Homebrew:Zendikari Merfolk: Difference between revisions

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;Water Creed Navigation. : You have proficiency with navigator’s tools and in the Survival skill.
;Water Creed Navigation. : You have proficiency with navigator’s tools and in the Survival skill.
;Cantrip. : You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
;Cantrip. : You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
[[category:homebrew 5e races]]
[[category:homebrew subraces|Merfolk]]

Revision as of 22:11, 7 December 2022

(OOC: This is an implementation of the merfolk race from Planeshift: Zendikar)

Curious, thoughtful, and analytical, the merfolk of Zendikar are natural scholars and explorers. In the past, merfolk society was organized around their belief in three deities. 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 peaceful times, the merfolk might have fought over the ultimate meaning of this revelation. But faced with the danger presented by the Eldrazi broods, the merfolk have largely set aside their differences and joined together in a united force. Old grudges still linger, but the well-being of the merfolk race—and the world—far outweigh any ancient conflicts between creeds. Merfolk are associated with blue mana, though the traditional merfolk creeds express this connection in different ways.

Born of the Sea

Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. 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. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones.

Merfolk wear little clothing unless they are armored for battle. Even then, they drape themselves with nets and a minimum of cloth, wearing armor crafted of large, bleached seashells and augmented with leather.

Merfolk Traits

Your merfolk character has a number of traits in common with other members of this race.

Ability Score Increase

Your Charisma score increases by 1.

Age

Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.

Alignment

Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings.

Size

Merfolk are about the same size and build as humans. Your size is Medium.

Speed

Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.

Amphibious

You can breathe air and water.

Languages

You can speak, read, and write Common, Merfolk, and one extra language of your choice.

(Note: the merfolk language must be added to your character sheet manually.)

Creeds

The merfolk race is divided into three creeds, founded on the principles of Emeria (wind), Ula (water), and Cosi (the trickster). A merfolk isn’t born into a creed but chooses it upon reaching adulthood, and it is rare for a merfolk not to choose a creed. Merfolk of the wind and water creeds aren’t hostile to each other, but members of each creed regard the other creed with a vague disdain. Members of both those creeds regard the Cosi creed with suspicion and some degree of fear, and Cosi-creed adherents tend to keep their affiliation secret. Choose one of these creeds for your character.

Emeria (Wind) Creed

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. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive.

Ability Score Increase.
Your Wisdom score increases by 2.
Wind Creed Manipulation.
You have proficiency in the Deception and Persuasion skills.
Cantrip.
You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.

Ula (Water) Creed

Ula-creed merfolk emphasize intellectual pursuits, stressing hard evidence and reason over passion. They are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward.

Ability Score Increase.
Your Intelligence score increases by 2.
Water Creed Navigation.
You have proficiency with navigator’s tools and in the Survival skill.
Cantrip.
You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.