Merfolk

Merfolk are a race of amphibious humanoids at home throughout the oceans, rivers, and rain forests of the world. Their skin ranges from deep burgundy through many shades of violet and blue, to green, bright orange, and yellow. They are humanlike in shape, but have long fins extending from their shoulders, forearms, middle backs, and calves. Long fins or frills 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. All merfolk can breathe air or filter oxygen from the water, and they can walk on land or swim with equal ease.

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 of Ixalan

Merfolk are one of the major races on Ixalan. They used to rule much of the continent of Ixalan, but their empire was eclipsed by the Sun Empire of the humans. Nowadays, merfolk live a nomadic existence in the jungle, their shamans guiding the rivers and vegetation around them; the connec-tion to the rivers in particular is so strong that tribal leaders shed their own names in favour of those of the rivers that chose them. The Merfolk believe that it is their duty to keep Orazca and the Immortal Sun hidden from trespassers.

The merfolk of Ixalan are visually striking. Their fins are colorful and bright like tropical freshwater fish, and they bear jade jewelry, weapons and armor. They are a freshwater species, distasting the sea's salt. Their meditation techniques are based on heart beat rather than breath, as they need to stay focus both above and under water.




















Merfolk of Zendikar

Curious, thoughtful, and analytical, merfolk 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.

CHARACTER RACES | MERFOLK

This document is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.
Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Merfolk Names

Merfolk names are melodic, but with larger and darker tones. Female names are more melodic than male names, which is mostly because their names always end in a vowel.

Masculine Names: Gayeg Gaggar, Jad Gal, Jaten Em, Jilrit Menem, Sayund Men, Sogg Zuc, Tet Nic, Torsang Aggak, Virvun Derak, Vong Keggur, Zin Enar

Feminine Names: Amo Matem, Gusuyo Vator, Hulo Er, Kamu Ven, Manoya Zan, Miziha Zollen, Nala Ir, Nazoya Kil, Omo Alom, Onoda Adam, Thoso Mec, Thuzira Ullal

Merfolk Traits

All merfolk share the following traits.

Ability Score Increase. Your Constitution score increases by 2.

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, living in close harmony with nature.

Size. Majority of merfolk are the same size as humans. However, the merfolk on Ixalan are significantly taller than most humans, standing between seven and eight feet tall and averaging about 300 pounds. 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 additional language of your choice.

Subrace. In two planes are merfolk a main player in the world: Ixalan and Zendikar. Depending on the campaign your DM is running, choose a subrace from one of the following options.


  • Ixalan Merfolk: The merfolk on Ixalan are divided into two separate subspecies: Green and Blue. The green merfolk favor the land, walking among the trees and savoring the sunlight that filters through the leaves, while the blue merfolk are more at home in the waters of the Great River and the Inner Sea.

  • Zendikar Merfolk: The merfolk on Zendikar are separated into three creeds: 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.

CHARACTER RACES | MERFOLK




















































Green Merfolk

Green merfolk generally have yellow chests and pale green faces, shading to dark blues and purples on their backs and limbs. The patterns on their skin suggest the colors of the tree frogs common in the rain forest, as do their eyes of orange, lime green, or sky blue. Their fins are relatively short and thick. They climb trees with ease, move through undergrowth unhindered, and often wield magic to shape vines and branches to their will.























































Ability Score Increase. Your Wisdom score increases
by 2.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Cantrip. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.

CHARACTER RACES | MERFOLK




















































Blue Merfolk

Blue merfolk often have burgundy or magenta on their faces and chests, with lighter shades of blue and purple elsewhere. Their eyes are red, orange, or blue, and their long, thin, and elegant fins resemble scarves or veils of fine fabric. They swim easily, even upstream, and clamber over rocks and through rapids with ease. They prefer to dwell in shallow waters, but spend a fair amount of time on land as well.























































Ability Score Increase. Your Intelligence score increases
by 2.

Lore of the Waters. You gain proficiency in History and Nature.

Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

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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.

CHARACTER RACES | MERFOLK




















































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.

CHARACTER RACES | MERFOLK




















































Cosi (Trickster) Creed

No merfolk will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world.























































Ability Score Increase. Your Charisma score increases
by 2.

Creed of the Trickster. 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.

CHARACTER RACES | MERFOLK

Merfolk Sourcebooks

This version of the merfolk race is NOT official D&D material. It is taken from Plane Shift: Ixalan and Plane Shift: Zendikar. One change has been made: the shared racial Ability Score Increase of Charisma has been changed to Constitution.

This Document's Credit

This document was compiled, formatted, adjusted, copy edited, and (semi)-balanced by LtKodiak.
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Image Credits

Aquitect's Will by Dimitar Marinski, © WotC
Talrand, Sky Summoner by Svetlin Velinov, © WotC
Tishana, Voice of Thunder by Anna Steinbauer, © WotC
Merfolk Branchwalker by Kieran Yanner, © WotC
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Coralhelm Guide by Viktor Titov, © WotC
Cosi's Trickster by Igor Kieryluk, © WotC
Umara Entangler by James Ryman, © WotC

CHARACTER RACES | MERFOLK