Amphibious. You can breathe air and water.
Creeds. Upon reaching adulthood, a member of a merfolk community pledges themselves to a particular creed, representing an element of the sea they wish to embody. These are not occupations or subraces but rather principles to which a person pledges themselves.
Creed of the Tide
Merfolk who pledge themselves to the tides pursue the wisdom associated with consistent natural processes. Rather than seeking the new, they seek to understand the old and unchanging.
Ability Score Increase. Your Wisdom score increases by 2.
Tide 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.
Creed of the Current
Merfolk who pledge themselves to the currents endeavor to follow the flow of the ocean wherever it leads, pursuing new discoveries and knowledge. These merfolk are the ones most likely to leave their homes and see the surface world.
Ability Score Increase. Your Intelligence score increases by 2.
Current 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.
Creed of the Tempest
Merfolk who pledge themselves to the storms rarely make themselves known as such unless asked due to their entirely deserved mischievous reputation. Representing the unpredictability of the seas, these merfolk pride themselves on playful deception and games, taking a carefree approach to the world.
Ability Score Increase. Your Charisma score increases by an additional 1 (for a total of 2), and your Intelligence score increases by 1.
Tempest Creed Trickery. 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.
Languages. Common, Merfolk, and one extra language of your choice.