Homebrew Merfolk (The Seaborn) Species Details

Along the ocean shores for millennia land-dwelling people have raced to see quick glimpses of the elusive half-fish people who are rumored to live below the depths when they seldom explore the surface of the waves.

Sailors know well that these sightings are no myth or mistake, as the denizens of the ocean are numerous and well-traveled. The Sea Elves and Tritons occupy the upper reaches of the ocean and the deepest depths respectfully, but residing somewhere in the middle and travelling between both are the Merfolk. 

They refer to themselves as the Seaborn in their Aquan tongue, a race of adventurous and stalwart people who delight in artisan crafts and exploration of ancient ruins. 

Merfolk (The Seaborn) Traits

Every Seaborn shares a few specific traits with other members of their race.

Ability Score Increase

Your people are mobile and acrobatic, combined with their natural scale plating and deep reverence for nature. Your Dexterity score increases by 2, and your Constitution and Wisdom both increase by 1. 

Languages

You can speak, read, and write Common and Aquan.

Age

The Seaborn are a long-lived race, which gets to experience the turn of centuries and the slow shifts of the tides. Many healthy Merfolk live to be over 300 years old. 

Darkvision

You've adapted to see in the dimly lit depths of the ocean, far below where the sun or moon can reach. 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

Can breathe both while in and outside of the water. 

Form Shift

You can spend a bonus action to change between a Merfolk form, or a nearly identical land-dwelling form that includes legs instead of a tail. You can change back using another bonus action. While in Merfolk form, your walking speed becomes 10 ft and swim speed becomes 40 ft. While in land form, your walking speed becomes 30 ft, and you carry an item such as a seafoam shawl, or coral necklace that allows you to switch back to your Merfolk form. If you lose this item, you must replace it before you can change back again.

At the DM's discretion, you can either locate another item of Merfolk magic, or spend 1 day in a ritual creating an item and imbuing it with your oceanic powers, but this requires you to complete a successful craftsmanship check. You may only have one item imbued in this fashion at a time, and it must be held or worn by you in order to be used. The item can be a weapon or piece of armor, but only if it's been crafted by you for this purpose.

Attunement to the new item that you stole, found, purchased, or created takes one long rest to complete before it can be used and it's effects can take hold.

Craftsmanship

Your people are natural craftsmen, adept at intricate design work and sturdy construction. Gain proficiency in one crafting/artisan's tool of your choice.

River, Ocean, or Bay born.

You have proficiency in Nature checks, and advantage when making a check involving natural bodies of water.

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