Sharkin
Physical Description
Sharkin have humanoid bodies with a shark-like humanoid head, with fins on their back, arms, and legs. They have a shark tail, as well as a pair of gills which are located on their necks and webbed fingers. Unlike normal sharks, Sharkin skeletons consists of mainly bone instead of cartilage and most possess spiked elbows. They have five fingers, four toes, their eyes are different shades of yellow, orange, or red and the white of eyes are black. Their bloodlines consist of any real shark species, as well as prehistoric species, such as the helicoprion. They can also be more animalistic looking, having closer to actual shark shaped heads, thick clawed fingers and more bulkier or grotesque physiques. The Half-Sharkin builds look exactly like human, or their other half race's builds. Though they still have the shark-like skin tone, as well as smaller then normal Sharkin fins on their arms, legs, and back. They do have shark fin tails, though they are not as large as a normal Sharkin's. They have five webbed fingers, five webbed toes, hair, gills on their neck, any color irises surrounded by black outer eye color and human male or female reproductive organs.
Sharkin Traits
Dangerous, oceanic hunters and warriors.
Ability Score Increase. Your Constitution score increases by 1, and your Strength score increases by 2.
Age. Sharkin mature at the age of 15, and live to be around 360 years old.
Alignment. Usually any chaotic alignment, but there can be exceptions.
Size. Your size depends on your subrace.
Speed. Your base walking speed is 30 feet. Your swim speed is 60 feet.
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.
Amphibious. You can breath on land and in water.
Fearless. Everyone has a disadvantage on Intimidation checks on you.
Languages. You can read, write, and speak Common and Aquan.
Blue Shark
Size. Blue Sharkin can grow to be between 5 to 6 feet tall and weigh up too 190 to 270 lbs. Your size is medium.
Graceful Swimmer. Your swim speed is 90 feet.
Vicious Bite. As a standard action, you may bite one target. You are proficient with vicious bite, which does 1d6 piercing damage, 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 20th level.
Basking Shark
Size. Basking Sharkin can grow to be between 10 to 13 feet tall and weigh up too 1.9 to 2.6 t. Your size is large.
Tough Hide. You gain a +1 to your armor class, and you have resistance to non-magical piercing damage.
Huge Liver. You have advantage on Constitution checks and saving throws. You have resistance to poison damage and cannot be poisoned.
Vicious Bite. As a standard action, you may bite one target. You are proficient with vicious bite, which does 1d8 bludgeoning damage, 2d8 at 5th level, 3d8 at 10th level, and 4d8 at 20th level.
Bull Shark
Size. Bull Sharkin can grow to be between 4 to 5 feet tall and weigh up too 150 to 200 lbs. Your size is medium.
Oceanic Rage. You may enter a rage as a bonus action. While raging, you gain a +2 to damage rolls at 1st level, +3 at 9th, and +4 at 16th. You have advantage on Strength Checks and Strength saving throws. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can end your rage as a bonus action, and once you have raged you cannot do so again until you finish a long rest.
Vicious Bite. As a standard action, you may bite one target. You are proficient with vicious bite, which does 1d6 piercing damage, 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 20th level.
Goblin Shark
Size. Goblin Sharkin can grow to be between 5 to 6 feet tall and weigh up too 190 to 270 lbs. Your size is medium.
Ampullae of Lorenzini. You gain proficiency in the Investigation skill. You have advantage on Perception and Investigation checks.
Superior Darkvision. You have darkvision up to 120ft. You see dim light as if it were bright light, and you see darkness as if it were dim light.
Vicious Bite. As a standard action, you may bite one target. You are proficient with vicious bite, which does 1d6 piercing damage, 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 20th level.
Hammerhead Shark
Size. Hammerhead Sharkin can grow to be between 5 to 8 feet tall and weigh up too 270 to 450 lbs. Your size is medium.
Ampullae of Lorenzini. You gain proficiency in the Investigation skill. You have advantage on Perception and Investigation checks.
Lateral Vision. You gain a +2 bonus to your passive Perception.
Vicious Bite. As a standard action, you may bite one target. You are proficient with vicious bite, which does 1d6 piercing damage, 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 20th level.
Leopard Shark
Size. Leopard Sharkin can grow to be between 3 to 4 feet tall and weigh up too 120 to 190 lbs. Your size is small.
