Selachimorph (5e Race)

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Selachimorph (Anthro-Shark)[edit]

Physical Description[edit]

shark

History[edit]

They are an ancient race, not known to most people. because they are quite rare they are generally highly respected by most.

Society[edit]

They tend to stay together because of their scarceness.

Selachimorph Names[edit]

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

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

Selachimorph Traits[edit]

Race of anthropomorphic sharks.
Ability Score Increase. Your Dexterity score increases by 1.
Age. Selachimorphs mature at 16 and can live to be 160 years old.
Alignment. Selachimorphs exhibit no tendency towards any particular alignment.
Size. See subraces.
Speed. Your base walking speed is 30 feet. Additionally, you have a swimming speed of 40 feet.
Darkvision. Your eyes contain a layer of reflective crystals 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 filled with rows of razor sharp teeth 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.
Tailsmack. You have a powerful and flexible tail, which can be considered a natural weapon with the reach property, that you can make unarmed strikes with. If you hit with it, you deal bludgeoning damage equal to 1d4 + your Strength modifier. Alternatively, you can use the hit to shove the target of your attack.
Amphibious. You can breathe just as well in water as you can on land.
Sensitive Snoot. 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. 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 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.
Languages. You can read and speak two languages of your choice.
Subrace. Titanic, Svelte.

Titanic Selachimorph[edit]

Ability Score Increase. Your Strength score increases by 2.
Grand Sharkbite. As a titanic selachimorph, 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 selachimorphs dwarf most other creatures. Your size is Large.

Svelte Selachimorph[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 selachimorphs are comparable to humans in proportion. Your size is Medium.

Random Height and Weight[edit]

Titanic[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ 0″ +6d20 120 lb. × (2d6) lb.

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

Svelte[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 0″ +3d12 80 lb. × (2d4) lb.

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

Suggested Characteristics[edit]

When creating a <race name> 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.

pffft who needs personality

d8 Personality Trait
1
2
3
4
5
6
7
8
d6 Ideal
1
2
3
4
5
6
d6 Bond
1
2
3
4
5
6

actually I probably might fill these in at some point maybe..?

d6 Flaw
1
2 When there's fresh blood spilled, it takes all I have to remain in control of myself.
3
4
5
6


Gallery[edit]


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