<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
  <race>
      <name>Dragonborn</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Str 2, Cha 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Player's Handbook p. 32</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Draconic Ancestry</name>
      <text>Draconic Ancestry
You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
Dragon | Damage Type | Breath Weapon
Black | Acid | 5 by 30 ft. line (Dex. save)
Blue | Lightning | 5 by 30 ft. line (Dex. save)
Brass | Fire | 5 by 30 ft. line (Dex. save)
Bronze | Lightning | 5 by 30 ft. line (Dex. save)
Copper | Acid | 5 by 30 ft. line (Dex. save)
Gold | Fire | 15 ft. cone (Dex. save)
Green | Poison | 15 ft. cone (Con. save)
Red | Fire | 15 ft. cone (Dex. save)
Silver | Cold | 15 ft. cone (Con. save)
White | Cold | 15 ft. cone (Con. save)

</text>
      </trait>
    <trait>
        <name>Breath Weapon</name>
      <text>You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can't use it again until you complete a short or long rest.
</text>
      </trait>
    <trait>
        <name>Damage Resistance</name>
      <text>You have resistance to the damage type associated with your draconic ancestry.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
</text>
      </trait>
    </race>
  <race>
      <name>Dwarf (Hill)</name>
    <size>M</size>
    <speed>25</speed>
    <ability>Con 2, Wis 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Player's Handbook p. 20</text>
      </trait>
    <trait>
        <name>Dwarven Toughness</name>
      <text>Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Speed</name>
      <text>Your speed is not reduced by wearing heavy armor.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Dwarven Resilience</name>
      <text>You have advantage on saving throws against poison, and you have resistance against poison damage.
</text>
      </trait>
    <trait>
        <name>Dwarven Combat Training</name>
      <text>You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
</text>
      </trait>
    <trait>
        <name>Tool Proficiency</name>
      <text>You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.
</text>
      </trait>
    <trait>
        <name>Stonecunning</name>
      <text>Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
</text>
      </trait>
    </race>
  <race>
      <name>Dwarf (Mountain)</name>
    <size>M</size>
    <speed>25</speed>
    <ability>Con 2, Str 2</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Player's Handbook p. 20</text>
      </trait>
    <trait>
        <name>Dwarven Armor Training</name>
      <text>You have proficiency with light and medium armor.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Speed</name>
      <text>Your speed is not reduced by wearing heavy armor.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Dwarven Resilience</name>
      <text>You have advantage on saving throws against poison, and you have resistance against poison damage.
</text>
      </trait>
    <trait>
        <name>Dwarven Combat Training</name>
      <text>You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
</text>
      </trait>
    <trait>
        <name>Tool Proficiency</name>
      <text>You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.
</text>
      </trait>
    <trait>
        <name>Stonecunning</name>
      <text>Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
</text>
      </trait>
    </race>
  <race>
      <name>Elf (Drow)</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Dex 2, Cha 1</ability>
    <proficiency>Perception</proficiency>
    <spellAbility>Charisma</spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Player's Handbook p. 24</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
</text>
      </trait>
    <trait>
        <name>Drow Magic</name>
      <text>You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
</text>
      </trait>
    <trait>
        <name>Drow Weapon Training</name>
      <text>You have proficiency with rapier, shortsword, and hand crossbow.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Superior Darkvision</name>
      <text>Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. 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.
</text>
      </trait>
    <trait>
        <name>Keen Senses</name>
      <text>You have proficiency in the Perception skill.
</text>
      </trait>
    <trait>
        <name>Fey Ancestry</name>
      <text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
</text>
      </trait>
    <trait>
        <name>Trance</name>
      <text>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
</text>
      </trait>
    </race>
  <race>
      <name>Elf (High)</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Dex 2, Int 1</ability>
    <proficiency>Perception</proficiency>
    <spellAbility>Intelligence</spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Player's Handbook p. 23</text>
      </trait>
    <trait>
        <name>Elf Weapon Training</name>
      <text>You have proficiency with the longsword, shortsword, shortbow, and longbow.
