Fruit Mutant Shifting Features

## **Aarakocra**

***Eagle Eyes:*** You gain proficiency in the Perception skill.

***Flight:*** You have a flying speed equal to your walking speed. To use this speed, you can't be wearing medium or heavy armor.

## **Aasimar**

***Darkvision:*** 60 feet.

***Born of the Gods:*** You gain proficiency in the Religion skill.

***(Fallen) Necrotic Shroud:*** Once per long rest, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

***(Protector) Radiant Soul.*** Once per long rest, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

***(Scourge) Radiant Consumption.*** Once per long rest, you can use your action to unleash the divine energy within yourself, causing a searing light to pour out of your eyes and mouth. Your transformation lasts for 1 minute or until you end it as a bonus action. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

## **Autognome**

***Specialized Design.*** You gain proficiency in one randomly-determined tool.

***Built for Success.*** Your size is Small. You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

## **Bugbear**

***Darkvision:*** 60 feet.

***Sneaky.*** You gain proficiency in the Stealth skill.

***Long-Armed.*** When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

## **Bullywug**

***Frog Legs.*** You gain proficiency in the Acrobatics skill.

***Toad Kin.*** You can breathe air and water, and you have a swim speed of 40 feet. You have the ability to communicate in a limited manner with frogs and toads. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

## **Centaur**

***Equine Build.*** You gain proficiency in the Athletics skill.

***Equine Charge.*** Your base walking speed is 40 feet. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one unarmed attack against the target with your hooves. On a hit, the attack deals bludgeoning damage equal to 1d4 + your Strength modifier.

## **Dragonborn**

***Forceful Presence.*** You gain proficiency in the Persuasion skill.

***(Chromatic) Chromatic Warding:*** Roll a d6 to determine your color and corresponding damage type (1: Black/Acid, 2: Blue/Lightning, 3: Green/Poison, 4: Red/Fire, 5: White/Cold, 6: Your choice). You have resistance to the corresponding damage type. Once per long rest, as an action, you can channel your draconic energies to protect yourself. For 10 minutes, you become immune to the corresponding damage type.

***(Metallic) Metallic Breath Weapon.*** Roll a d6 to determine your color and corresponding damage type (1: Brass/Fire, 2: Bronze/Lightning, 3: Copper/Acid, 4: Gold/Fire, 5: Silver/Cold, 6: Your choice). You have resistance to the corresponding damage type. Once per long rest, when you take the Attack action, you can replace one of your attacks with an exhalation of a magical gas in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Each creature in the area must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.

***(Gem) Radiant Consumption.*** Roll a d6 to determine your color and corresponding damage type (1: Amethyst/Force, 2: Crystal/Radiant, 3: Emerald/Psychic, 4: Sapphire/Thunder, 5: Topaz/Necrotic, 6: Your choice). You have resistance to the corresponding damage type. Once per long rest, you can use your bonus action to temporarily summon an array of spectral gems in the shape of wings that last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover.

## **Dryad**

***Nature’s Friend.*** You gain proficiency in the Animal Handling skill.

***Lesser Tree Stride.*** Once on each of your turns, you can use 10 feet of movement to step magically into one living tree within 5 feet of you, and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be at least large.

## **Dwarf**

***Darkvision:*** 60 feet.

***Dwarven Training.*** You gain proficiency with Smith’s tools.

***Dwarven Resilience.*** You have advantage on saving throws against poison, and you have resistance against poison damage.

## **Elf**

***Darkvision:*** 60 feet.

***Keen Senses.*** You gain proficiency in the Perception skill.

***(High Elf) Fey Ancestry.*** You have advantage on saving throws against being charmed, and magic can't put you to sleep.

***(Wood Elf) Fleet of Foot.*** Your base walking speed is 35 feet. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

***(Drow) Superior Darkvision.*** You can see in dim light within 120 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.

***(Spring Eladrin) Fey Step.*** Once per short rest, as a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Alternatively, you can touch one willing creature within 5 feet of you, and that creature teleports instead of you.

