smell or taste of blood enters your senses, you can choose to use your reaction to enter a frenzied state. While in this state, your movement speed increases by 5 and you have advantage on all melee attack rolls you make against creatures that are missing hit points. However, while in this state, you also have disadvantage on all Wisdom and Intelligence rolls you make, and every turn, you must take either the attack action targeting a creature or the dash action towards a creature you intend to attack. The frenzy ends after 1 minute has passed, but you can attempt to end it early as a bonus action. If the smell or taste of blood is still present, you must pass a DC 14 Wisdom saving throw to successfully end the state. Once you use this feature, you must finish a long rest before you can willfully use it again.
Vicious Grin. In addition to being a natural weapon, your mouthful of sharp, pointy teeth gives you a natural proficiency in Intimidation. If you somehow lose your teeth, a new set comes in after you finish a long rest.
Arid Sensitivity. If you spend too long (10 days) in a hot, dry climate with insufficient moisture, your skin becomes stiff and your joints begin to lock up. In this state, you have disadvantage on ability checks and saving throws made using Strength or Dexterity, as well as saving throws made to resist exhaustion, however, if you fail your saves enough your body will wither and dry up or mummify, depending on the season.
Languages. You can read and speak common, aquan, and one other language of your choice.
Subrace. Titanic, Svelte.

Titanic Selachrimorph[edit]

Ability Score Increase. Your Strength score increases by 2.
Grand SharkBite. As a titanic selachrimorph, your massive bite is legendary and feared. On a hit, the unarmed strike from the SharkBite trait now deals piercing damage equal to 1d12 + your Strength modifier. Additionally, if your target is one or more sizes smaller than you, you have advantage on the grapple check that can be made with the bite.
Size. Titanic selachrimorphs dwarf most other creatures. Your size is Large.

Svelte Selachrimorph[edit]

Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1.
Limber Frame. Your light weight and cartilaginous skeleton allows for more nimbleness than any creature with a solid skeleton. Your maximum natural ability score cap for Dexterity increases to 22.
Size. Svelte selachrimorphs are comparable to humans in proportion. Your size is Medium.

The Backstory of the Selachrimorphs[edit]

The Selachrimorphs hide deep within a wide array of seas within the forgotten realms themselves, hiding a vast amount of treasures within the depths! Selachrimorphs are particularly adept to deep dark waters and reside in shipwrecks and underwater cave systems.

Random Height and Weight[edit]

Titanic[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
8′ 0'' +5d6 400 lb. × (3d6) lb.

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

Svelte[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 0'' +3d4 100 lb. × (2d4) lb.

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


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