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Ravnica: Is This The New D&D Setting? [UPDATED & CONFIRMED!]
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<blockquote data-quote="gyor" data-source="post: 7753921" data-attributes="member: 6670153"><p>"Merfolk Traits</p><p>Your merfolk character has a number of traits in com-</p><p>mon with other members of this race.</p><p>Ability Score Increase. Your Charisma score in-</p><p>creases by 1.</p><p>Age. Merfolk mature at the same rate humans do </p><p>and reach adulthood around the age of 20. They live </p><p>considerably longer than humans, though, often reach-</p><p>ing well over 100 years.</p><p>Alignment. Most merfolk are neutral, though merfolk </p><p>of the Emeria and Cosi creeds have chaotic leanings.</p><p>Size. Merfolk are about the same size and build as </p><p>humans. Your size is Medium.</p><p>Speed. Your base walking speed is 30 feet. You </p><p>also have a swimming speed of 30 feet.</p><p>Amphibious. You can breathe air and water.</p><p>Languages. You can speak, read, and write Com-</p><p>mon, Merfolk, and one extra language of your choice.</p><p>Creeds. The merfolk race is divided into three </p><p>creeds, founded on the principles of Emeria (wind), Ula </p><p>(water), and Cosi (the trickster). A merfolk isn’t born </p><p>into a creed but chooses it upon reaching adulthood, and </p><p>it is rare for a merfolk not to choose a creed. Merfolk of </p><p>the wind and water creeds aren’t hostile to each other, </p><p>but members of each creed regard the other creed with </p><p>a vague disdain. Members of both those creeds regard </p><p>the Cosi creed with suspicion and some degree of fear, </p><p>and Cosi-creed adherents tend to keep their affiliation </p><p>secret. Choose one of these creeds for your character.</p><p>Emeria (Wind) Creed</p><p>Merfolk who followed Emeria’s creed seek wisdom </p><p>and truth in the Wind Realm, exploring the mystical </p><p>forces—rather than natural causes—behind historical </p><p>events. They are evasive and intentionally enigmatic </p><p>in their interactions with others, and are often de-</p><p>scribed as manipulative and deceptive.</p><p>Ability Score Increase. Your Wisdom score in-</p><p>creases by 2.</p><p>Wind Creed Manipulation. You have proficiency </p><p>in the Deception and Persuasion skills.</p><p>Cantrip. You know one cantrip of your choice </p><p>from the druid spell list. Wisdom is your spellcasting </p><p>ability for it.</p><p>Ula (Water) Creed</p><p>Ula-creed merfolk emphasize intellectual pursuits, </p><p>stressing hard evidence and reason over passion. They </p><p>are analytical scholars, chroniclers, explorers, and </p><p>navigators who pride themselves on being blunt and </p><p>straightforward.</p><p>Ability Score Increase. Your Intelligence score </p><p>increases by 2.</p><p>Water Creed Navigation. You have proficiency </p><p>with navigator’s tools and in the Survival skill.</p><p>Cantrip. You know one cantrip of your choice </p><p>from the wizard spell list. Intelligence is your spell-</p><p>casting ability for it.</p><p>Cosi Creed</p><p>No merfolk will openly admit to following the creed </p><p>of the trickster, but those who do view Cosi as an ally </p><p>who can grant them control over the chaotic forces of </p><p>the world.</p><p>Ability Score Increase. Your Charisma score </p><p>increases by an additional 1 (for a total of 2), and your </p><p>Intelligence score increases by 1.</p><p>Creed of the Trickster. You have proficiency in the </p><p>Sleight of Hand and Stealth skills.</p><p>Cantrip. You know one cantrip of your choice </p><p>from the bard spell list. Charisma is your spellcasting </p><p>ability for it."</p><p></p><p> "Vampire Traits</p><p>Your vampire character has the following traits as a </p><p>result of the unique origins of your kind. </p><p>Ability Score Increase. Your Intelligence score </p><p>increases by 1, and your Charisma score increases by 2.</p><p>Age. Vampires don’t mature and age in the same </p><p>way that other races do. Every living vampire is either a </p><p>bloodchief, infected by Ulamog’s influence in the distant </p><p>reaches of history, or was spawned by a bloodchief from </p><p>a living human. Most vampires are thus very old, but few </p><p>have any memory of their earliest years.</p><p>Alignment. Vampires have no innate tendency </p><p>toward evil, but consuming the life energy of other </p><p>creatures often pushes them to that end. Regardless of </p><p>their moral bent, the strict hierarchies of their blood-</p><p>chiefs inclines them toward a lawful alignment.</p><p>Size. Vampires are about the same size and build </p><p>as humans. Your size is Medium.</p><p>Speed. Your base walking speed is 30 feet.</p><p>Darkvision. Thanks to your heritage, you have su-</p><p>perior vision in dark and dim conditions. You can see </p><p>in dim light within 60 feet of you as if it were bright </p><p>light, and in darkness as if it were dim light. You can’t </p><p>discern color in darkness, only shades of gray.</p><p>Vampiric Resistance. You have resistance to ne-</p><p>crotic damage.</p><p>Blood Thirst. You can drain blood and life ener-</p><p>gy from a willing creature, or one that is grappled by </p><p>you, incapacitated, or restrained. Make a melee attack </p><p>against the target. If you hit, you deal 1 piercing dam-</p><p>age and 1d6 necrotic damage. The target’s hit point </p><p>maximum is reduced by an amount equal to the ne-</p><p>crotic damage taken, and you regain hit points equal to </p><p>that amount. The reduction lasts until the target finish-</p><p>es a long rest. The target dies if this effect reduces its </p><p>hit point maximum to 0. A humanoid killed in this way </p><p>becomes a null (see “A Zendikar Bestiary”).</p><p>Languages. You can speak, read, and write Com-</p><p>mon and Vampire."</p><p></p><p> Merfolk stats from another Planeshift article from WotC, I think it's very possible we will see reprints of these as well.</p></blockquote><p></p>
[QUOTE="gyor, post: 7753921, member: 6670153"] "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. [/QUOTE]
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