</text>
      </trait>
    <trait>
        <name>Cantrip</name>
      <text>You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
</text>
      </trait>
    <trait>
        <name>Extra Language</name>
      <text>You can speak, read, and write one extra language of your choosing.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Keen Senses</name>
      <text>You have proficiency in the Perception skill.
</text>
      </trait>
    <trait>
        <name>Fey Ancestry</name>
      <text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
</text>
      </trait>
    <trait>
        <name>Trance</name>
      <text>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
</text>
      </trait>
    </race>
  <race>
      <name>Elf (Wood)</name>
    <size>M</size>
    <speed>35</speed>
    <ability>Dex 2, Wis 1</ability>
    <proficiency>Perception</proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Player's Handbook p. 24</text>
      </trait>
    <trait>
        <name>Elf Weapon Training</name>
      <text>You have proficiency with the longsword, shortsword, shortbow, and longbow.
</text>
      </trait>
    <trait>
        <name>Fleet of Foot</name>
      <text>Your base walking speed increases to 35 feet.
</text>
      </trait>
    <trait>
        <name>Mask of the Wild</name>
      <text>You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Keen Senses</name>
      <text>You have proficiency in the Perception skill.
</text>
      </trait>
    <trait>
        <name>Fey Ancestry</name>
      <text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
</text>
      </trait>
    <trait>
        <name>Trance</name>
      <text>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
</text>
      </trait>
    </race>
  <race>
      <name>Gnome (Forest)</name>
    <size>S</size>
    <speed>25</speed>
    <ability>Int 2, Dex 1</ability>
    <proficiency></proficiency>
    <spellAbility>Intelligence</spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Player's Handbook p. 37</text>
      </trait>
    <trait>
        <name>Natural Illusionist</name>
      <text>You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
</text>
      </trait>
    <trait>
        <name>Speak with Small Beasts</name>
      <text>Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Gnome Cunning</name>
      <text>You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
</text>
      </trait>
    </race>
  <race>
      <name>Gnome (Rock)</name>
    <size>S</size>
    <speed>25</speed>
    <ability>Int 2, Con 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Player's Handbook p. 37</text>
      </trait>
    <trait>
        <name>Artificer's Lore</name>
      <text>Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
</text>
      </trait>
    <trait>
        <name>Tinker</name>
      <text>You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Gnome Cunning</name>
      <text>You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
</text>
      </trait>
    </race>
  <race>
      <name>Half-Elf</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Cha 2</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Player's Handbook p. 38</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Fey Ancestry</name>
      <text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
</text>
      </trait>
    <trait>
        <name>Skill Versatility</name>
      <text>You gain proficiency in two skills of your choice.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common, Elvish, and one extra language of your choice.
</text>
      </trait>
    </race>
  <race>
      <name>Half-Orc</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Str 2, Con 1</ability>
    <proficiency>Intimidation</proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Player's Handbook p. 40</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Menacing</name>
      <text>You gain proficiency in the Intimidation skill.
</text>
      </trait>
    <trait>
        <name>Relentless Endurance</name>
      <text>When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
</text>
      </trait>
    <trait>
        <name>Savage Attacks</name>
      <text>When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
</text>
      </trait>
    </race>
  <race>
      <name>Halfling (Lightfoot)</name>
    <size>S</size>
    <speed>25</speed>
    <ability>Dex 2, Cha 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Player's Handbook p. 28</text>
      </trait>
    <trait>
        <name>Naturally Stealthy</name>
      <text>You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
</text>
      </trait>
    <trait>
        <name>Lucky</name>
      <text>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.
</text>
      </trait>
    <trait>
        <name>Brave</name>
      <text>You have advantage on saving throws against being frightened.
