The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish. A mariner race, the nerids sail the oceans of Teraus. They rule the seas.
Children of the Sea
Most nerid look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A nerid's hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.
Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1.
Age. Nerid mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
Alignment. Spending their lives on the open sea, nerids love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos.
Size. nerids are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 ft.
Acid Resistance. You have resistance to acid damage.
Amphibious. You can breathe air and water.
Call to the Wave. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Subrace. One main subrace of nerid's populate the world of Teraus: Gillman. If you wish, you may choose this subrace.
Living a calmer life in the Great Lakes of Gedik, these sea elves have adapted to freshwater living.