Curious, thoughtful, and analytical, the merfolk of Zendikar are natural scholars and explorers. In the past, merfolk society was organized around their belief in three deities. But in the wake of the reappearance of the Eldrazi, the merfolk have realized that their faith was a web of lies, built on a corrupted memory of the Eldrazi titans handed down from generation to generation. In peaceful times, the merfolk might have fought over the ultimate meaning of this revelation. But faced with the danger presented by the Eldrazi broods, the merfolk have largely set aside their differences and joined together in a united force. Old grudges still linger, but the well-being of the merfolk race—and the world—far outweigh any ancient conflicts between creeds.

Merfolk are associated with knowledge, logic, and strategy, though the traditional merfolk creeds express this connection in different ways.

  • Ability Score Increase. Your Charisma score increases 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 reaching 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 Common, Merfolk and one additional 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 described as manipulative and deceptive.
      • Ability Score Increase. Your Wisdom score increases 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 spellcasting 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.