Selachin (5e Race)

From D&D Wiki

Jump to: navigation, search


Judging by the swimming talent you've got there I should now call you New Ogeantis!
—A stock phrase for a selachin-style drill sergeant
I'd rather come across a real shark than a selachin. At least they don't jab me in the schlong with a harpoon.
—A random human pirate
'Ey, 'snot mah fault that ah've got some stickeh fingehs daown 'ere.
—Echena Coralscale, legendary remoran sea-thief of the Eastern Coast

Physical Description[edit]

Selachins can be best described as a walking shark, with a few extra notable features. An average selachin has a taller and broader build than a human of a same age, with the exception of the remoran subrace. A selachin has a similar physical traits to humans and other humanoids, but they have a snout and facial features that resemble more of a shark than a human, three pairs of gill slits at each side of their neck, and a thin but very tough fin between fingers and toes. They also have a pale-blue skin, which is not so much scaly as it is splattered with rough, sharp dents. These are called placoids, and are like sandpaper to those who rub on a selachin. They also have skin colors that vary like that among shark species. Like a shark, their fearsome maw sports big, sharp teeth which never run out.

There are three subraces of selachin: albine, aphotic and remoran. Unlike the other two subraces, remoran selachins are shorter and skinnier than humans, almost in par with gnomes and halflings. They still have other traits that is shared with other selachins, with two major differences. One is their skin, which is slippery and rubbery instead of rough. The other is the suction cup developed on their palms, which comes in handy when they cling onto the bottom of a smuggler ship, which is the first place they used to be when they were first "discovered" by a flabbergasted people of the outside world. It is believed they use these when young to travel long distances they otherwise would not be able to cover.


The selachin were a great people who ruled a land known as Ogeantis by the sea. It was a small continent in the center of the ocean, surrounded by pristine, temperate waters. They were noble and powerful, with the ego and arrogance to match even the gods. Pirates dared not board their ships, for even the smallest clippers or schooners of the selachins had a crew with the strength of three men per member. Their strength and feats were sung of by many bards in nautical taverns, touting their reputation as barons of the southern seas, where Ogeantis was located. However, this glory was not to last, as one day, the continent was shattered violently, and the kingdom destroyed. The shards of land crumbled to the seafloor, irrevocably obliterated forever.

No one is exactly sure why the catastrophe happened. Some believe it was a matter of balance; that the gods of the sea found Ogeantis encroaching onto powers it should not hold, and so demolished it. Others believe the hubris of the selachins led them to transgress against forces greater than they, resulting in divine punishment. Scholars still speculate on this today, and treasure hunters often go diving there in the underwater ruins for glimpses at an old majestic civilization fallen, as well as the leftover treasure it may hold. However, thrill seekers beware, for among the broken glory of Ogeantis swims yet people with resemblance to sharks. They call themselves selachins, survivors of Ogeantis' fall. They protect what is theirs, now sunken to oblivion.


Before the fall, it is believed the selachins in Ogeantis followed a system of hierarchy like a monarchy. They had a great king, who was the strongest in strength and magic. The selachins were ruled by this king, divided by their subraces, and then further splintered into giant, conjoined families, each with as rich and proud a history as the next. Telling from the old ruins, they likely had very ornate and beautiful architecture as well as a wealth of minerals that came from undersea mines. They are recorded to have traded with various other nations from the larger continents. All of that is gone now, and the selachins seen currently just swim in shivers like animals. They are not few, as they swarm about the ruins of their ancient glory, and are very territorial, willing to rip divers apart for what they see as tomb-robbing. They rarely surface now, usually encircling and guarding their heritage. There are some which come to land and seek their own fortunes however.


From their time in the sun to now, selachins have not altered their prideful ways, really. However, they have certainly been knocked down a peg. The ocean is merciless, cruel and strong. Selachins learn this at a young age, and are encouraged to mimic these traits, believing only the strongest can survive. Might is right to them, and so they are very proud of their power. Trained to be warriors and sailors at a young age, they tend to be confident figures, if not outright stubborn and headstrong. Their training methods are often like throwing one off to the deep end of a pool, which forces them to become resourceful in a small stretch of time. This stressfulness, however, has been known to stunt their growth emotionally. Many selachins are also burdened by the glow of their history, which casts a shadow on their current fallen state. They often can be gloomy and withdrawn, prone to bouts of depression as a result of inner feelings of inadequacy clashing with racial pride.

Selachin Names[edit]

Most selachin name ends with a specific composition of sounds: -el and -on for male, and -a and -ei for female.

Male: Carchariel, Mokaron, Sphinel, Sphinon

Female: Centrophei, Etmopa, Felmanei, Laminia

Selachin Traits[edit]

Waterborne humanoids that have a striking resemblance to sharks.
Ability Score Increase. Your Constitution score increases by 1.
Age. Selachins fully mature around their early teens, and live less than a century.
Alignment. The strongest is the righteous in selachin society, as is in the wild and cruel world underwater. As a result, it is not uncommon for a selachin to lean onto the chaotic and/or evil side of the world, because of their strict code of hierarchy and spartan style of society.
Size. Your size depends on your subrace.
Speed. Your base walking speed is 30 feet. You have a swimming speed of 30 feet.
Amphibious. You can breathe both air and water.
Natural Sailor. You are proficient with navigator's tools and vehicles (water).
Teeth. You are never unarmed. 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.
Languages. You can speak, read, and write in Common and Aquan.
Subrace. There are three major subraces of selachins; the albine, the aphotic, and the remoran. Choose one.


Albine selachins are your typical selachin, having some traits that can be also found from great white sharks, hence the name. Albine selachins make up the majority of the selachin society. They have an excellent sense of smell even underwater, and can smell a drop of blood in a vast ocean leagues away.

Ability Score Increase. Your Strength and Constitution scores each increase by 1.
Size. Your size is Medium.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Blood Tracker. You have advantage in Wisdom (Survival) checks to track creatures with hit points below their maximum.


Aphotic selachins have a distinctive traits that resembles some sharks that live at the bottom of the sea. Quiet and stoic, aphotic selachins prefer to stay in the dark side of the world, both literally and metaphorically.

Ability Score Increase. Your Dexterity and Constitution scores each increase by 1.
Size. Your size is Medium.
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.
Stalker Of The Deep. You are good at moving stealthily and quietly. You are proficient in the Stealth skill.


Remoran selachins are often referred as the "pixies" in the selachin society. Unlike their cousins, remoran selachins have a smaller build than humans, but compensates their lack of size and strength with nimble stunts and cunning plans.

Ability Score Increase. Your Dexterity score increases by 2.
Size. Your size is Small.
Clingy Grasp. Your palms have odd suction cups, allowing for a good grip. You have a climbing speed of 25 feet.
Small Stature. Being smaller than the average selachin, you can hide better. You can attempt to hide even when you are given cover by a creature that is at least one size larger than you.

Random Height and Weight[edit]

6′ 0″ +2d8 250 lb. × (1d4) lb.

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

3′ 4″ +1d6 100 lb. × (1d4) lb.

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

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!