Ability Score Increase. Your Strength score increases by 2 and your Wisdom score increases by 1.
Age. Rijsahrs mature around 16 years
and can live up to 90 years, though few
corsairs reach such venerable age.
Alignment. Salt-back rijsahrs are raiders, pirates, and violent people that strictly uphold the codes of the Red Sail. The fresh-blood believe the teachings of the resplendent one. Either the case they are typically Lawful Neutral
Size. Your size is Medium. Rijsahrs stand 6-8 feet tall with long tails that
add to their imposing presence. They
typically weigh 200-350 pounds.
Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Hold Breath. You can hold your breath for 30 minutes.
Bite. Your elongated jaws are
natural weapon you can use for unarmed strikes. On a
hit, your bite deals 1d6 piercing damage
+ your Strength modifier.
Spined Lizard. You are proficient in Intimidation checks. You
can use your bonus action to flood your sail with blood,
causing it to display bright pinks and reds. If you do, you
gain advantage on Intimidation checks for the next minute. (For nonsailed species, this can be interpreted
as raising hackles or spine ridges, and
adopting a threatening posture.)
You can use your Spined Lizard trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages. You can speak, read, and write Common, Draconic, and Archosauric
Salt-Backs
Sea People. Your people have spent countless time and you've picked up on their habits. You gain proficiency in Navigator's Tools and Perception checks.
Life at Sea. The years at sea has honed you to be at home in the ocean. You have advantage on Wisdom (Survival) checks at sea and always know which direction is north.
Blood in the Water. The very sight of blood in the water can throw some Rijsahr's mad with power. When a creature ends it's turn with less than all of it's hit points in the water you can mark it. For the duration of a minute you have advantage on attack rolls against that creature. You can only have
one creature marked at a time. Once you
use this feature, you can't use it again
until you finish a short or long rest.
Fresh-Bloods
Current Reader. You know the subtle
signs of river systems - currents,
eddies, and hidden channels. You can
never become lost in river systems or
wetlands, and you always know which
way is downstream. Additionally, you
have advantage on Wisdom (Survival)
checks made in or near rivers. If you spend at least 6 hours within the region you can predict weather changes
related to water conditions (incoming
floods, droughts, storms) 24 hours in
advance by observing the behavior in local plants and animals.
Reed Stalker. You have proficiency in Stealth.
Additionally, as an action, you can attempt
to hide even when only lightly obscured by
murky water, reeds, or river mist.
Hooked Claws. While your claws were originally for gripping marine prey, land prey is just as helpless against your grip. While grappling a creature, you can use your bonus action to inflict 1d4 + strength modifier slashing damage to that creature.