Fishfolk

Common Cultures: Despotic, Feywild, Forsaken, Itinerant, Natural, Nomadic, Rural, Undersea, Wild

Ancestry Traits

Size. Your size is Small or Medium.
Speed. 30 ft., 30 ft. swim

Amphibious (1 point).
You can breathe air and water, and you have a 40 foot swim speed.
Legacy of the Sea (2 points).
Though hundreds of variations of fishfolk exist, many share some common characteristics. Choose two of the following:
  • Brine Lurker. You have advantage on Dexterity (Stealth) checks made while submerged in water.
  • Leviathan Will. Choose one of the following conditions: charmed, frightened, paralyzed, poisoned, or stunned. You have advantage on saving throws against the chosen condition, and you can't be put to sleep against your will. You can choose this option multiple times.
  • Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
  • Natural Weapons. Your sharp teeth or claws are natural weapons with the finesse property that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength or Dexterity modifier piercing or slashing damage (chosen when you take this trait), instead of the bludgeoning damage normal for an unarmed strike.
  • Otherworldly Perception. You can sense the presence of any creature within 30 feet of you that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving.
  • Poisonous Spines. Any creature that grapples you or otherwise comes into direct contact with your poison spines must succeed on a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If you are proficient with a poison kit, you can apply this poison to weapons you wield. When used in this way, it acts as basic poison. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Additionally, you may choose the following ability, in addition to the two you chose above.

Slippery (1 point).
You are slippery and difficult to grab. You have advantage on saving throws you make to avoid or end the grappled or restrained condition on yourself.

Paragon Options

Aquatic Predator

Your swim speed increases by 10 feet, and you gain Darkvision out to 120 feet while underwater. If you already have Darkvision, it instead extends by 90 feet while underwater. Additionally, while underwater, you have Advantage on attack rolls against creatures that don't have a swim speed, and creatures that don't have a swim speed have Disadvantage on saving throws against spells and abilities you use.

Blood Frenzy

When you make a melee attack roll against a creature that doesn't have all its hit points, you can give yourself advantage on the attack rolls.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest. Using this feature against a creature that is missing over half of its maximum hit point total does not count against this number.

Deep Legacy

Choose two additional options from the Legacy of the Sea trait. You gain the benefits from those options.

Perfect Darkvision

Requires: Darkvision
Your Darkvision increases by to 240 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision.

Primal Instincts

Your senses are as keen as a wild predator. You gain the following benefits:

Scion of the Deep

You can telepathically communicate with any aberration, beast, elemental, or monstrosity that has an innate swimming speed, while it is within 120 feet of you. The creature can understand you and can respond telepathically. You have advantage on checks to influence these creatures.