</text>
      </trait>
    <trait>
        <name>Halfling Nimbleness</name>
      <text>You can move through the space of any creature that is of a size larger than yours.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
</text>
      </trait>
    </race>
  <race>
      <name>Halfling (Stout)</name>
    <size>S</size>
    <speed>25</speed>
    <ability>Dex 2, Con 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Player's Handbook p. 28</text>
      </trait>
    <trait>
        <name>Stout Resilience</name>
      <text>You have advantage on saving throws against poison, and you have resistance against poison damage.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
</text>
      </trait>
    <trait>
        <name>Lucky</name>
      <text>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.
</text>
      </trait>
    <trait>
        <name>Brave</name>
      <text>You have advantage on saving throws against being frightened.
</text>
      </trait>
    <trait>
        <name>Halfling Nimbleness</name>
      <text>You can move through the space of any creature that is of a size larger than yours.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
</text>
      </trait>
    </race>
  <race>
      <name>Human</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Player's Handbook p. 29</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Humans reach adulthood in their late teens and live less than a century.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Humans tend toward no particular alignment. The best and the worst are found among them.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
</text>
      </trait>
    </race>
  <race>
      <name>Human (Variant)</name>
    <size>M</size>
    <speed>30</speed>
    <ability></ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Player's Handbook p. 31</text>
      </trait>
    <trait>
        <name>Skills</name>
      <text>You gain proficiency in one skill of your choice.
</text>
      </trait>
    <trait>
        <name>Feat</name>
      <text>You gain one feat of your choice.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Humans reach adulthood in their late teens and live less than a century.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Humans tend toward no particular alignment. The best and the worst are found among them.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
</text>
      </trait>
    </race>
  <race>
      <name>Tiefling</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Cha 2, Int 1</ability>
    <proficiency></proficiency>
    <spellAbility>Charisma</spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Player's Handbook p. 42</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Tieflings mature at the same rate as humans but live a few years longer.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Tieflings are about the same size and build as humans. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Hellish Resistance</name>
      <text>You have resistance to fire damage.
</text>
      </trait>
    <trait>
        <name>Infernal Legacy</name>
      <text>You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Infernal.
</text>
      </trait>
    </race>
  <race>
      <name>Aven (Hawk-Headed)</name>
    <size>M</size>
    <speed>25</speed>
    <ability>Dex 2, Wis 2</ability>
    <proficiency>Perception</proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Plane Shift: Amonkhet p. 16</text>
      </trait>
    <trait>
        <name>Hawkeyed</name>
      <text>You have proficiency in the Perception skill. In addition, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Like humans, aven reach adulthood in their late teens and can theoretically live into their 80s. Of course, most find a glorious (or inglorious) death long before that point.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Most aven lean toward some form of neutrality. Ibis-headed aven, focused more on knowledge than any other virtue, are usually neutral. Hawk-headed aven are inclined toward lawful neutral.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Flight</name>
      <text>You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.) 
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Aven.
</text>
      </trait>
    </race>
  <race>
      <name>Aven (Ibis-Headed)</name>
    <size>M</size>
    <speed>25</speed>
    <ability>Dex 2, Int 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Plane Shift: Amonkhet p. 16</text>
      </trait>
    <trait>
        <name>Kefnet's Blessing</name>
      <text>You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn't already include your proficiency bonus.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Like humans, aven reach adulthood in their late teens and can theoretically live into their 80s. Of course, most find a glorious (or inglorious) death long before that point.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Most aven lean toward some form of neutrality. Ibis-headed aven, focused more on knowledge than any other virtue, are usually neutral. Hawk-headed aven are inclined toward lawful neutral.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Flight</name>
      <text>You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.) 
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Aven.
</text>
      </trait>
    </race>
  <race>
      <name>Khenra</name>
    <size>M</size>
    <speed>35</speed>
    <ability>Dex 2, Str 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Plane Shift: Amonkhet p. 17</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Khenra mature quickly, reaching adulthood in their early teens. Khenra initiates are usually the youngest in a crop, completing the trials by their late teens. Even without a violent death, they rarely live past 60.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Most khenra lean toward chaotic alignments. They have no particular inclination toward good or evil.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Khenra have similar builds to humans. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Khenra Weapon Training</name>
      <text>You have proficiency with the khopesh (longsword), spear, and javelin.
