S

SanityWithIn

Exotic

Elemental Embodiment.

Choose an element to embody. You know cantrips from the associated spell school.

(1/Safe Rest) Reaction: You become immune to your chosen element until the start of your next turn.

PixieTiny
Exotic

Tricksy.

-2 Speed. Advantage on Stealth.

You have a fly Speed as long as you are wearing armor no heavier than leather.

Resistant to magic. Vulnerable to metal.

WerecursedSmall/Medium
Exotic

The Curse.

At night you transform into a feral beast.

While transformed you can speak with animals, become vulnerable to silver, and gain a Vicious feral attack that deals 1d6+KEY piercing damage.

DhampirSmall/Medium
Exotic

Unnatural Urges.

You have a climb Speed.

Magical healing only heals you for half the amount.

When you damage a Bloodied creature in melee, you may heal for that amount, 1/Safe Rest.

CatfolkSmall/Medium
Exotic

Feline Grace.

+1 Stealth and Finesse.

Ignore damage from falling or forced movement, 1/Safe Rest.

SnakefolkSmall/Medium
Exotic

Toxic Spit.

You have advantage against poison saves.

(1/encounter) Free Reaction: Spit an adjacent foe in the face. Deals 1d4 poison damage and inflicts Blinded until the start of your next turn.

Exotic

Tidal Grace

You have a swim Speed, and you can breathe underwater.

Advantage on DEX saves in water, but disadvantage on dry land.

You can talk to fish if your INT is not negative.