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The merfolk are a predominantly marine dwelling race. They have scaly skin, long powerful tails and arms with webbed fingers. They typically have a dorsal fin as well as fin like frills around their head and arms.
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Race: Merfolk by - Created with GM Binder. My Documents;...
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The River Heralds are merfolk—a race of amphibious humanoids at home throughout the oceans, rivers, and rain forests of Ixalan. They stand between seven and eight feet tall, with skin that ranges from deep burgundy through many shades of violet and blue, to green, bright orange, and yellow.
Merfolk are incredibly varied across the seas and may vary dramatically in looks and culture depending on the waters they grow up in, but three dominant subraces divide the proud Merfolk of the seas: sirenians, charcarons, and cephali.
Merfolk: A homebrew race for D&D 5E By SirBackAxe This document contains rules for creating a merfolk character in Dungeons & Dragons 5th Edition, along with the Weapon Throwing Expert feat and the Water Jet cantrip.\u000B Homebrew Index Author’s Note: It seems like some people are actually using t...
One such race is that of the Merfolk, beings that look uncannily similar to humans above the waist but have large powerful fish like tails. They are the most commonly found creatures within the aquatic community and settled in many underwater cities all over the oceans of the world.
A child of the sea, you can call on the magic of elemental water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Rime's Binding Ice with it, and starting at 5th level, you can also cast Wall of Water with it.
The merfolk race is divided into three creeds, founded on the principles of Emeria (wind), Ula (water), and Cosi (the trickster). Choose one of these creeds for your character. Ability Score Increase. Your Wisdom score increases by 2. Wind Creed Manipulation. You have proficiency in the Deception and Persuasion skills. Cantrip.