</text>
      </trait>
    <trait>
        <name>Khenra Twins</name>
      <text>If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can't be frightened.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Khenra.
</text>
      </trait>
    </race>
  <race>
      <name>Naga</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Con 2, Int 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Plane Shift: Amonkhet p. 21</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Like humans, naga reach adulthood in their late teens. They show no signs of aging beyond that point except for growing larger, so in theory, a naga could live well over a century.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Most naga are either neutral or neutral evil in alignment.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Naga stand about 5 feet tall when upright, but the total length of their bodies, head to tail, ranges from 10 to as much as 20 feet. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Speed Burst</name>
      <text>By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn.
</text>
      </trait>
    <trait>
        <name>Natural Weapons</name>
      <text>Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes.
If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage.
If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can't constrict another target.
</text>
      </trait>
    <trait>
        <name>Poison Immunity</name>
      <text>You are immune to poison damage and can't be poisoned.
</text>
      </trait>
    <trait>
        <name>Poison Affinity</name>
      <text>You gain proficiency with the poisoner's kit.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Naga.
</text>
      </trait>
    </race>
  <race>
      <name>Aven</name>
    <size>M</size>
    <speed>25</speed>
    <ability>Dex 2, Wis 2</ability>
    <proficiency>Perception</proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Plane Shift: Dominaria p. 6</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Like humans, aven reach adulthood in their late teens and can live into their 80s.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Aven are inclined toward the lawful good alignment of the Church of Serra
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Flight</name>
      <text>You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.) 
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Aven.
</text>
      </trait>
    <trait>
        <name>Hawkeyed</name>
      <text>You have proficiency in the Perception skill. In addition, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
</text>
      </trait>
    </race>
  <race>
      <name>Aetherborn</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Cha 2</ability>
    <proficiency>Intimidation</proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Plane Shift: Kaladesh p. 17</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Aetherborn come into being as adults and live no more than a few years.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>As a rule, aetherborn are driven by hedonism and self-interest, making them neutral at best and thoroughly evil at worst. Neutral aetherborn might devote much of their time (and wealth) to parties and social activity, while evil aetherborn are usually involved in the criminal underworld.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Aetherborn are about the same size as humans, ranging from 5 to 6 feet tall. They are quite light—only about 100 pounds—and their weight diminishes as they age and more and more of their substance returns to the aethersphere. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Born of Aether</name>
      <text>You have resistance to necrotic damage.
</text>
      </trait>
    <trait>
        <name>Menacing</name>
      <text>You have proficiency in the Intimidation skill.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and two other languages of your choice.
</text>
      </trait>
    <trait>
        <name>Gift of the Aetherborn</name>
      <text>An unknown aetherborn, desperately seeking a means to extend their short life, discovered a process of transformation that prolonged their existence—by giving them the ability to feed on the life essence of other beings. Since then, other aetherborn have learned and carried out this monstrous transformation, and aetherborn with this "gift" have become a small minority among an already small population.
A gifted aetherborn has the ability to drain the life essence of other beings. Similar to the way heat is transferred from a warm object to a cold one, a gifted aetherborn need only touch another living being with a clawed hand to draw life essence out, fueling their own continued existence while draining strength and vitality from their victim.
For many aetherborn, living as they do for indulgence and instant gratification, the concepts of "want" and "need" are virtually synonymous. But Aetherborn with this gift understand what it is to truly need, for they develop a hunger for life essence that far exceeds any desires they might have felt before their transformation. A gifted aetherborn who abstains from this feeding deteriorates even more rapidly than other aetherborn, while enduring unspeakable agony caused by the deprivation of life energy.
