One Piece Fish-Man Race
Deep under the seas of the Grand Line lies an island known as "Fish-Man island". Appropriate to its name, this is the home of a race known as Fish-Men, people who walk and speak like humans, but exhibit fish-like traits such as fins, extra limbs, and even the ability to breath on land and in the sea. Unfortunately, due to this difference, humans became afraid of them, and only recently have Fish-Men been even considered to be on the same level as Humans.
Now seeking a life of adventure, some Fish-Men have begun joining pirate crews, or even making crews of their own. Who knows, you might even find one who's eaten a Devil Fruit!
Fish-Man Traits
Your Fish-Man character has the following racial traits.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Fish-Men reach maturity and old age at the same rate as Humans.
Alignment. Like Humans, Fish-Men end up on any alignment, though most are good and neutral.
Size. Fish-Men tend to grow between 5 and 8 feet tall and are considered medium creatures.
Speed. As a Fish-Man you have a movement speed of 30 feet and a swim speed of 30 feet.
Languages. You can speak, read, and write in Common and one other language of your choice.
Subrace. Due to their fish-like appearence, Fish-Men end up looking like a wide veriety of fish, and have different traits to match. You can choose one of the following subraces, if you want to alter your Fish-Man further.
Shark
As a Shark Fish-Man, you gain +1 to your Strength score as well as the Frenzy ability.
Frenzy: As an action you gain the ability to go wild. For one minute you deal half your level as extra damage to all of your melee attacks. You cannot use this ability again until you've completed a short or long rest.
Octopus/Squid
As an Octopus or Squid Fish-Man you have four extra arms and are able to make a weapon attack as a bonus action when holding more than one weapon.
Camouflage
Some Fish-Men have the ability to blend into their surroundings. As an action you can turn invisible for 1 minute. Anything you are wearing or carrying is invisble as long as it is on your person. The invisibility ends when you make an attack or cast a spell. You cannot use this ability again until you've completed a long rest.
Angler
Deep sea Fish-Men have adapted to cold, dark environments. You gain resistance to cold damage and have a light attached to your forehead. You are able to use a bonus action to turn this light on or off. The light emits a bright light for 15 feet and a dim light for 30 feet.
Water Gunner
You are able to spurt water, using your dexterity bonus to make a ranged weapon attack action. The range for the attack is 30/60 feet and deals 1d10 cold damage. This damage increases to 2d10 when you reach 5th level, 3d10 at 11th level, and 4d10 at 17th level.