Merfolk

The Merfolk originaed in the brackish waters of Hammerfest. These renowned architects constructed monumental aquatic cities on the shallow seabed.

## Overview

Merfolk prefer territories where the fish are plentiful and trade with other Federation planets can be facilitated. The majority of their architecture is actually below the sea floor. The labyrinth of underwater tunnels provides safety to the school from larger intruders by gating the entryways, and providing a variety of escape routes for non-combatants. The cave systems also provide a means of camouflage so that these gates and escape routes should hopefully never see use... The Merfolk have recently begun collecting Sea Serpent eggs in hopes of domesticating the species.

They are famed for a particular cloth they can create that is soft and shimmers in the light. The true colours of the cloth are only visible when submerged.

This aquatic race is able to breath air, and merfolk will sometimes slither onto land to honour their allies or poison their enemies. Some merfolk bloodlines carry the ability to adjust the chromatophores in the skin, allowing for a chameleon-like defense.

Warriors that are preparing to fight on the front lines build up an immunity to a personally crafted concoction of toxins over time. Before battle, they ingest a high concentration of their tonics to poison their blood. This tactic protects the Merfolk from casual bites or swipes, and catches the careless off-guard. Their use of toxins is not limited to tonics. Merfolk will poison claw, blade, and even sabotage foodstuffs of the unwary. They are also adept in the use of spears and tridents, and the craft serrated spearhead to cut jagged paths.

It is tradition for young merfolk warriors to prove themselves by hunting dangerous sharks and terrors of the deep. The fruits of this hunt provide them with the materials for their weapons. They maintain a strong connection with the elements, and are adept at using the currents to their advantage. A merfolk gifted in divination is a rare and treasured member of the school. One must be honorable, fast, and fearless to take up the mantle of magic user within their school. Many tribes rely heavily on these champions to create safe paths to new waters.

## Names

Merfolk have three names; a name given at birth, a clan name, and a name given when they are declared an adult. An adult will typically go by their adult name, which is granted when they come of age and their true nature becomes apparent. Calling an adult by their child name could be a sign of affection in some situtations, but is considered an insult when used by anyone who isn't immediate family.

Clearwater Caleweth Bymount would introduce himself as "Clearwater of Bymount", and most would refer to him as such, or simply as "Clearwater" amongst friends. His parents may continue to refer to him as "Caleweth" though.

## Racial Traits

* **Ability Score Increase.** Your Dexterity increases by 2, and your Wisdom increases by 1. **+12**
* **Age.** Merfolk have lifespan similar to humans, reaching maturity by their early teens and rarely living longer than a century.
* **Alignment.** Merfolk, like humans, tend toward no particular alignment. Many schools have a balance of lawful and chaotic elements, so are often perceived as neutral.
* **Size.** Merfolk range from 5-7 feet in length. Your size is Medium.
* **Speed.** Your base walking speed is 20 feet and you are always considered Prone. You have a swim speed of 40 feet. **-5**
* **Amphibious.** You can breathe both air and water. **+2**
* **Slippery.** You have Advantage on Dexterity saving throws against being grappled or restrained. **+2**
* **Underwater Agility.** Underwater combat does not impose any penalties or disadvantages on movement or weapon attacks. You have Advantage on Dexterity (Acrobatics) checks underwater. **+1**
* **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light and in darkness as though it were dim light. You cannot discern color in darkness, only shades of grey. **+3**
* **Tonic Crafter.** You are proficient with the Poisoner's Kit and you have resistance to Poison damage. **+4**
* **Adaptive Camouflage.** You can adjust the chromatophores on your skin and change colour. You have advantage on Dexterity (Stealth) checks and you can take the Hide action so long as you are adjacent to any opaque object or solid surface. **+4**
* **Merfolk Weapon Training.** You have proficiency with the trident, halberd, spear, and net. You may wield these weapons as though they had Finesse. **+4**
* **Aquatic Lore.** You can add double their proficiency bonus to any Nature check involving underwater plants, animals, or tides. **+1**
* **Languages.** You can speak, read, and write Common and Aquan.
* ***Score Total: 28***

## Example Merfolk

Clearwater Caleweth Bymount, oraclePearldiver Avris ValhallCurrentfinder Corselle PineshoreOceansurfer Namor Westerbeach, mageSaltrider Vesta ShallowshoreWaveswell Salas StrondaleSharkhunter Lurien EsterbrookShimmershell Morea FallmarshRipplestrider Ethire Highden, warlockWavesinger Ariel MythleyCoralcrafter Latus MarblemarshFathomspirit Rugore WhitewaterTorrentsearcher Avir Saltcliff