At the DM's option, an aetherborn character can research methods of achieving this dark "gift." The process is similar to inventing and manufacturing a rare magic item (see "Inventing and Manufacturing Devices" earlier in this document). But rather than aether, the process requires a variety of rare unguents and unusual ingredients that make up the cost of researching and undergoing the transformation.
An aetherborn with this gift gains the Drain Life ability: a natural attack that deals 1d6 necrotic damage and restores the same number of hit points to the aetherborn. However, if the aetherborn goes for 7 days without dealing this damage, their hit point maximum is reduced by 1d6 per week. This reduction can't be removed until the aetherborn has used their Drain Life ability and completed a long rest.
</text>
      </trait>
    </race>
  <race>
      <name>Dwarf (Kaladesh)</name>
    <size>M</size>
    <speed>25</speed>
    <ability>Con 2, Wis 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Plane Shift: Kaladesh p. 19</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Dwarves stand around 5 feet tall and average about 150 pounds. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Speed</name>
      <text>Your speed is not reduced by wearing heavy armor.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>Accustomed to life underground in your race's ancient past, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Dwarven Resilience</name>
      <text>You have advantage on saving throws against poison, and you have resistance against poison damage.
</text>
      </trait>
    <trait>
        <name>Dwarven Toughness</name>
      <text>Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
</text>
      </trait>
    <trait>
        <name>Artisan's Expertise</name>
      <text>You gain proficiency with two kinds of artisan's tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make an Intelligence (History) check related to the origin of any architectural construction (including buildings, public works such as canals and aqueducts, and the massive cogwork that underlies much of the construction of Ghirapur), you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
</text>
      </trait>
    </race>
  <race>
      <name>Elf (Kaladesh) (Bishatar and Tirahar)</name>
    <size>M</size>
    <speed>35</speed>
    <ability>Dex 2, Wis 1</ability>
    <proficiency>Perception</proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Plane Shift: Kaladesh p. 21</text>
      </trait>
    <trait>
        <name>Fleet of Foot</name>
      <text>Your ground speed increases to 35 feet.
</text>
      </trait>
    <trait>
        <name>Mask of the Wild</name>
      <text>You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Keen Senses</name>
      <text>You have proficiency in the Perception skill.
</text>
      </trait>
    <trait>
        <name>Elf Weapon Training</name>
      <text>You have proficiency with the longsword, shortsword, shortbow, and longbow.
</text>
      </trait>
    <trait>
        <name>Fey Ancestry</name>
      <text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
</text>
      </trait>
    <trait>
        <name>Trance</name>
      <text>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
</text>
      </trait>
    </race>
  <race>
      <name>Elf (Kaladesh) (Vadahar)</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Dex 2, Wis 1</ability>
    <proficiency>Perception</proficiency>
    <spellAbility>Wisdom</spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Plane Shift: Kaladesh p. 21</text>
      </trait>
    <trait>
        <name>Cantrip</name>
      <text>You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
</text>
      </trait>
    <trait>
        <name>Extra Language</name>
      <text>You can speak, read, and write one extra language of your choosing.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Keen Senses</name>
      <text>You have proficiency in the Perception skill.
</text>
      </trait>
    <trait>
        <name>Elf Weapon Training</name>
      <text>You have proficiency with the longsword, shortsword, shortbow, and longbow.
</text>
      </trait>
    <trait>
        <name>Fey Ancestry</name>
      <text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
</text>
      </trait>
    <trait>
        <name>Trance</name>
      <text>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
</text>
      </trait>
    </race>
  <race>
      <name>Merfolk (Blue)</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Cha 1, Int 2</ability>
    <proficiency>History, Nature</proficiency>
    <spellAbility>Intelligence</spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Plane Shift: Ixalan p. 12</text>
      </trait>
    <trait>
        <name>Cantrip</name>
      <text>You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
</text>
      </trait>
    <trait>
        <name>Lore of the Waters</name>
      <text>You gain proficiency in the History and Nature skills.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Most merfolk are neutral, living in close harmony with nature.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Merfolk are significantly taller than most humans, standing between seven and eight feet tall and averaging about 300 pounds. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Amphibious</name>
      <text>You can breathe air and water.
