Merfolk are a relatively new ancestry. Before the sundering, they looked more human-like and less fish-like, but once the rifting happened, they changed their appearance and abilities to survive the new world before them. They have always lived on or near the sea, but with the changes, they have been able to thrive living on or under the water. Merfolk are roughly the size of a human and about the same weight. They have fish-like scales over their whole body ranging in color from light sea green to a deep blue color. They have fins and webs that adorn their heads, much like hair for humans, and webbed hands and feet.
Merfolk live in large communities that are mostly under the water. These cities are built with vertical mobility in mind and are often built on the sides of cliffs with only a few buildings being out of the water for non-water-breathing visitors. There are a few cities that are built on the bottom of the ocean where the sea drains into the under. Other than this, there are a few floating cities, built from the joining of many ships. Merfolk are accomplished sailors and have learned to bring their ships together in a world that has very little dry land on it.
Merfolk are based on early colonial Spanish culture.
Age. Merfolk reach adulthood at 20 and commonly live to the age of 130.
Size. Merfolk are just under 6 feet tall and weigh just under 200. Your size is Medium.
Languages. You can speak, read, and write Porolo. Porolo has long vowels and softer consonants, it is considered a fairly romantic-sounding language by many other people.
Swimmer. You have a swimming equal to your movement.
Amphibious. You can breathe air and water.
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.
Oceanborn. You know the Shape Water cantrip.
Underwater Capability. Underwater combat does not impose any penalties or disadvantages on movement or weapon attacks.
Merfolk lineages are listed below.
Earth
Earth Merfolk are generally green in scale color. They are known as the gardeners of their people, and whether it is on the surface or under the water, they can cultivate and grow. On the great floating cities of the Merfolk, Earth Merfolk are the ones that grow food for their people.
Earth Knowledge. You have advantage on Survival (Dexterity) – Foraging rolls.
Earth’s Bounty. You can cast the goodberry spell once with this trait and regain the ability to do so when you finish a long rest.
Wind
Wind Merfolk are most often light blue, but at times are light green. They are travelers and wanderers, going from place to place seeking new experiences and stories. Their predilection for trickery often earns them a bad reputation wherever they go.
Wind’s Breath. You have advantage on Speechcraft (Cunning) – Persuasion rolls.
Current. The currents of water and air move to protect you. You have advantage on defense rolls against ranged attacks.
Water
Water Merfolk are usually dark blue in color. They are sailors and scholars of their people. While Wind Merfolk collect stories to tell, Water Merfolk collect history. This knowledge has helped them to create the charts they use to sail the oceans of the world.
Water Navigation. You have advantage on Survival (Intelligence) – Navigation rolls.
Deep Diver. Adapted to the frigid ocean depths, you have resistance to cold damage.