Mermaid (5e Race)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Needs RHW table & society section. Fluff is also quite lacking for such an iconic creature.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Mermaid[edit]

Beautiful and otherworldly, you bask in the sun and under the sea.

Physical Description[edit]

Mermaids are similar to humans in appearance. The skin of an Atlantean tends to appear shimmery as if glistening in sunlight. Mermaids hair tends to be almost any color and falls down their back flowing around them on the land as if they were underwater, and their eyes are almost always blue, green, and purple hues, light purple being the rarest coloration. They are typically very beautiful individuals, often looked at as goddesses for their image.

History[edit]

The Mermaids are a long, fulfilled race of beings that live in the oceans. the story and legends of the mermaids were once the talk of fiction, but once they began to walk on land they were revered as ocean goddesses. They come to land to adventure the surface world and some tend to be curious about the surface world's rules and traditions. Others stay underwater and progress their life there, being said to be the creators of the currents and waves.


Being a race with immense magical energy, mermaids are sometimes sought out by evil individuals, their tails filled with power, making for excellent components to spells and potions.

Mermaid Names[edit]

Male: Agrata, Aquis, Avris, Bornet, Ceimu, Drake, Korma, Latus, Leomaris, Midus, Morgan, Namor, Nido, Orman, Pvorsa, Salas, Sedor, Talrand, Typhon, Wiggus.

Female: Anosa, Ariel, Atlise, Cordula, Corselle, Halimeda, Iren, Katara, Kella, Kilmie, Korra, Marilla, Morea, Nosae, Portia, Soreen, Tassab, Ulanda, Vesta, Yisea, Zegana, Undyne.

Mermaid Traits[edit]

Mermaids are strong, beautiful sirens of the seas, acclimated to the oceans, and survive underwater.
Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.
Age. mermaids reach adulthood after 16 years and are considered elderly by 500. The average lifespan is just under 1000yrs, but it is said some of them live for centuries.
Alignment. Mermaids have a tradition of protecting their own and are faithful to those they develop strong feelings for. As a whole, they have a strong tendency towards good and a slight tendency towards neutral.
Size. depends on sub-race
Speed. Your base walking speed is 30 feet, and you have a swim speed of 35 feet.
Amphibious. You can breathe both air and water.
Aquatic Vision. In open air, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Underwater, you treat all dim light as bright light, and all darkness as if it were dim light within 60 feet.
Deep Diver. Your ancestors are well-adapted to the harsh, cold environments of ocean depths. You have resistance to cold damage.
Mermaid Weapon Training. You have proficiency with the spear, trident, javelin, and net.
Marine Recovery. If you complete a short rest while fully submerged in water throughout, you can regain extra hit points equal to your level.
Languages. You can speak, read, and write Aquan and Common.

Mermaid Subrace[edit]

Ocean Of life Mermaid[edit]

Ability Score Increase. Your Constitution score increases by 1.
Size. Your size is Medium.
Spring of Life. As a bonus action, You can flood yourself, or an ally you can see within 30 feet, with rejuvenating waters to restore hit points equal to 1d6 + your Constitution modifier. Then the waters leap to an enemy you can see within 30 feet of the previous target and deal cold damage equal to 1d6 + your Constitution modifier. Then the waters leap a final time to a different ally within 30 feet of the enemy to restore hit points equal to 1d6 + Constitution modifier. If there is no creature within range, the ability ends. You can use this equal amount of times as your Constitution Modifier. You regain all uses after a short or long rest.

Deep Seas Watcher[edit]

Ability Score Increase. Your Dexterity score increases by 1.
Size. Your size is Large.
water Whisperer. You are one with the oceans and it speaks to you. You can communicate with beasts and aquatic animals.

1.00
(2 votes)

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!


Advertisements: