Quinein

The Quiniens are a hybrid of a humanoid and a shark, their height averages at 5' 10" with most being very muscular, and often weighting well over 200 lbs. They posses both lungs and gills (gills are on the sides of their neck) and are fully capable of living in and above water, though they prefer to live underwater. Quiniens have small, soft, fins on their elbows and calves. The fins do not impede with wearing armor aside from being uncomfortable. They posses a large, sturdy fin in the middle of their back, as well as a strong non-prehensile shark tail that does interfere with wearing unmodified armor. Their heads are shaped based upon the clan and region they are from, an entire clan of quiniens often personify the local sharks that hunt their waters. They have three rows of sharp teeth. 'Skin' color varies from person to person, but blue and gray are the most common.   Quiniens live for combat, though as a whole aren't malicious like gnolls or orcs. They believe any form of combat is the ultimate form of expression. Where other races praise aspects such as valor, honor, or intelligence, Quiniens praise personal strength and physical might. They often live in small, close-knit communities of people who are fiercely loyal to each other; however, there are greater societies that these people flourish in, taking in the great underwater markets, ensuring all know of their presence. They find subtlety and bureaucracy meaningless, devoid of skill and accomplishment. They are often drawn to a warrior's lifestyle, caring little for magic or subterfuge, but of course there are always outsiders.

5e Racial Stats

  • Ability Score Racial Traits: One ability score of your choice, other than your sub-race ability score, increases by 2.
  • Type: Quiniens are humanoids with the aquatic subtype.
  • Size: Quiniens are medium.
  • Speed: Quiniens have a base speed of 25ft.
  • Languages: You can speak, read, and write Common, Nein, and Sahuagin.

Amphibious (2) (Ex)

You can breathe air and water.

Bite (1) (Ex)

Your fanged maw is a natural weapon, which you can use to make unarmed strikes using either your Strength or Dexterity modifier. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Carrion Sense (1) (Ex)

Quinein have a natural ability to sniff out carrion. Quinien can smell the blood and flesh of wounded creatures in the water out to a mile away; additionally, they have advantage on Wisdom (Perception) checks made to locate a creature or source of blood by smell in or out of the water.

Cold Blooded (x) (Ex)

Quinein are cold-blooded, they cannot be detected by thermal vision; however, they are especially susceptible to the environment around them, they suffer Disadvantage on any Environmental cold or heat effects, and are Vulnerable to damage caused by Environmental cold or heat effects. Resistance to either Cold or Fire, cancels out the Environmental vulnerability of that environment. Natural resistance to one of these environments negates that environment's penalties.

Deepsight (Ex)

Quinein are specially adapted to the lightless depths of the oceans, but not to air-filled environments. You can see in dim light within 120 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. This only applies while you are underwater.

Dweller of the Depths (2) (Ex)

Adapted to even the most extreme ocean depths, you have resistance to cold damage; additionally, you are immune to Environmental pressure effects caused by a deep, underwater environment.

Natural Swimmer (x) (Ex)

A quinein gains a swim speed of 40 feet.

Sub Races

Hunter

  The hunter's are often sleek with perfectly smooth skin that aids them in the chase of their prey.
  • Ability Score Increase: Your Dexterity score increases by 2.
  • Pack Hunter (2) (Ex): You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Surge (1) (Ex): Your people have evolved to outpace their prey, chasing after them when others would falter. Your swim speed is 50 feet, and you can take the dash action as a bonus action once, regaining the use of this feature after completing a short or long rest.

Reaver

The reaver's are bulkier and stronger than their hunter cousins, often praised for their physical might, the reaver's are the ruling class of quinien society.
  • Ability Score Increase: Your Strength score increases by 2.
  • Enduring Fin (1) (Ex): Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
  • Hungry Jaws (1) (Su): In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
  • Powerful Build (1) (Ex): You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Basic Information

Growth Rate & Stages

Adulthood Intuitive Self-Taught Trained
20 years +2d6 years (22 - 32 years) +4d6 years (24 - 44 years) +6d6 years (26 - 56 years)
 
 
Young Middle Age Old Venerable Maximum Age
under 10 years 90 years 145 years 200 years 200 + 2d100 years
Average Physique
Gender Base Height Height Modifier Weight Weight Modifier
Female 4' 6" +3d12" (4’ 9" – 7’ 6") 150lb. +3d12*7lb. (171 – 402lb.)
Male 4' 2" +3d12" (4’ 5" – 7’ 2") 130lb. +3d12*7lb. (151 – 382lb.)

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