Homebrew Half-Merfolk Species Details

Born of both land and sea, Half-Merfolk inherit traits from both their Human and Merfolk parents. Half-Merfolk will always hold a deep, encompassing love of the sea, calling back to their heritage in the murky deeps. Many Half-Merfolk lead seafaring lives, or may otherwise find themselves living in a seaside settlement. Few Half-Merfolk will travel inland, but those who do always feel as if a part of themselves has been lost. Half-Merfolk will feel at peace near bodies of water, natural or artificial. Given the choice, however, many Half-Merfolk would rather live a life above water, typically keeping the company of other land-faring races. They will always be welcomed by many seafaring races.

 

Half-Merfolk Traits

Half-Merfolk take after both their Human and Merfolk ancestors.

Darkvision

Your ancestors inhabited the murky depths of the ocean. 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.

Ability Score Increase

Your Dexterity score increases by 2, and two other ability scores of your choice increase by 1.

Alignment

Half-Merfolk tend towards the chaotic alignments of their human sailor ancestors.

Age

Half-Merfolk tend to live around three centuries, taking after their Merfolk ancestors. They reach adulthood in their late teens, early twenties.

Size

Half-Merfolk will typically be around 6-7 feet tall. When they display their tails as opposed to legs, they can gain up to a foot to their height.

Languages

You can speak, read, and right in Common, Aquan, and one other language of your choosing.

Tail Shift

You can spend a bonus action to change from legs to tail or vice versa. While your tail is out, your walking speed becomes 10 ft and swim speed becomes 40 ft. Younger Half-Merfolk often have trouble controlling their Tail Shift, and sometimes shift unwillingly when half-submerged in water.

Ocean Born

You have advantage on any Acrobatics checks and Dexterity saving throws while fully submerged in water and Nature checks that involve water, regardless of whether its fresh or seawater. You have disadvantage to Constitution saving throws and Perception checks when in an arid environment.

Amphibious

You can breath both air and water.

Previous Versions

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