***(Summer Eladrin) Fey Step.*** Once per short rest, as a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier.

***(Autumn Eladrin) Fey Step.*** Once per short rest, as a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw (DC = 8 + proficiency + Charisma) or be charmed by you for 1 minute, or until you or your companions deal any damage to it.

***(Winter Eladrin) Fey Step.*** Once per short rest, as a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw (DC = 8 + proficiency + Charisma) or be frightened of you until the end of your next turn.

***(Sea Elf) Child of the Sea.*** You have a swimming speed of 30 feet, and you can breathe air and water.

***(Shadar-kai) Blessing of the Raven Queen.*** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

***(Astral Elf) Starlight Step.*** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

## **Ettercap**

***Darkvision.*** 60 feet.

***Spider Stealth.*** You gain proficiency in the Stealth skill.

***Spider Climb.*** You have a climb speed of 30 feet. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

## **Fairy**

***Fey Charm.*** You gain proficiency in the Persuasion skill.

***Fairy Form.*** Your size is Small, and you have a flying speed equal to your walking speed while you are not wearing medium or heavy armor. Once per long rest, you can cast the *enlarge/reduce* spell with this trait, but you must target yourself, and you must use the *reduce* effect of the spell. While reduced in this way, you can fit through an opening as narrow as 1 inch without squeezing.

## **Firbolg**

***Friend of Nature.*** You gain proficiency in the Animal Handling skill.

***Hidden Step.*** Once per short rest, as a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw.

## **Firenewt**

***Slippery.*** You gain proficiency in the Acrobatics skill.

***Spit Fire.*** Once per short rest, as an action, you can spit fire at a creature within 10 feet of you. The target must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier). A creature takes 2d8 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level.

## **Flonflon**

***Mountaineer.*** You gain proficiency in the Survival skill.

***Arctic Adaptation.*** You have resistance to cold damage. You're also acclimated to high altitude and frigid environments, including elevations above 20,000 feet.

## **Genasi**

***Born of Magic.*** You gain proficiency in the Arcana skill.

***Darkvision.*** 60 feet.

***(Fire) Fire Resistance.*** You have resistance to fire damage.

***(Water) Amphibious.*** You have a swim speed of 30 feet, and you can breathe air and water.

***(Air) Lightning Resistance.*** You have resistance to lightning damage.

***(Earth) Merge With Stone.*** You know the *blade ward* cantrip, and can cast it as a bonus action a number of times equal to your proficiency bonus each long rest.

## **Giff**

***Hippo Build.*** You gain proficiency in the Athletics skill.

***Astral Spark.*** When you hit a target with a simple or martial weapon, you can cause the target to take extra force damage equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, but you can use it no more than once per turn. You regain all expended uses when you finish a long rest.

## **Gith**

***Astral Knowledge.*** You gain proficiency in the Arcana skill.

***(Githyanki) Githyanki Psionics.*** You know the *mage hand* cantrip, and the hand is invisible when you cast the cantrip with this trait. You can cast *jump* and *misty step* once each with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

***(Githzerai) Githzerai Psionics.*** You know the *mage hand* cantrip, and the hand is invisible when you cast the cantrip with this trait. You can cast *shield* and *detect thoughts* once each with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

## **Glitchling**

***Ordered Mind.*** You gain proficiency in the Insight skill.

***Balance Chaos.*** When you make an attack roll or a saving throw and roll a 9 or lower on the d20, you can balance chaos and treat the roll as a 10. You can balance chaos in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

## **Gnoll**

***Darkvision.*** 60 feet.

***Hunter’s Instincts.*** You gain proficiency in the Perception skill.

***Incite Rampage.*** Whenever you deal damage to a creature on your turn, you can inspire an ally to join in the onslaught. One creature of your choice that you can see within 30 feet of you can use its reaction to make a melee attack. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you complete a short or long rest.