Nictitating Membrane. You are able to see in murky environments and you are immune to blindness.
Oxygen Efficient. Your short and long rest times are cut in half.
Vicious Bite. As a standard action, you may bite one target. You are proficient with vicious bite, which does 1d4 piercing damage, 2d4 at 5th level, 3d4 at 10th level, and 4d4 at 20th level.
Mako Shark
Size. Mako Sharkin can grow to be between 5 to 6 feet tall and weigh up too 190 to 270 lbs. Your size is medium.
Endothermy. Your modified circulatory system give you resistance to cold damage.
Speedy Swimmer. Your swim speed is 120 feet.
Vicious Bite. As a standard action, you may bite one target. You are proficient with vicious bite, which does 1d6 piercing damage, 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 20th level.
Thresher Shark
Size. Thresher Sharkin can grow to be between 6 to 9 feet tall and weigh up too 280 to 360 lbs. Your size is medium.
Endothermy. Your modified circulatory system gives you resistance to cold damage.
Whiplash. As a bonus action, your tail can be used to stun one creature. The creature must make a DC 11 Constitution check, on a failed save it becomes stunned until their next turn.
Vicious Bite. As a standard action, you may bite one target. You are proficient with vicious bite, which does 1d6 piercing damage, 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 20th level.
Tiger Shark
Size. Tiger Sharkin can grow to be between 6 to 7 feet tall and weigh up too 280 to 360 lbs. Your size is medium.
Modified Darkvision. You have darkvision up to 90ft. You see dim light as if it were bright light, and you see darkness as if it were dim light.
Shell Crusher. You gain a +2 to attack and damage rolls against armored creatures.
Vicious Bite. As a standard action, you may bite one target. You are proficient with vicious bite, which does 1d6 piercing damage, 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 20th level.
Whale Shark
Size. Whale Sharkin can grow to be between 14 to 16 feet tall and weigh up too 2.1 to 3.6 tons. Your size is large.
Blubbery Body. You have resistance to non-magical bludgeoning damage.
Whale Toughness. Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.
Vicious Bite. As a standard action, you may bite one target. You are proficient with vicious bite, which does 1d8 bludgeoning damage, 2d8 at 5th level, 3d8 at 10th level, and 4d8 at 20th level.
White Shark (Great White)
Size. White Sharkin can grow to be between 8 to 10 feet tall and weigh up too 450 to 600 lbs. Your size is large.
Blood Frenzy. You can smell blood from 3 miles away if a creature is bleeding. You have advantage on attack rolls against a creature that doesn't have all it's hit points.
Vicious Bite. As a standard action, you may bite one target. You are proficient with vicious bite, which does 1d8 piercing damage, 2d8 at 5th level, 3d8 at 10th level, and 4d8 at 20th level.
Helicoprion
Size. Helicoprion Sharkin can grow to be between 16 to 19 feet tall and weigh up too 570 to 810 lbs. Your size is large.
Ampullae of Lorenzini. You gain proficiency in the Investigation skill. You have advantage on Perception and Investigation checks.
Hacksaw Jaw. You gain an extra 1d4 slashing damage bonus, against creatures that don't have all their hit points.
Vicious Bite. As a standard action, you may bite one target. You are proficient with vicious bite, which does 1d8 piercing damage, 2d8 at 5th level, 3d8 at 10th level, and 4d8 at 20th level.
History
Sharkin were among the first intelligent species created by the gods, created before Elves and Dragons. They were in the beginning a basic shark species, who were transformed into a feral humanoid shark monster. They preyed upon large marine life and other surface or aquatic races. Sekolah, the shark god favored this species, so he bestowed upon them intelligence and a special gift. This gift was to store memories and genomes of other shark species, into their own genome including the ones that went extinct. This has caused the birth of many variations and subraces, as well as the height differences and abilities to sprout in these subraces.
Sekolah favored certain Sharkins who had done special deeds that pleased him, such as killing a great and powerful enemy or someone who went against Sekolah's will. They also could gain his favor by spreading his will, or protecting his monuments or places of worship. An honorable death in battle is the only way a Sharkin should die, this is also one of the ways a Sharkin would gain his favor. Sekolah comparative to how they pleased him, they would gain different such blessings. Extra strength in battle, enriched life, and even give them an extended lifespan after death, in some cases in the form of an undead.
