race features:
Amphibious: You can breathe 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.
Form Shift: You can spend a bonus action to change between a Merfolk form, or a nearly identical land-dwelling form that includes legs instead of a tail. You can change back using another bonus action. While in Merfolk form, your walking speed becomes 10ft and swimming speed becomes 40ft. While in land form, your walking speed becomes 30ft and swimming speed becomes 20ft, and you carry an item such as a seafoam shawl, or coral necklace that allows you to switch back to your Merfolk form. If you lose this item, you must replace it before you can change back again.
Mask of the Seas: While in or near the water you can attempt to hide even when you are only lightly obscured by foliage, mud clouds, stone or other natural objects and phenomena.
Merfolk Weapon Training: You have proficiency with the net, spear, and trident.
Slippery: You have advantage on Dexterity (Acrobatics) checks against being grappled and saving throws to avoid being restrained.
Underwater Capability: Underwater combat does not impose any penalties or disadvantages on movement or weapon attacks. While underwater you have darkvision, you can see in dim light within 120 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 grey.