Rhasha'Khar

## Statistics

### Alignment

Rhasha'Khar tend toward neutrality. Their culture encourages them to be mindful of life's currents, knowing when to harness fate's tides and when to flow along with them.

### Age

Rhasha'Khar reach maturity around age 15 and can live up to 200 years.

### Size

Rhasha'Khar are slightly Taller than humans, averaging about 5'5 feet tall. Your size is Medium.

### Languages

You can speak, read, and write Common, and Aquan.

## Racial Traits

### Trait 1

Amphibious. You can breathe air and water.

### Trait 2

Darkvision: You can see in dim light within 60 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.

### Trait 3

Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

### Trait 4

Guardians of the Depths: Adapted to even the most extreme ocean depths, you have resistance to cold damage.

### Trait 5

Chomp: Your mouth, full of sharp, long needles of teeth, can deal serious damage as an unarmed strike. 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.

### Lore

These Fancied Swimmers are found all across the Vast Oceans of Nerakov whether it be the Caribbean or the Icefields they tend to Roam mostly Pirates Nomads and Sailors with the smell of water and adventure striving them forward.

### Subraces:

#### Sharped [Shark Features] (Caribbean/Primodial):

* ***Blood Scent:*** Sharks are known to be able to smell a *drop of blood* up to 600ft away. You have advantage on Wisdom (Survival) checks to track any creature with *blood* whose current hit points are less than its hit point maximum.

#### Orraka [Seal Features] (Argus Isles/NomDrac)

* ***Water Stealth:*** Water is your element. You glide quickly, smoothly, and silently as you swim. You have advantage on Dexterity (Stealth) checks to hide in dim light or darkness while underwater.

#### Thresh [Croc Features] (Scorched Barrens)

* ***Jaw Trap:*** You may use your jaw to grapple creatures smaller than you. If a creature fails its check to escape your grapple, you can bite into them with your sharp teeth dealing piercing damage equal to 2d6 + your Strength modifier.

#### Inkar [Squid Features] (Metallargus Icefields)

* ***Ink:*** When threatened, a Inkar will often try to blind their enemy with ink in order to escape. When an enemy moves within 10 feet of you, you may use your reaction to spit ink at their eyes. The enemy must succeed on a Dexterity saving throw against a DC of 8 + your proficiency modifier + your Dexterity modifier. On a failure, they are blinded for one round. You can use this ability as many times as your Proficiency bonus, you regain all uses after a Long Rest.

#### Uhkhra [Sting/Manta Features] (Deep Ocean)

* ***Feint Strength:*** Your Constitution is strong enough to save you from death, once every long rest, you can survive mortal blows, once you hit 0 HP points (provided you were not killed directly) you will return with 1 + Constitution HP.