</text>
      </trait>
    <trait>
        <name>Swimming</name>
      <text>You have a swimming speed of 30 feet.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common (if it exists in your campaign), Merfolk, and one additional language of your choice.
</text>
      </trait>
    </race>
  <race>
      <name>Merfolk (Green)</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Cha 1, Wis 2</ability>
    <proficiency></proficiency>
    <spellAbility>Wisdom</spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Plane Shift: Ixalan p. 12</text>
      </trait>
    <trait>
        <name>Cantrip</name>
      <text>You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
</text>
      </trait>
    <trait>
        <name>Mask of the Wild</name>
      <text>You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Most merfolk are neutral, living in close harmony with nature.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Merfolk are significantly taller than most humans, standing between seven and eight feet tall and averaging about 300 pounds. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Amphibious</name>
      <text>You can breathe air and water.
</text>
      </trait>
    <trait>
        <name>Swimming</name>
      <text>You have a swimming speed of 30 feet.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common (if it exists in your campaign), Merfolk, and one additional language of your choice.
</text>
      </trait>
    </race>
  <race>
      <name>Siren</name>
    <size>M</size>
    <speed>25</speed>
    <ability>Cha 2</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Plane Shift: Ixalan p. 17</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Most sirens lean toward chaotic alignment, cherishing the freedom and independence that comes from joining a pirate crew.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Sirens stand about 5 to 6 feet tall, but their bodies are slender and their bones partially hollow to facilitate their flight. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Siren's Song</name>
      <text>You know the friends cantrip and can cast it without material components.
</text>
      </trait>
    <trait>
        <name>Flight</name>
      <text>You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.)
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common (if it exists in your campaign) and Siren.
</text>
      </trait>
    </race>
  <race>
      <name>Vampire</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Cha 2, Wis 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Plane Shift: Ixalan p. 14</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Vampires don't mature and age in the same way that other races do.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Vampires might not have an innate tendency toward evil, but many of them end up there. Evil or not, their strict hierarchies incline them toward a lawful alignment.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Vampires are the same size and build as humans. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Bloodthirst</name>
      <text>You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces it's hit point maximum to 0.
</text>
      </trait>
    <trait>
        <name>Feast of Blood</name>
      <text>When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.
</text>
      </trait>
    <trait>
        <name>Vampiric Resistance</name>
      <text>You have resistance to necrotic damage.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common (if it exists in your campaign) and Vampire.
</text>
      </trait>
    </race>
  <race>
      <name>Changeling</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Cha 2</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Eberron: Rising from the Last War p. 17, Wayfinder's Guide to Eberron p. 60</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Changelings tend toward pragmatic neutrality, and few changelings embrace evil.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Shapechanger</name>
      <text>As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
</text>
      </trait>
    <trait>
        <name>Changeling Instincts</name>
      <text>You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and two other languages of your choice.
</text>
      </trait>
    </race>
  <race>
      <name>Kalashtar</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Wis 2, Cha 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Eberron: Rising from the Last War p. 29, Wayfinder's Guide to Eberron p. 62</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Kalashtar mature and age at the same rate as humans.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but some kalashtar resist the virtuous influence of their spirit.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Dual Mind</name>
      <text>You have advantage on all Wisdom saving throws.
</text>
      </trait>
    <trait>
        <name>Mental Discipline</name>
      <text>You have resistance to psychic damage.
</text>
      </trait>
    <trait>
        <name>Mind Link</name>
      <text>You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
</text>
      </trait>
    <trait>
        <name>Severed from Dreams</name>
      <text>Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common, Quori, and one other language of your choice.
</text>
      </trait>
    </race>
  <race>
      <name>Shifter (Beasthide)</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Con 2, Str 1</ability>
    <proficiency>Athletics</proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Eberron: Rising from the Last War p. 34, Wayfinder's Guide to Eberron p. 64</text>
      </trait>
    <trait>
        <name>Natural Athlete</name>
      <text>You have proficiency in the Athletics skill.