## **Gnome**

***Darkvision.*** 60 feet.

***Tinker.*** You gain proficiency with Tinker’s tools.

***Gnome Cunning.*** Your size is small, and your base movement speed is 25 feet. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

## **Goblin**

***Darkvision.*** 60 feet.

***Quick Fingers.*** You gain proficiency in the Sleight of Hand skill.

***Fury of the Small.*** Your size is Small. Once per turn, when you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses each long rest.

## **Goliath**

***Natural Athlete.*** You gain proficiency in the Athletics skill.

***Stone’s Endurance.*** You can focus yourself to shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

## **Goron**

***Darkvision.*** 60 feet.

***Stone’s Strength.*** You gain proficiency in the Athletics skill.

***Tuck and Roll.*** As a bonus action, you can tuck into a ball. Until you emerge, you gain a +2 bonus to AC, you have advantage on Strength and Constitution saving throws, and your movement speed increases to 40 feet as you roll around. While tucked into a ball, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only actions you can take are a dash action, or a bonus action to revert to your normal stance.

## **Grung**

***Arboreal Alertness.*** You gain proficiency in the Survival skill.

***Poisonous Skin.*** Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.

## **Hadozee**

***Dexterous Feet.*** You gain proficiency in the Acrobatics skill.

***Glide.*** If you are not incapacitated or wearing heavy armor, you can extend your skin membranes and glide. When you do so, you can perform the following aerial maneuvers:

* You can move up to 5 feet horizontally for every 1 foot you descend in the air, at no movement cost to you.
* When you would take damage from a fall, you can use your reaction to reduce the fall’s damage to 0.

## **Half-elf**

***Darkvision.*** 60 feet.

***Elven Cunning.*** You gain proficiency in the Investigation skill.

***Fey Ancestry.*** You have advantage on saving throws against being charmed, and magic can't put you to sleep.

## **Half-orc**

***Darkvision.*** 60 feet.

***Menacing.*** You gain proficiency in the Intimidation skill.

***Relentless Endurance.*** Once per long rest, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

## **Halfling**

***Born Entertainer.*** You gain proficiency in the Performance skill.

***Halfling Luck.*** Your size is small, and your base movement speed is 25 feet. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

## **Harengon**

***Leporine Senses.*** You gain proficiency in the Perception skill.

***Lucky Footwork.*** You add your proficiency bonus to your initiative rolls. In addition, when you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the result, potentially turning the failure into a success.

## **Hobgoblin**

***Darkvision.*** 60 feet.

***Iron Fist.*** You gain proficiency in the Intimidation skill.

***Fortune From the Many.*** If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

## **Human**

***Human Ingenuity.*** You gain proficiency in one skill or tool of your choice.

***Feat.*** You gain one feat of your choice.

## **Illithid**

***Darkvision.*** 60 feet.

***Consumed Memories.*** You gain proficiency in the History skill.

***Mind Flayer.*** You can communicate telepathically with any creature within 120 feet of you that understands at least one language. Once per long rest, as an action, you emit a wave of psionic energy in a 15ft cone. Creatures of your choice within that area must make an Intelligence saving throw. The DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus. Each creature takes takes 2d4 psychic damage on a failed save, or half as much damage on a successful one. The damage increases to 3d4 at 6th level, 4d4 at 11th level, and 5d4 at 16th level. Additionally, one creature of your choice who fails their saving throw is stunned until the end of their next turn.

## **Inkling**

***Slippery.*** You gain proficiency in the Acrobatics skill.

***Squid Form.*** Your size is small, and your base walking speed is 25 feet. As a bonus action, you can transform into the shape of a brightly-colored squid. Everything that you are wearing or carrying is merged into your squid form. While in this form, your base walking speed is reduced to 5 feet, and you gain a swim speed of 60 feet. You can use this swim speed to move through any body of water that is at least one inch deep, including shallow puddles of water, etc. If you use your movement to jump out of a body of water, your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start. While in your squid form, you cannot speak or take any action that requires hands, and the only actions you can take are the Dodge, Dash, and Disengage actions, or a bonus action to revert to your normal form.

