Sharkan
One of the UnderDeep races in Ferra, they take on the appearance of sharks. Like all UnderDeep races, while underwater they do not have legs and outside they gain legs and a shark tail. Many people within the UnderDeep have a fear of this race due to their proficiency in harmful bites, some variants are even capable of eating through steel.
Basic Information
Anatomy
Size: Medium
Speed: 30ft walk, swim speed equal to double your walking speed
Amphibious: You can breathe air and water.
Hunger for Blood: When a creature within your reach is at half its hit points or fewer, you can feel the scent of their blood calling to you. You gain advantage on your first melee attack roll against that creature. You may use this ability a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
MORE WILL BE ADDED IF YOU QUESTION ME ABOUT IT
Wounding: See the Bleed property in the Custom Weapon Properties page for more details. The DC for the Saving throw and Medicine check to end the bleed effect is 8 + your Constitution Modifier + your proficiency bonus
Sharkan Variants
Choose 1 Variant
Sub Variants | Features |
---|---|
Lanturn Shark | Sharp Teeth; Your fanged maw is a natural weapon you can use to make unarmed strikes. When you hit with an unarmed bite attack, you deal piercing damage equal to 1d4 plus your Strength or Dexterity modifier (your choice). This damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. Once per turn when you hit a creature with this bite, you can apply one stack of Wounding*. Bio-luminescent: You emit a natural glow, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, which gives you disadvantage on Stealth checks. As an action, you can amplify this glow, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute. Once per long rest, you can instead release a burst of intense light as an action, illuminating a 60-foot radius as if under the effects of the Daylight spell for 1 minute. This light dispels magical darkness within the area, and creatures in a 15-foot radius around you must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be blinded until the start of their next turn. |
Hammer-head Shark | Hard Head: Your hardened skull serves as a natural weapon for unarmed strikes. When you hit with a headbutt, you deal bludgeoning damage equal to 1d8 + your Strength or Dexterity modifier (your choice). This damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. Once per turn, you can use this headbutt as a bonus action. Sightless: You have blindsight out to a range of 60 feet but cannot see beyond this range and do not have normal sight. You are immune to the blinded condition within your blindsight range. |
Great-white Shark | Haunting Jaws: Your fanged maw is a natural weapon you can use to make unarmed strikes. Your bite attack has a range of 10ft, and deals 1d10 piercing damage on a hit. If you hit with this bite, you can use your bonus action to attempt to grapple the target. This damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level. Sizeable Form: When you successfully grapple a creature, your size temporarily increases to Large for as long as the grapple is maintained, giving you advantage on checks made to keep the creature restrained. At the start of each of the grappled creature's turns, they take 1d8 bludgeoning damage. |
Blue Shark | Piercing Bite: Your fanged maw is a natural weapon you can use to make unarmed strikes. You can make a bite attack that deals 1d4 piercing damage. Once per turn, if the target creature has an AC of 14 or lower (not including bonuses from magical effects or armour), your bite ignores their AC and automatically hits. This damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. Iron Skin: Your skin is as tough as metal. When not wearing armour, your AC is 13 + your Constitution modifier. If you wear armour, you gain a +1 bonus to your AC instead. |
Nursing Shark | Healing Bite: You can use your bite attack to restore vitality. When you hit a willing creature with your bite, they gain temporary hit points equal to your proficiency bonus × 1d4. A creature can only benefit from this effect once per minute. Nurse to Health: You gain proficiency with Healer's Kits and the Medicine skill. If you already have proficiency in Medicine, you instead gain expertise, doubling your proficiency bonus for checks made with this skill. Additionally, whenever you restore hit points to a creature through any healing effect, you can add +1 to the total healing. |
Stethacanthus Shark | Hydro Bite: Your fanged maw is a natural weapon you can use to make unarmed strikes. The attack uses your Strength or Dexterity modifier (your choice) for the attack roll and deals 1d4 piercing damage. When you successfully bite a creature, they must make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the creature's next skill check or attack roll is reduced by 1d4. Ironing Boards: When you take the Dash action, you can make a Hydro Bite melee attack as part of your dash. |
Thresher Shark | Quick Tail: Your extended tail is a natural weapon you can use to make unarmed strikes. As an action, you can make a tail attack with a range of 10 feet. The attack uses your Strength or Dexterity modifier (your choice) and deals 1d4 piercing damage. On a hit, you can choose to either reduce the target’s movement by 10 feet or knock them prone. Natural Armor: Your sleek, shark-like physiology provides you with exceptional natural protection. When not wearing armour, your AC is 13 + your Dexterity modifier. Additionally, you have resistance to cold damage. A shield's benefits apply as normal while you use your natural armour. |
Port Jackson Shark | Fast Learner: You gain proficiency in two skills of your choice and one language of your choice. Watchful Lesson: Your natural bite attack counts as an unarmed strike for you. You can make a bite attack with your fanged maw, using your Strength or Dexterity modifier (your choice). On a hit, the bite deals 1d4 plus Strength/Dexterity piercing damage. This damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. Regardless of whether you hit or miss this bite attack, the next attack roll you make against a creature cannot be at disadvantage. |

by Adiz
Locations; The UnderDeep
Ability Score Options;
- Con +3
- Any +1; Any +2
- Any +1; Any +1; Any +1
Lifespan
Reach maturity at 20 and live up to 50 to 60 years old
Average Height
Between 4ft and 7ft tall
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