Dark Dive
(1/Safe Rest) You can teleport to a shadow you can see. You learn 1 Necrotic Cantrip and Utility Spell.
Glowing Gift
You can touch an object and imbue it with a bright light aura for 1 minute. You learn 1 Radiant Cantrip and Utility Spell.
Mountain Dweller
You can sense nearby disturbances by touching the earth. You learn 1 Earth Cantrip and Utility spell.
Psychic Resilience
WIL saves gain an additional step up (if -, they become neutral; if neutral, they become +; if +, they become 2+).
Chaos Shaper
(1/encounter) When a roll on the Chaos Table is to be made, you may make the roll with advantage and choose the result.
Astral Knowledge
(1/safe rest). You may reach into the Astral Plane to search for an experience of an astral traveler. +KEY to any skill until your next safe rest.
Shimmering Sword
You have proficiency with a Greatsword and own a keen blade of unknown metals that is attuned to the Astral Plane. If you ever lose possession of the Greatsword, it will return to the Astral Plane for you to retrieve.
Deathless Nature
You do not need to eat, drink, or sleep. Advantage against poison saves, +1 Max Wounds.
Artisanal Perfectionist.
Choose 1 craft (Mining, Smithing, Woodworking, Fishing, etc.), +LVL to any saves or checks made related to your craft of choice.
Pogonophilia.
Advantage on checks made about creatures with lesser (facial) hair compared to you. (1/Encounter) End all negative conditions on yourself.
Stalwart (Hematite).
+2 max Hit Dice, +1 max Wounds, -1 Speed.
Shock and Awe (Cuprite).
You are resistant to Lightning damage and gain Advantage when hit with a resisted damage type.
Lifetime(s) of Experience.
The Disadvantaged Save granted by your class becomes neutral. You gain Advantage on saves for any KEY stat not already granted by your class.
Meditative Trance.
Add KEY instead of STR to HP regained with Hit Dice. Whenever you Safe Rest, choose 1 skill to roll with Advantage until your next Safe Rest.
Master of Sword and Sorcery (High Elf).
(KEY/Safe Rest) Change any weapons you wield (granting proficiency) or saves you inflict to one of your KEY stats, gain +2xKEY damage or +KEY DC.
Slyvan Heritage (Wood Elf).
Advantage on Initiative. When in Cover, Move for free.
Persistence Hunting.
Ignore Difficult Terrain when adjacent to an enemy. Before using an Opportunity Attack, you may follow a target (ignoring Hampered) with a shared movement.
Breadth of Culture.
When you roll Initiative, take 1 Minor Boon (see pg. 23 of the GM's Guide) until combat ends. (1/Safe Rest) Take a Major Boon instead.
Invention, Innovation and Diffusion.
You may use any skill when making a check (at the GM's discretion), your next check is made with Disadvantage.