Merfolk (Race)



From Plane Shift: Zendikar, page 13; and Plane Shift: Ixalan, page 12.

Traits
(Plane Shift: Zendikar, page 13)

Your merfolk character has a number of traits in common with other members of this race.

Ability Score Increase. Your Charisma score increases by 1.

Age. Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.

Alignment. Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings.

Size. Merfolk are about the same size and build as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.

Amphibious. You can breathe air and water.

Languages. You can speak, read, and write Common, Merfolk, and one extra language of your choice.

Subrace. The merfolk race is divided into three creeds, founded on the principles of Emeria (wind), Ula (water), and Cosi (the trickster). Choose one of these creeds for your character.

Emeria (Wind) Creed
Ability Score Increase. Your Wisdom score increases by 2.

Wind Creed Manipulation. You have proficiency in the Deception and Persuasion skills.

Cantrip. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.

Ula (Water) Creed
Ability Score Increase. Your Intelligence score increases by 2.

Water Creed Navigation. You have proficiency with navigator's tools and in the Survival skill.

Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Cosi (Trickster) Creed
Ability Score Increase. Your Charisma score increases by an additional 1 (for a total of 2), and your Intelligence score increases by 1.

Creed of the Trickster. You have proficiency in the Sleight of Hand and Stealth skills.

Cantrip. You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it.

Plane Shift: Ixalan
(Plane Shift: Ixalan, page 12)

Ability Score Increase. Your Charisma score increases by 1.

Age. Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.

Alignment. Most merfolk are neutral, living in close harmony with nature.

Size. Merfolk are significantly taller than most humans, standing between seven and eight feet tall and averaging about 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.

Amphibious. You can breathe air and water.

Languages. You can speak, read, and write Common (if it exists in your campaign), Merfolk and one additional language of your choice.

Subrace. Merfolk are actually two separate subspecies. The green merfolk favor the land, walking among the trees and savoring the sunlight that filters through the leaves, while the blue merfolk are more at home in the waters of the Great River and the Inner Sea.

Green
Ability Score Increase. Your Wisdom score increases by 2.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Cantrip. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.

Blue
Ability Score Increase. Your Intelligence score increases by 2.

Lore of the Waters. You gain proficiency in the History and Nature skills.

Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.