Merfolk

Merfolk were an amphibious race, born and at home in the water but comfortable on dry land. They were seen in many locations around the world, including the rivers of Shajara, the swamps of Urudiya, and the oceans. They stayed away from the land of the Tritons, the kingdom of Kopekamensk.

Physical Characteristics
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.

Subraces
The merfolk race is divided into three subraces, identifying where they are from: ocean, river, and swamp.
 * River Merfolk:
 * Ability Score Increase. Your Wisdom score increases by 2.
 * Wind 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.
 * Ocean Merfolk:
 * Ability Score Increase. Your Intelligence score increases by 2.
 * Water 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.
 * Swamp Merfolk:
 * Ability Score Increase. Your Charisma score increases by an additional 1 (for a total of 2), and your Intelligence score increases by 1.
 * Swamp Tactics. You have proficiency in the Sleight of Hand and Stealth skills.
 * Cantrip. You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it.