SanityWithIn
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.
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.
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.
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.
Feline Grace.
+1 Stealth and Finesse.
Ignore damage from falling or forced movement, 1/Safe Rest.
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.
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.