Alignment. In the past, merfolk society was organized around their belief in three deities. You know one cantrip of your choice from the bard spell list spell list. Your Wisdom score increases by 2. Even then, they drape themselves with nets and a minimum of cloth, wearing armor crafted of large, bleached seashells and augmented with leather. Merfolk reach adulthood in their late teens but often live up to 300 years. Merfolk are humanoids with blue-tinged skin, short, wide hands and feet, with webbed fingers and toes.

Intelligence is your spellcasting ability for it.

The merfolk can breathe air and water.

For this reason, merfolk communities are almost exclusively populated by people of merfolk ancestry, though a few exceptions have occurred. Watch headings for an "edit" link when available. Merfolk communities are almost always underwater, in villages near vital ocean ecosystems, such as coral reefs. You know one cantrip of your choice from the wizard spell list. The merfolk race is divided into three creeds, founded on the principles of Emeria (wind), Ula (water), and Cosi (the trickster). While in or near the water you can attempt to hide even when you are only lightly obscured by foliage, mud clouds, stone or other natural objects and phenomena.Merfolk Weapon Training. • Size. Resistance to cold damage. • Water Creed Navigation. You can speak, read and write Common and Aquan. Many tribes have a balance of lawful and chaotic elements, so are often perceived as neutral. Alignment. You can cast animal friendship at will with this trait, but you can target only beasts with a swim speed that are Medium or smaller.

| Fudge SRD

• Cantrip.

They applied their magic to their fellow clansmen in order to alter the thick tails of their people into pairs of legs. You may change between these speed options by completing a 10 minute ritual. Merfolk culture tends to value protecting the weak and the natural, which leans most of its members toward goodness. Dungeons and Dragons (D&D) Fifth Edition (5e) Monster - Merfolk - Aquatic humanoids with the upper body of a human and the lower body of a fish, merfolk... Amphibious.

You have proficiency in the Sleight of Hand and Stealth skills. You have resistance to cold damage. Open-Ocean Merfolk Traits (replaces Adaptability): Swim speed 40 feet. You have proficiency with the net, spear, and trident.Underwater Capability.

Merfolk are an amphibious race, born and at home in the water but comfortable on dry land.

If you want to discuss contents of this page - this is the easiest way to do it. They swim easily, even upstream, and clamber over rocks and through rapids with ease. Ability Score Increase. You have advantage on Dexterity (Acrobatics) checks against being grappled and saving throws to avoid being restrained.Languages. Land-walkers are a rare group of merfolk that have learned a ritual that allows them to walk among surface dwellers. Unearthed Arcana 2020: Subclasses, Part Five Breakdown, How to: Time traveling in RPGs - Timeline Changing. Check out how this page has evolved in the past.

Most merfolk are neutral, living in close harmony with nature. Sign up to receive our newsletter in your inbox each month. Anything built above the water is usually built on stilts or designed to be disassembled and rebuilt quickly. In peaceful times, the merfolk might have fought over the ultimate meaning of this revelation.

But in the wake of the reappearance of the Eldrazi, the merfolk have realized that their faith was a web of lies, built on a corrupted memory of the Eldrazi titans handed down from generation to generation. In either case, these growths typically range in color from red to warm brown to black.

More Dungeons & Dragons Fifth Edition Wiki. Merfolk are about the same size and build as humans. Merfolk come in a variety of lengths and weights, ranging from 5-7 feet in length, and from 100-300lbs. Curious, thoughtful, and analytical, the merfolk of Zendikar are natural scholars and explorers. Merfolk are actually two separate subspecies. “From the Depths” fan and designer, Nickolas Hartunian, was inspired to create his own land-walking merfolk variant after reading this post. Speed.

Intelligence is your spellcasting ability for it. View/set parent page (used for creating breadcrumbs and structured layout). Merfolk wear little clothing unless they are armored for battle. • Alignment. Great Dalmuti: Dungeons & Dragons Card Game.

Watch headings for an "edit" link when available.

• Cantrip.

In addition, when you change shape from merfolk to human form, you store your merfolk essence in the form of a trinket, usually seashell necklace or seafoam silk shawl or item of that nature, and must keep it safe and secure. • The Creed of the Trickster. In most aquatic campaigns, merfolk are the most common civilized race under the waves, making parallels to humans easy to make. Old grudges still linger, but the well-being of the merfolk race – and the world – far outweigh any ancient conflicts between creeds.

Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings. While they might work with non-merfolk on occasion, only rarely do they trust these allies fully. Arctic Merfolk Traits (replaces Adaptability): +1 Constitution; this stacks with other ability score improvements to a maximum of +2. The merfolk race is divided into three creeds, founded on the principles of Emeria (wind), Ula (water), and Cosi (the trickster). Of course, the aquatic barbarian, cleric, paladin, sorcerer, fighter, druid, and ranger archetypes from the Aquatic Builds series are all excellent choices for merfolk, as are bards from the College of the Sea Singers. | GumshoeSRD Your size is Medium.Speed. • Languages. The shallows merfolk have a broad lightly colored patch of skin along their bellies and faces, and a darker patch up their backs and along the back of their heads. It is a problem that both the Monk and the Ranger have some subclasses whose benefits are "free" (Open Hand and Hunter, respectively) while most of their other subclasses have benefits that require the sacrifice of a base class feature (ki and/or... Oh, don't mistake me. Frills of fins also protrude from the backs of their heads. You can breathe air and water.

The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed.

They are humanlike in shape, but have long fins extending from their shoulders, forearms, middle backs, and calves. Merfolk is a creature type for a race of aquatic humanoids. Completing this ritual more than once before taking a long rest causes 1 level of exhaustion per additional time the ritual is completed.]. race of amphibious humanoids at home throughout the oceans, rivers, and rain forests of Ixalan. The most nomadic of the merfolk races, open-ocean merfolk follow large schools of migratory game-fish through the vast expanses of the world’s oceans. Merfolk who followed Emeria’s creed seek wisdom and truth in the Wind Realm, exploring the mystical forces—rather than natural causes—behind historical events.

Languages. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed.

You have a swim speed of 40 feet. • Size. • Cantrip. Your base walking speed is 30 feet, Your base swimming speed is 30 feet. Your size is Medium. Since his first sleep spell, Rich has wandered the world of roleplaying, board and computer games as fascinated with their potential to teach and inspire as to entertain.

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