Merfolk

In ancient times, powerful sea beings were worshipped by many different races. Hundreds of followers and servants would bring offerings to great temples by the seas and lakes that the great Krakens, Aboleths, and other monstrosities called home. Those who served the creatures for many years, or gave worthy offerings were granted with a powerful boon: a piece of the creature's very essence. With just a touch, the followers were transformed into twisted sea creatures themselves. Though few still worship, all who are descended from these servants still bear the mark.

Shy Peoples

Covered in scales ranging from grey to green or even blue, it is hard to miss Merfolk's aquatic looks. Merfolk do not grow hair, but women grow short fins on their heads, and most men have smooth heads. Rarely older men may grow a few thick tentacle like whiskers around the chin and lips, giving the appearance of a sort of beard or moustache.

Many Merfolk find it easier to stay with their own families, finding it hard to make friends with other races. In reality, other races enjoy the company of Merfolk as much as any other, Merfolk just tend to be very shy. However, once friends with others, most are quite social, and are appreciated for their unique outlooks on life and beautiful singing voices.

Tribal Hunters

Having more difficult access to building materials such as mined stone and wood, Merfolk villages are not known for their craftsmanship. Many are built within great coral reefs, ruins of lost cities, or caverns. Their settlements are sustained through farming seaweed and other sea flora, hunting, and trading with surface peoples.

Merfolk are known as dangerous and skilled hunters and fishermen in their watery domains. While preferring tridents and nets to catch large numbers of small prey, they have been known to fairly easily bring down giant sea snakes and sharks. Even when on land they are respected and highly sought after as members and teachers for hunting guilds and lodges.

Merfolk Names

Merfolk names tend to be simple with emphasis on the vowels. These names are normally chosen by the parents of the child at birth, and reflect the dual nature of the child by being of both Aquean and Common sounds. Few Merfolk have surnames, though those who live among other races may take up one to fit other cultures.

Male Names: A'leak, Fi, Ki'na, Pityn, Qued, Rean, Usta, Voo, Ya’te

Female Names: Atal, Etet, Giin, Ila, Iqua, Lu’e, Pa’le, Tiya, Yumat

Merfolk Traits

The boons of your ancestors give you many powerful traits.

Ability Score Increase. Your Constitution increases by 1.

Age. Merfolk mature at the same rate as humans and reach adulthood at around the age of 20, they can easily reach ages of up to 450.

Alignment. Merfolk's quiet and mainly nomadic tribes believe strongly in providing for yourself and holding your personal freedoms, leading to strong chaotic tendencies. Though some Merfolk, especially those raised in more permanent settlements, can be good, their ancient blood leads many to tend towards evil.

Size. When on dry land, Merfolk tend to stand taller than your average Dwarf, but shorter than your average Human. You are approximately 5 feet tall. When in water, your tail extends to increase your size by 2 feet. Incredibly slender, your weigh approximately 90 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to the darker conditions of the deep water, you have superior vision in dark and dim conditions. 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.

Amphibious. You can breathe in both air and water.

Aquatic Boon. When fully submerged below the waist in water, your legs fuse to magically become a long finned tail (This effect is instant, and will instantly revert whenever your lower half is not submerged.) You have a swim speed of 40 feet. To use this speed, you must not be wearing heavy armor.

Underwater Hunter: You have proficiency with Tridents, Spears, Light Crossbows, and Nets.

Subrace. The gifts of one of the great sea beasts empowers you. Choose one of these subraces.

Kraken Children

Merfolk that can trace their lineage to the servants of the powerful Krakens gain the strength of storms. Your skin is darker and thicker than others, your arms stronger, and your eyes brighter.

Ability Score Increase. Your Strength score increases by 1.

Thick Skin. Your thick scales and hide grant you resistance to lightning damage.

Ink Glands. You know the poison spray cantrip. Constitution is your spellcasting ability for this spell.

Aboleth Children

Those that can trace their lineage to the servants of the ancient Aboleths are blessed with bright minds. Your skin is pale, your body lithe, and your eyes nearly black.

Ability Score Increase. Your Intelligence increases by 1.

Ancient Mark. Your mind is stronger than others, you are resistant to Psychic damage.

Sharp Mind. You are proficient in the Insight and History skills.

Psychic Drain. You may reach out your mind to an enemy within 60 feet of you and attempt to drain their energy. The enemy must make a Wisdom saving throw, the DC for which is 8 + your proficiency bonus + your wisdom modifier. On a failed save the enemy takes 1d8 psychic damage, you then gain the same amount of health. You must finish a short or long rest before you can use this ability again. This ability’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).