</text>
      </trait>
    <trait>
        <name>Shifting Feature</name>
      <text>Whenever you shift, you gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Speed</name>
      <text>Your base walking speed is 30 feet.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>You have superior vision in dark and dim conditions. You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Shifting</name>
      <text>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). You also gain additional benefits that depend on your shifter subrace, described below.
Once you shift, you can't do so again until you finish a short or long rest.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common.
</text>
      </trait>
    </race>
  <race>
      <name>Shifter (Longtooth)</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Str 2, Dex 1</ability>
    <proficiency>Intimidation</proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Eberron: Rising from the Last War p. 34, Wayfinder's Guide to Eberron p. 64</text>
      </trait>
    <trait>
        <name>Fierce</name>
      <text>You have proficiency in the Intimidation skill.
</text>
      </trait>
    <trait>
        <name>Shifting Feature</name>
      <text>While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Speed</name>
      <text>Your base walking speed is 30 feet.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>You have superior vision in dark and dim conditions. You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Shifting</name>
      <text>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). You also gain additional benefits that depend on your shifter subrace, described below.
Once you shift, you can't do so again until you finish a short or long rest.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common.
</text>
      </trait>
    </race>
  <race>
      <name>Shifter (Swiftstride)</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Dex 2, Cha 1</ability>
    <proficiency>Acrobatics</proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Eberron: Rising from the Last War p. 34, Wayfinder's Guide to Eberron p. 64</text>
      </trait>
    <trait>
        <name>Graceful</name>
      <text>You have proficiency in the Acrobatics skill.
</text>
      </trait>
    <trait>
        <name>Shifting Feature</name>
      <text>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.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Speed</name>
      <text>Your base walking speed is 30 feet.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>You have superior vision in dark and dim conditions. You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Shifting</name>
      <text>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). You also gain additional benefits that depend on your shifter subrace, described below.
Once you shift, you can't do so again until you finish a short or long rest.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common.
</text>
      </trait>
    </race>
  <race>
      <name>Shifter (Wildhunt)</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Wis 2, Dex 1</ability>
    <proficiency>Survival</proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Eberron: Rising from the Last War p. 34, Wayfinder's Guide to Eberron p. 64</text>
      </trait>
    <trait>
        <name>Natural Tracker</name>
      <text>You have proficiency in the Survival skill.
</text>
      </trait>
    <trait>
        <name>Shifting Feature</name>
      <text>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.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Speed</name>
      <text>Your base walking speed is 30 feet.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>You have superior vision in dark and dim conditions. You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Shifting</name>
      <text>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). You also gain additional benefits that depend on your shifter subrace, described below.
Once you shift, you can't do so again until you finish a short or long rest.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common.
</text>
      </trait>
    </race>
  <race>
      <name>Warforged</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Con 2</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Eberron: Rising from the Last War p. 35, Wayfinder's Guide to Eberron p. 67</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Constructed Resilience</name>
      <text>You were created to have remarkable fortitude, represented by the following benefits:
• You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
• You don't need to eat, drink, or breathe.
• You are immune to disease.
• You don't need to sleep, and magic can't put you to sleep.
</text>
      </trait>
    <trait>
        <name>Sentry's Rest</name>
      <text>When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
</text>
      </trait>
    <trait>
        <name>Integrated Protection</name>
      <text>Your body has built-in defensive layers, which can be enhanced with armor:
• You gain a +1 bonus to Armor Class.
• You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
• While you live, the armor incorporated into your body can't be removed against your will.
</text>
      </trait>
    <trait>
        <name>Specialized Design</name>
      <text>You gain one skill proficiency and one tool proficiency of your choice.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and one other language of your choice.
</text>
      </trait>
    </race>
  <race>
      <name>Centaur</name>
    <size>M</size>
    <speed>40</speed>
    <ability>Str 2, