Amphibious: you can breath air and water emissary of the sea: Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return. Subraces: Merfolk are divided into two subraces, the deep water triton and the shallow water sirens. -Triton features: STR +1 Darkvision: 60ft Speed: Triton have a 30ft swim speed Control Air and Water. A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells. Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment. Languages: Triton speak and write primordial -Sirens features: Dex +1 Fish tail transformation: As a bonus action, a siren can alter her lower body to either a set of humanlike legs or a fishlike tail. The fish tail form reduces walking speed to 5ft but grants a swim speed of 40 ft. Enchanted voice: Siren merfolk are gifted with a magical voice that lets them replicate certain spells. You can cast Charm person with this trait. Starting at 3rd level, you can cast enthrall with it, and starting at 5th level, you can also cast suggestion with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells. Your versions of those spells have only vocal components. Herald to the surface: you are trained in either persuasion, performance or insight and learn two additional languages
Languages. Common