One of the two races that inhabit the sea Fishmen can come in a wide variety of forms and sizes. While some may consider them to be less intelligent than humans, that has been proven to be untrue. Those that would underestimate a Fishman will quickly regret it as their strength is unparalleled, especially in the water.
When choosing a Fishmen you must also select an aquatic heritage to gain.
Ability Score: +2 STR or CON, +1 DEX or CHA.
Size: Medium, or Large
Speed: 30 ft land, 40 ft water
Gilled: You can breathe underwater. This feature causes you to go unconscious if you would receive 10 or more ranks of exhaustion due to a Devil Fruit's Curse.
Strength of the Sea: At level one you gain the Cold Affinity and while submerged in a source of water that is at least 5ft deep your Strength ability score is 22. At level 5 your Strength ability score while submerged increased to 24, at level 11 it is 26, and level 17 it is 28.
Great White
Your fearsome presence can make even the most courageous of opponents weak in the knees. As a bonus action you may unleash your full ferocious aura. Any enemies you choose within 15 ft of you must make a DC 8 + Prof Bonus + Charisma Mod, Wisdom Saving Throw. On a failure, they must use their full movement speed to move away from you as far as they can by spending a reaction. If they do not have said reaction they must do it on their next turn. A creature that has successfully saved against this effect becomes immune to it for the encounter.
Sawtooth
Your nose is a weapon in its own right. It is treated as a natural or melee weapon with which you are proficient and shares the same damage and properties as a rapier. A number of times equal to half your proficiency bonus rounded up you may make an attack with your nose as a reaction to being hit by a melee attack. This feature regains all uses on a short rest.
Hammerhead
Your hardened head is a devastating cudgel. It is treated as a natural or melee weapon with which you are proficient and shares the properties of a Warhammer (two handed). A number of times equal to half your proficiency bonus rounded up, in place of a weapon attack on your turn, you may slam your head into the ground causing the ground to quake. Any creatures standing on the surface within 10 feet of you must make a DC (8+Prof Bonus+Str Mod) Strength Saving throw or be knocked prone. You regain all uses of this feature on a short rest.
Octopus
You have four arms and four feet as such your overland movement speed is increased by 5. You may wield weapons with each of your hands. As a bonus action, a number of times equal to your proficiency bonus rounded down you may make a grapple check with an arm that is not carrying anything.
Squid
You’ve got natural ink sacs and you know how to use them! In place of an attack on your turn you may to make an ink spray attack. This spray goes out in a 20 ft cone and any targets struck by it must make a DC 8+ Proficiency + Con Mod, CON Saving Throw or be blinded for one minute. They may repeat this save at the end of each of their turns to try and end the effect early. A creature that has saved from this effect is immune to the ink's effects for the encounter. You may perform this a number of times equal to half your prof bonus rounded up per long rest.
Pistol Shrimp
You’re deadly at ranged attacks even without a weapon in hand. You may use your claw to make a ranged weapon attack with which you are proficient; it has a range of 40/80 and deals 1d8+Dex Mod Cold damage on a hit. This increases to 1d10 at level 5 and 1d12 at level 11. Additionally any thrown items or weapons you use may gain this range if it would normally be shorter.
Whale
Your aquatic trait allows you to be larger than normal, you may choose Huge as your size in addition to the normal Fishmen options. Your sturdy skin allows you to shrug off more than the average Fishman you gain +1 to your AC. As an attack action on your turn you may expel water from your blowhole in a 30 ft line. Any creatures caught in the blast must make a DC 8 + Proficiency + Con Mod, Strength Saving throw or be pushed to the end of the 30 ft line. Once you use this attack you must submerge yourself in water for one round before you can use it again.