Jyin

* **Size**: Your average height is 2' tall and average weight is approximately 300lbs. Your natural size is small.
* **Speed**: You have a base walking speed of 30 feet.
* **Ability Score Increase**: One of your scores increase by 2, and another one of your scores increase by 1.
* **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.
* **Amorphous**: You can restructure every cell in your body to accommodate any possible scenario. As an action, you can shift your shape to a creature you know or have seen before along with any other details or traits that you know of, whether they are originally from a single creature or not, in the following ways described below. An Investigation check with a DC of 15 will reveal you to be a shapeshifter, as your skin is unnaturally stretchy to the touch.
	+ You may alter your shape one size smaller or up to two sizes larger, but you do not benefit from bonuses or penalties when you shift your size in this manner, such as with the Enlarge Reduce spell, or count as the size in regards to grappling.
	+ You are capable of growing hair, nails, claws, and other bodily appendages, but your skin color remains the same your eye cannot be restructured to look different.
	+ You can learn different types of movement options based on the creature you are shifting into or traits you have learned from it equal to your movement speed. To learn a new movement option, you must spend at least 1 hour observing the creature use this movement outside of combat, or have a combat encounter with the creature having used its movement speed and end the encounter without you being knocked unconscious during the encounter. The DM can decide whether an encounter is appropriate to learn a given movement speed.

* **Cold Inclined**: You are adverse to staying in heated places for very long periods of time, and often look for cooler places or are constantly in possession of cooling spells or trinkets. Your body is acclimated to the cold to the point where you thrive in it, such as snowy or high landscapes. You are resistant to cold damage, and do not suffer penalties from cold atmospheres or hazards. In the other hand, you are typically uncomfortable anywhere that's warm or hot, and are vulnerable to fire damage. If you take fire damage, you cannot heal until the end of your next turn.
* **Hypermetabolic**: Because of your unique body structure and composition, your body requires three times as many nutrients to maintain a healthy lifestyle. Whenever you use a ration, you expend the entire ration for a single meal, instead for the day; if it is prepared food, you must consume three times the amount of food you would normally get for it to be considered a full meal. If you cannot eat more than two meals a day, you gain a level of exhaustion.

### Hive Jyin

* **Languages**: You speak, read, and write Jyin.
* **Hivemind**: You are able to communicate with any other jyin that is connected to the Mother Cell's hivemind. You can telepathically converse with them within 120ft of you and you will know any and all information they know as well as anyone they have been in contact with; conversely, they will know everything you know up to that point. Any Deception checks against Hive jyins fail automatically. Entering any settlements, villages, or cities will result in immediate hostility towards you, as you also see any non-jyin creatures as hostile.
* **Sting**: You possess a stinger that is able to deliver a strong payload of venom onto a creature. An unarmed strike with your stinger instead deals 1d4 piercing damage and the target must make a Constitution saving throw with a DC equal to 10 + your Constitution modifier or be poisoned for 1 minute. You can use this attack a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Rogue Jyin

* **Languages**: You speak, read, and write Jyin.
* **Rogue**: You are no longer in contact with the hivemind, but still carry the last order that you were given to as best as possible, following your life's work and knowledge to aid your hive or start your own. Other rogue jyins are capable of joining you or your hive, giving you advantage in Persuasion checks against other rogue jyin to aid you whenever possible. Entering a hivemind jyin hive, any settlements, villages, or cities will result in immediate hostility towards you, as you also see any non-rogue jyin creatures as hostile.
* **Sting**: You possess a stinger that is able to deliver a strong payload of venom onto a creature. An unarmed strike with your stinger instead deals 1d4 piercing damage and the target must make a Constitution saving throw with a DC equal to 10 + your Constitution modifier or be poisoned for 1 minute. You can use this attack a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### White Jyin

* **Languages**: You speak, read, and write Common and Jyin.
* **Free Will**: You have awakened unchained from the hivemind, by either your hand or another's. Hive and Rogue jyins treat you aggressively, but you are able to enter settlements, villages, and cities with little to no hostility. You gain proficiency with a skill of your choice, as the inclusion into other societies has allowed you to become more educated.
* **Artistically Adept**: Being part of a newfound society, you catch onto your surroundings quicker than most creatures around you in order to aid as best as you can. You give up your capabilities to sting for the safety of those around you, and you gain any two proficiencies of your choice (Tool, Instrument, Gaming Set, Language).