## **Kalashtar**

***Dream Lucidity.*** You gain proficiency in the Insight skill.

***Mental Discipline.*** You have advantage on all Wisdom saving throws, and resistance to psychic damage.

## **Kenku**

***Expert Forgery.*** You gain proficiency with the Forgery kit.

***Mimicry.*** You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

## **Khenra**

***Quick and Nimble.*** You gain proficiency in the Acrobatics skill.

***Khenra Agility.*** Your base movement speed is 35 feet. You can take the disengage action as a bonus action on your turn.

## **Kobold**

***Darkvision.*** 60 feet.

***Slink in the Shadows.*** You gain proficiency in the Stealth skill.

***Draconic Roar.*** Your size is Small. As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

## **Kuo-toa**

***Superior Darkvision.*** 120 feet.

***Slippery.*** You gain proficiency in the Acrobatics skill.

***Aquatic Adaptations.*** You can breathe air and water, and you have a swim speed of 30 feet. You have advantage on ability checks and saving throws made to escape a grapple.

## **Leonin**

***Darkvision.*** 60 feet.

***Natural Athlete.*** You gain proficiency in the Athletics skill.

***Daunting Roar.*** Once per short rest, as a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier.

## **Lizardfolk**

***Hunter’s Lore.*** You gain proficiency in the Nature skill.

***(Standard) Reptilian Form.*** You have a swim speed of 30 feet, and you can hold your breath for up to 15 minutes at a time. Your jaws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Once per short rest, you can make an attack with your jaws as a bonus action, and it if hits, you gain temporary hit points equal to your Constitution modifier.

***(Yisho) Yisho Form.*** Your long, sticky tongue is a natural weapon, which you can use to make unarmed strikes. Unarmed strikes that you make with your tongue have a reach of 20 feet. If you hit with an attack with your tongue, the strike deals no damage. Instead, if the target is a creature, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, the creature is pulled to the closest unoccupied space adjacent to you. An object that is not being worn or carried is automatically pulled to you. Once per short rest, if you use your tongue lash to eat a piece of fruit, you gain temporary hit points equal to triple your Constitution modifier (minimum of 3).

## **Locathah**

***Born Survivor.*** You gain proficiency in the Survival skill.

***Leviathan Will.*** You have a swim speed of 30 feet. You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

## **Loxodon**

***A Loxodon Never Forgets.*** You gain proficiency in the History skill.

***Trunk.*** You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do simple tasks, such as lifting, dropping, holding, pushing, or pulling an object or a creature; opening or closing a door or a container; grappling someone; or making an unarmed strike. Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

## **Merfolk**

***Darkvision.*** 60 feet.

***Animal Friend.*** You gain proficiency in the Animal Handling skill.

***Born to the Sea.*** Your movement speed is 10 feet, and you have a swim speed of 40 feet. You can breathe air and water, and you can communicate with any beast that has a swim speed as if you shared a language with it.

## **Minotaur**

***Monstrous Build.*** You gain proficiency in the Athletics skill.

***Goring Horns.*** Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after you use the dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.

## **Molefolk**

***Darkvision.*** 60 feet.

***Hiding Holes.*** You gain proficiency in the Stealth skill.

***Burrower.*** Your base walking speed is 25 feet. You have a burrow speed of 25 feet, and you have advantage on Dexterity (Stealth) checks made to hide underground.

## **Myconid**

***Darkvision.*** 60 feet.

***Cave Secrets.*** You gain proficiency in the Nature skill.

***Poison Spores.*** Once per short rest, you can use your action to eject poisonous spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). A creature takes 2d8 poison damage on a failed save, and half as much damage on a successful one. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level.

## **Nimbid**

***Light as a Feather.*** You gain proficiency in the Stealth skill.

***Cloud Walk.*** Your base movement speed is 25 feet. You have a flying speed of 25 feet.

## **Orc**

***Darkvision.*** 60 feet.

***Menacing.*** You gain proficiency in the Intimidation skill.

***Adrenaline Rush.*** You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.

## **Owlin**

***Superior Darkvision.*** 120 feet.

***Silent Feathers:*** You gain proficiency in the Stealth skill.

***Flight:*** You have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

## **Plasmoid**

***Darkvision.*** 60 feet.

***Amorphous.*** You gain proficiency in the Stealth skill.

***Shape Self.*** You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple. If you are not incapacitated, you can use an action to reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob.

