Titan
Selachi
Ability Score Increases
Ability Score Increases are related to your character's background, rather than species. When you select a background, increase your statistics using the background's three chosen ability scores. If the background does not have a listed set of ability scores, increase any one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Life Span
The typical life span of a player character in the is about a century, assuming the character doesn’t meet a violent end. Members of some species, such as nymphs and earth golems, can live for centuries. If typical members of a species can live longer than a century, that fact is mentioned in their description.
Languages
When creating your character, after selecting your class, species, and background, select your known languages. Your character can speak, read, and write Common and two other standard languages. The Basic Rules offers a list of languages to choose from. The GM is free to modify that list for a campaign.
Throughout the seas of Titan swims the apex predators of the salty abyss. These hundred-toothed kings of the deep were once only feared for their brute strength and carnage, but then the First Son gave them intelligence. Now they are brawn and brains, and together the various clans of selachi have ruled the ocean floors, in constant conflict with other aquatic people. Selachi colonies tend to be built off coastal, shallow waters to catch easy prey from land or sea, as well as gather easy schools of fish being collected by the surface dwellers. Although, young selachi are known to occasionally get caught in such fishing nets and lines.
While the First Son granted these creatures the ability to breath air and water, selachi colonies have notably stayed in under the waves. However, some brave adventurers have needed to travel to the surface for one reason or another. Air will quickly dry a selachi 's skin, but never to the point of being harmful, only slight discomfort.
Creature Type: Humanoid and Beast
Size: Medium (about 6–8 feet tall)
Speed: 30 feet, swim 30 feet
Shark Bite
Your mouth is filled with hundreds of razor sharp teeth, and is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Breath of the First Son
You can breathe normally in air or water.
Placoid Scales
Your skin is rough to the touch as it is covered in placoid scales, also known as dermal denticles. You gain a +1 bonus to your Armor Class.
Shark Kin
There are various types of selachi based on the type of shark they originated from. Choose from one of the following Shark Kin options:
Blood Senses. You have advantage on Perception checks based on smell while in the water. In addition, while you have your maximum number of hit points, you have advantage on melee attack rolls against any creature that doesn't have all its hit points.
Shell Protection. You have a natural shell that covers your body. While not wearing armor, your base AC is 16 (your Dexterity modifier doesn’t affect this number, but your Placoid Scales does).
Reef Alliance. You have advantage on melee attack rolls against a creature if at least one ally is within 5 feet of the creature and the ally isn't incapacitated, and you have your maximum number of hit points.
Great Stature. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Hammer Head. You have a cephalofoil head which provides you several benefits. You gain proficiency in the Perception and have advantage on Perception checks made based on sight.
*When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot. See also “Concentration.”