Race : Sharkfolks

by Carreau

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Sharkfolks

Hunter's of the Deep

Sharkfolks are terrifying predators. Hunting mainly in murky waters, they stalk their preys thanks to their highly developed sense of smell before falling on them and tearing them apart with their mighty jaws. When they hunt or raid creatures of the surface, they usually attack at night. Each sharkfolk has its own technique : some approach their prey discreetly, swooping down on it by surprise. Some use brute force to immobilize their enemy in order to tear them apart with their jaws. And finally, some others use spells from ancient tribal traditions to bend the ocean to their will to eliminate their target.

Underwater Tribes

The sharkfolks live in small tribes, in small caves under the ocean, or, more rarely, in rudimentary huts by the sea. Their society is mainly organized around hunting. Indeed, by bringing back a prestigious prey (a particularly large or rare fish for instance), a Sharkfolk gains the respect of the tribe, thus climbing in its social scale. The Sharkfolks are extremely suspicious of the people of the surfaces which they usualy don't appreciate (the trade between the sharkfolks and the other races is therefore very rare). The craftsmanship of the sharkfolks is fairly rudimentary, and is generally limited to making hunting tools such as nets and harpoons.

Sharkfolk Names

Sharkfolks names are generally short, and composed of sonorities reminiscent of the sound of a bite.

Male names. Draek, Lorik, Kroch, Sontor, Xanor, Morok Female names. Xilir, Taria, Tren, Xanda, Sorros, Krolle

Sharkfolk Traits

All Sharkfolks share the following traits.

Ability Score Increase. Your Strength score increases by 2 and your Wisdom score increases by 1.

Age. A Sharkfolk reaches adulthood at the age of 26 and generally lives around 300 years.

Size. Sharkfolks are usually tall and sturdy, being around 7 to 8 feet tall and weighting around 300 pounds. Your size is medium.

Speed. You have a walking speed of 30 feet.

Swimmer. You have a swimming speed equal to your walking speed.

Water Breathing You can breathe underwater in addition to your ability to breath air.

Blood Smell. You don't have a disadvantage when you attack an injured creature that you can't see (an injured creature is a creature that doesn't have all of its Hit Points). You also have advantage on any Perception check that rely on smell.

Jaws. Your jaws are natural melee weapons, which you can use to make unarmed strikes. If your hit with them, you deal piercing damage equal to 1d6 + your strength modifier.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read and write Common and Aquan.

Art Credit : Weebasaurus

Homebrew lovingly made by LeRoiDeCarreau

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