The rijsahrs, known informally as the Bloodsails or spinosaurials, are masters of the waterways they hold and the borders of land surrounding them. Rulers of the bodies of water they command they are recognized in two major groups: The salt-backs and the fresh-bloods.

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The Sea Saurians.

The Rijsahrs took to the seas long ago. Splitting off from the Saurian empire and residing along the coastlines and riverbeds, the salt bloods established themselves as the terrors across those that settled along the coasts. Raiding port towns and pillaging what they want and selling it to others much like the vikings of the north. Some porttowns have learned to pay them off to keep them protected from far more dangerous threats such as the Sahuagin.

Rijsahr Traits

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.