Sharkin fought with and hunted any sort of creature that looked either powerful or threatening to them, including dinosaurs and dragons, making them top predators inside and outside of water. They are hated by most if not all surface dwelling races, making them enemy number one to almost everyone. They are even hated and despised by dragons, since the first time they killed an adult red dragon. This was not a one time problem, and has caused a bitter rivalry between the Dragons and Sharkins. They favored the taste of dragon flesh, from that day onward it became the largest badge of honor available for a Sharkin to hunt and kill a dragon. This then henceforth became a great and mighty challenge, for a member of the Sharkin royal family to hunt and bag a dragon, the bigger the better.
The royal family loved the taste of dragons so much they made it their most favored treat among all other delicacies of their people. They often form hunting parties specifically to hunt and bag a dragon for any special occasion or festival. This made any and all dragon absolutely despise Sharkin, for they looked at them as prey and dragons being the vain creatures they are hate them. A dragon that sees a Sharkin will immediate become enraged and will do whatever it can to kill and devour it.
Genetic Descendants
Related Myths
Society
If a race offers dragon meat, skin, bones, or just any type of dragon imports they will make some kind of deal against attack or war. When it comes to food and drink, Sharkin can drink either salt water or regular water, as well they don't get dehydrated by drinking salt water. When it comes to food, anything with nutritional value will suffice, Sharkin aren't much for fine dining, though their peoples specialty dish is "Dragon Skin Soup". Sharkin are known to be horrendous eaters and have terrible table manners. Now Sharkin are considered carnivores, though they are actually omnivores, general their diet consists of almost any fish or meat and a very small amount of sea vegetables or fruits.
Sharkin for the most part are generally of average intelligence, they can be smarter than that though very rarely will you find a Sharkin genius. They aren't very magically inclined, most are warriors along with a very few religious sharkin most who run any form of religious temples to a god or philosophy are usually Hammerhead Sharkin though others can become clerics. Sharkin are among the best when it comes to forging and blacksmithing, because all blacksmiths of the Sharkin race know a special technique to prevent metal from rusting underwater. This is a very unique technique only known by the smiths of Sharanthis, making the metal they forge turn a dark-ish blue grey color to even darker blue grey or aqua green colors.
Now for all of the terrible actions, or stories told about Sharkins and their society they aren't all a hundred percent true. They aren't all terrible creatures, there are some kind or docile Sharkin races such as the Whale and Basking Sharkin races. There are others who despise the rule of the royal family and how their kingdom is run by them. They are the lower class of the Sharkin society, usually they are kind to those hated by the royal family and in turn there is a rebel force who plot against the royal family. They aren't the most organised group of rebels, though when fighting against a bunch of meat headed brutes I guess you don't need much intelligence or organisation. Their greatest escapade against the royal family committed by the rebels, it was merely some vandalism and one or two raids. The Sharkin rebels usually just help other Sharkin, by getting them food, helping with housing, or hiding out unwanted troublemakers and Half Breeds.
There is a low class of citizens in the Sharkin society, these Sharkin are a mix of either the weakest of the weak, the more bestial Sharkin known as the "Feral Kin" and also the lowest of all in their society the "Half Breeds". The Feral Kin are normal Sharkin, but with more shark-like features than the majority of the Sharkin race. They are usually either the punks and outcasts of their society, or they are the main cannonfoder soldiers for the Sharkin military forces. The Half Breeds are either of two types, the first is the easier to find which are mixed Sharkin bloodlines and the second which is the more rarer to find, are half Sharkin and half of another race. Half-Sharkin are quite rare due to the nature of how hateful and violent they are towards most if not all surface races, though they say love conquers all so its possible. Most Half-Sharkin if they live long enough to reach maturity, usually they are either kind and really accepting towards people, or they are mean and cruel to others. Now if they walk down the good path, the way they do it and why is because they don't wish to be the same as those who hurt them. Though if they decide to walk down the bad path, they usually do it with the mindset that they were hurt so they shouldn't be the only ones to be hurt. They are forced to live as total outcasts, from all societies on the surface and those down bellow in the ocean.
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