race features:
Amphibious
You can breathe both air and water.
Darkvision
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. You can’t discern color in darkness, only shades of gray. While underwater your darkvision extends to 120 feet.
Slippery Skin
You have advantage on Dexterity (Acrobatics) checks and saving throws.
Water Senses
While in contact with water, as a bonus action, you can send out a pulse to sense the exact location of any other creature in contact with the same water within 100 ft. You can use this feature a number of times, equal to your proficiency bonus, regaining all uses when you finish a long rest.
Healing Waters
While taking a short rest, if you are floating or submerged in water, double the amount of health regained for each hit die rolled.
Bioluminescent Burst
As an action, the color bands on your scales can glow and burst with bioluminescent light to target a creature within 5 ft. The creature must succeed a Constitution saving throw DC = 8 + Charisma modifier. If the creature fails the save, they are blinded until the end of their next turn. Once you use this feature, you can't use it again, until you finish a long rest.
Astute Learners
You have proficiency in the History skill.