Merfolk

Recommended Classes: Bard, Warlock, Paladin, Sorcerer
=== Overview ===
Myths and legends throughout the ages tell tale of the illustrious mermaids, mischievous maidens from beneath the waves, beautiful and graceful. In more modern times, the existence of such creatures is no myth, and the interactions between the Merfolk people of the sea and the other denizens of Kovall are a fact of life. While the Merfolk, or Mermaid people, primarily live within the sea, they've developed means of sustaining themselves above the currents of the deep, adapting to modern society.
The Merfolks most notable feature is their lower half, which is reminiscent of marine animals, or in laymans terms, that of fish. Their scales shimmer like metal, and can be any color imaginable. Their skintones are just as diverse, with the most common being darker colors, although lighter skin, or even a pale blue, green, or purple are not an uncommon sight. Their hair is often dark, but practically any color can also be found.
Each Merfolk that lives on the surface bears a magical amulet called a "Token of Leraphon", which allows them to levitate just above the ground, as well as mystically supplying them with the water they need to survive.
=== History ===
=== Statistics ===
Your Merfolk character has the following traits.
==== Ability Score Improvement ====
Your Charisma Score increases by 1.
==== Speed ====
Your Token of Leraphon allows you to hover just above ground with ease, though you are not as swift as most races. You have a movement speed of 20 feet while not in water. This movement is not affected by difficult terrain, unless the DM rules otherwise. 
Additionally, your Token of Leraphon instantaneously deactivates when fully submerged in water. You have a swimming speed of 40 feet.
==== Water-Touch ====
You can cast the Shape Water cantrip.
==== Water-Vision ====
You can see perfectly within water, and suffer no penalties to your vision because of water, up to 120 feet.
=== Subraces ===
The Merfolk are as diverse as the many inhabitants of the sea. You may chose one of four subraces: Ocean-Dweller, Deep-Water, Fresh-Water, or Siren-Song
=== Ocean-Dweller ===
Your people are what most consider the traditional, standard Mermaid. You hail from across the seas, often living in coral cities or beautiful reefs close to the shoreline.
==== Ability Score Improvement ====
Your Constitution Score increases by 2.
==== The Seas Bounty ====
Your people have learned to cooperate with both eachother, as well as those of other species, like a school of fish does. At 2nd level, you learn to cast the Bless spell without expending a spell slot. You can cast this spell in this way once per long rest. Charisma is your spellcasting ability for this spell.
=== Deep-Water ===
The most war-like of the Merfolk, your people do not appear like fish as most do, but instead appear more like deadly sharks. Your teeth are sharp and menacing, and your ability to sense blood is unmatched.
==== Ability Score Improvement ====
Your Strength Score increases by 2.
==== The Strength of the Deep ====
Strong, prideful, and fierce, your people have learned to augment their already ferocious combat ability with magics originating from the icy waters of the oceans floor.. At 2nd level, you learn to cast the Armor of Agathys spell without expending a spell slot. You can cast this spell in this way once per long rest. Charisma is your spellcasting ability for this spell.
==== Predators Wrath ====
Your teeth can be used as a natural weapon, allowing you to make an unarmed bite attack dealing 1d10+STR. You are considered proficient with unarmed attacks when doing this. 
=== Fresh-Water ===
The first to adapt to life on the surface, your people evolved to survive in fresh water, instead of the salty waters of the sea. Your skin tones are often lighter than your oceanic cousins, and your senses have adapted to the surface as well.
==== Ability Score Improvement ====
Your Wisdom Score increases by 2.
==== The Love of the Surface ====
Your people have long since been sought after as sages, mentors, and healers. Your words seem to soothe wounds with their delicate charm. At 2nd level, you learn to cast the Healing Word spell without expending a spell slot. You can cast this spell in this way once per long rest. Charisma is your spellcasting ability for this spell.
==== Wisdom of the Ages ====
Your people have used the Token of Leraphon longer than any other, and have become masters at the art of levitation. Your movement speed while not in water is now 35 feet. Additionally, you gain advantage on perception checks that rely on sight.
=== Siren-Song ===
The scourge of the sea, the Siren-Song Merfolk were once known as cunning deceivers and cruel hunters, luring sailors to a slow, watery death. Though the cruelty and sadism has proved to be much overstated, the cunning strategies at attaining food and treasure alike that your people have thrived with hold true to this day. You appear almost ethereal, with many of your kind having pure white or black hair, and the palest of skin. Your aquatic features are thin and barbed, and your scales are often deep purple, or sometimes even gold.
==== Ability Score Improvement ====
Your Charisma Score increases by 1. Your Intelligence Score increases by 1.
==== The Sirens Lure ====
Your people have long since learned to lower the defenses of their prey, whether it be a target of treasure, or food. At 2nd level, you learn to cast the Unearthly Chorus spell without expending a spell slot. You can cast this spell in this way once per long rest. Charisma is your spellcasting ability for this spell.