"Merfolk Traits
Your merfolk character has a number of traits in com-
mon with other members of this race.
Ability Score Increase. Your Charisma score in-
creases by 1.
Age. Merfolk mature at the same rate humans do 
and reach adulthood around the age of 20. They live 
considerably longer than humans, though, often reach-
ing well over 100 years.
Alignment. Most merfolk are neutral, though merfolk 
of the Emeria and Cosi creeds have chaotic leanings.
Size. Merfolk are about the same size and build as 
humans. Your size is Medium.
Speed. Your base walking speed is 30 feet. You 
also have a swimming speed of 30 feet.
Amphibious. You can breathe air and water.
Languages. You can speak, read, and write Com-
mon, Merfolk, and one extra language of your choice.
Creeds. The merfolk race is divided into three 
creeds, founded on the principles of Emeria (wind), Ula 
(water), and Cosi (the trickster). A merfolk isn’t born 
into a creed but chooses it upon reaching adulthood, and 
it is rare for a merfolk not to choose a creed. Merfolk of 
the wind and water creeds aren’t hostile to each other, 
but members of each creed regard the other creed with 
a vague disdain. Members of both those creeds regard 
the Cosi creed with suspicion and some degree of fear, 
and Cosi-creed adherents tend to keep their affiliation 
secret. Choose one of these creeds for your character.
Emeria (Wind) Creed
Merfolk who followed Emeria’s creed seek wisdom 
and truth in the Wind Realm, exploring the mystical 
forces—rather than natural causes—behind historical 
events. They are evasive and intentionally enigmatic 
in their interactions with others, and are often de-
scribed as manipulative and deceptive.
Ability Score Increase. Your Wisdom score in-
creases by 2.
Wind 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.
Ula (Water) Creed
Ula-creed merfolk emphasize intellectual pursuits, 
stressing hard evidence and reason over passion. They 
are analytical scholars, chroniclers, explorers, and 
navigators who pride themselves on being blunt and 
straightforward.
Ability Score Increase. Your Intelligence score 
increases by 2.
Water 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 spell-
casting ability for it.
Cosi Creed
No merfolk will openly admit to following the creed 
of the trickster, but those who do view Cosi as an ally 
who can grant them control over the chaotic forces of 
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.
Creed of the Trickster. 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."
 "Vampire Traits
Your vampire character has the following traits as a 
result of the unique origins of your kind. 
Ability Score Increase. Your Intelligence score 
increases by 1, and your Charisma score increases by 2.
Age. Vampires don’t mature and age in the same 
way that other races do. Every living vampire is either a 
bloodchief, infected by Ulamog’s influence in the distant 
reaches of history, or was spawned by a bloodchief from 
a living human. Most vampires are thus very old, but few 
have any memory of their earliest years.
Alignment. Vampires have no innate tendency 
toward evil, but consuming the life energy of other 
creatures often pushes them to that end. Regardless of 
their moral bent, the strict hierarchies of their blood-
chiefs inclines them toward a lawful alignment.
Size. Vampires are about the same size and build 
as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your heritage, you have su-
perior vision in dark and dim conditions. 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.
Vampiric Resistance. You have resistance to ne-
crotic damage.
Blood Thirst. You can drain blood and life ener-
gy from a willing creature, or one that is grappled by 
you, incapacitated, or restrained. Make a melee attack 
against the target. If you hit, you deal 1 piercing dam-
age and 1d6 necrotic damage. The target’s hit point 
maximum is reduced by an amount equal to the ne-
crotic damage taken, and you regain hit points equal to 
that amount. The reduction lasts until the target finish-
es a long rest. The target dies if this effect reduces its 
hit point maximum to 0. A humanoid killed in this way 
becomes a null (see “A Zendikar Bestiary”).
Languages. You can speak, read, and write Com-
mon and Vampire."
 Merfolk stats from another Planeshift article from WotC, I think it's very possible we will see reprints of these as well.