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Homebrew

Merfolk

subraces generic with a feat and some proficiencies one hunter singer (siren) maybe one river one deeper waters with a focus on light magic (Aphotic Merfolk)   maybe features: Marine Recovery. If you complete a short rest while submerged in water, you can regain extra hit points equal to your level. If you complete a long rest while submerged in water, you regain an extra hit die.
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originally found at https://www.dandwiki.com/wiki/Mermaid_(5e_Race)
a charge features a burst of speed feature traveling at fast pace imposes no penalty on you
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1.
age:
Size: Medium
speed: 15 feet, swim 35
Languages: Any two languages. Commonly a version of merfolk and sailor signs
race features:

Amphibious. The merfolk can breathe air and water.

Aquatic Movement. Merfolk are adapted to swimming, not walking. Any bonus to your walking speed instead gives you that bonus to your swim speed. Any feature that would give you a swim speed instead gives you that as a walk speed. Any feature that would give you a movement speed equal to your walking speed instead gives you that movement speed equal to your swim speed.
When moving on land you are considered prone. This form of prone doesn't slow your movement speed and only takes 5 feet of movement speed to end. This only applies if you didn't get a walk speed from any source.

Divers. Merfolk are adapted to the depths. You don't suffer any drawbacks from being at great depth in the water, be it pressure, temperature, salinity, etc..

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Marine Recovery. If you complete a short rest while submerged in water during which you spend hitdie, you can regain 1d4 extra hit points. If you complete a long rest while submerged in water, the amount of hit die you recover increases by one. If you complete a long rest while not in water, the amount of hitdie you recover decreases by one, to a minimum of 1.


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