## **Ratfolk**

***Darkvision.*** 60 feet.

***Naturally Stealthy.*** You gain proficiency in the Stealth skill.

***Nimbleness.*** Your size is small, and your base movement speed is 25 feet. You can move through the space of any creature that is of a size larger than yours, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement.

## **Sahuagin**

***Darkvision.*** 60 feet.

***Menacing Jaws.*** You gain proficiency in the Intimidation skill.

***Blood in the Water.*** You can breathe air and water, and you have a swim speed of 40 feet. As a bonus action, you can enter a blood frenzy, which lasts for 1 minute. While in this frenzy, you have advantage on melee attack rolls against any creature that doesn't have all its hit points. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you complete a long rest.

## **Satyr**

***Reveler.*** You gain proficiency in one musical instrument of your choice.

***Magic Resistance.*** You have advantage on saving throws against spells and other magical effects.

## **Shifter**

***Darkvision.*** 60 feet.

***(Beasthide) Natural Athlete.*** You gain proficiency in the Athletics skill.

***(Beasthide) Shifting.*** Once per short rest, as a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 1d6 + your level + your Constitution modifier (minimum of 1 temporary hit point). While shifted, you have a +1 bonus to your armor class.

***(Longtooth) Fierce.*** You gain proficiency in the Intimidation skill.

***(Longtooth) Shifting.*** Once per short rest, as a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

***(Swiftstride) Graceful.*** You gain proficiency in the Acrobatics skill.

***(Swiftstride) Shifting.*** Once per short rest, as a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks.

***(Wildhunt) Natural Tracker.*** You gain proficiency in the Survival skill.

***(Wildhunt) Shifting.*** Once per short rest, as a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated.

## **Tabaxi**

***Darkvision.*** 60 feet.

***Cat’s Grace.*** You gain proficiency in the Stealth skill.

***Feline Agility.*** You have a climb speed equal to your walking speed, and your agility allows you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

## **Thri-kreen**

***Darkvision.*** 60 feet.

***Chameleon Carapace.*** You gain proficiency in the Stealth skill.

***Secondary Arms.*** You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.

## **Tiefling**

***Darkvision.*** 60 feet.

***Fiendish Influence.*** You gain proficiency in the Deception skill.

***Infernal Legacy.*** You have resistance to fire damage. Once per long rest, you can cast the hellish rebuke spell as a 2nd-level spell. Charisma is your spellcasting ability for this spell.

## **Tortle**

***Survival Instinct.*** You gain proficiency in the Survival skill.

***(Standard) Shell Defense.*** Your shell grants you a base AC of 17, but you gain no benefit from wearing armor. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

***(Konoko) Halfshell.*** Your shell grants you a base AC of 13, but you gain no benefit from wearing armor. Your kobold heritage gives you advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

## **Triton**

***Darkvision.*** 60 feet.

***Ocean Emissary.*** You gain proficiency in the Insight skill.

***Guardian of the Depths.*** You have a swimming speed of 30 feet, you can breathe air and water, and you have resistance to cold damage.

## **Warforged**

***Specialized Design.*** You gain proficiency in one randomly-determined tool.

***Constructed Resilience.*** You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You don't need to eat, drink, breathe, or sleep, and magic can’t put you to sleep. You are immune to disease.

## **Wilden**

***Heart of Nature.*** You gain proficiency in the Nature skill.

***Regeneration.*** Once per short rest, as an action, you can activate your regenerative abilities, which last for a number of rounds equal to your level. While regenerating, you gain 1 hit point at the start of each of your turns, unless you have taken fire or poison damage since the end of your last turn.

## **Yuan-ti Pureblood**

***Darkvision.*** 60 feet.

***Hypnotic Gaze.*** You gain proficiency in the Deception skill.

***Poison Resilience.*** You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.