Sharkfolk (4e Race)

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Aquatic creatures with sharp teeth and unrivaled might

Racial Traits
Average Height: 5'8"-6'5"
Average Weight: 175-240 lbs.
Ability Scores: +2 Strength; +2 Constitution or Wisdom
Size: Medium
Speed: 6 squares
Vision: Low-Light
Languages: Common
Skill Bonuses: +2 Athletics, +2 Endurance
Aquatic: You are considered an aquatic creature for the purpose of effects relating to that keyword. You can breathe normally in water and ignore rough water while swimming. You never need to make Athletics checks to swim.
Blood in the Water: You get a +1 bonus to attack rolls against bloodied enemies.
Untamed Will: You gain a +1 racial bonus to Will.
Jaws of Steel: You have the jaws of steel power.

Jaws of Steel Sharkfolk Racial Power
You bite with tremendous force, leaving a gaping wound that continues to bleed.
Minor Action Melee 1
Target: One creature
Attack: Strength +2 or Dexterity +2 Vs. Reflex
Hit: 1d6 + Strength modifier damage, and the target is grabbed.
  • 11th level: Strength +4 or Dexterity +4; 2d6 damage
  • 21st level: Strength +6 or Dexterity +6; 3d6 damage

Born for the seas, the sharkfolk live in the water and thrive in the oceans of the world. Strong and hardy, sharkfolk are very dangerous warriors, and their skill in physical combat is not to be taken lightly.

Play a sharkfolk if you want...

  • To be a sea born warrior
  • To come from a world those without gills could never comprehend.
  • To be a member of a race that favors the barbarian, fighter, or warden classes

Physical Qualities[edit]

The sharkfolk is a hybrid of a human and a shark. They are of around human height, standing at about 5’10”, but are very muscular, with most weighing about 200 pounds. They have both lungs and gills, being able to live on land and sea, though they prefer living in the water. Sharkfolk have fins along their elbows, calves, and back that makes them more effective swimmers. Their heads are shaped like that of a tiger shark, and they have 3 rows of very sharp teeth. Their bodies are tougher than that of many other races because it is made of cartilage instead of bone. Skin color varies from person to person, but blue sharkfolk are most common.

Sharkfolk live a little longer than humans, with most living about 110 years.

Playing a Sharkfolk[edit]

Sharkfolk love combat. To them, fighting is everything, be it for sport, money, prestige, or even to settle a dispute. Sharkfolk view combat as the ultimate form of expression, seeing subtlety and bureaucracy as meaningless pursuits devoid of skill, accomplishment, or, more importantly, fun. Because of this view of fighting, sharkfolk are normally drawn to a warrior’s lifestyle, pursuing the life of barbarians and fighters. They care little for magic and subtlety, but every race has its outsiders and oddities.

Sharkfolk are not privy to racial interaction because they split their time between sea and land, so they view themselves as part of two worlds, yet belonging to neither at the same time. Of the races they mingle with, however, the sharkfolk have the most respect for the lion-man and the dragonborn, seeing a similarity in their views of combat. They do not like the ratfolk, seeing subtlety as a pansy’s pursuit, but they are not quick to discount the rough lives they lead.

Sharkfolk Characteristics: Athletic, boastful, boisterous, confident, driven, hardy, loud, proud, strong, tough, violent

Male Names: Any human name, including Hammer, Jaws, and Gill

Female Names: Human names, as well as Fin, White, or Tiger

Sharkfolk Adventurers[edit]

Three sample sharkfolk adventurers are described below.

Hammer is a sharkfolk fighter, a rough and tumble warriors living near the waters of the White Coast. A warrior who lives for the fight, Hammer is constantly challenging anyone who wishes to a wrestling challenge. Never tasting defeat, Hammer sets out to find a worthy challenge to his skills. This time, he wants a fight to the death as a true test of his skills.

Gill is a sharkfolk barbarian, a member of a small warrior tribe. Short-tempered but kind, Gill enjoys good food and drink more than anything else, but takes a particular thrill in the arena. Every year, the tribes unite for a tournament. Gill, the strongest of his tribe, won the tournament and now sets out for fame and fortune.

White is a sharkfolk warden, a member of a small militia near the Gold Coast. The sharkfolk desires to explore the depths of the Gold Ocean and learn the origin of the creatures of the sea. It is believed the seas were the origin of all races, and White wants to learn of the legendary cities beneath the sea.

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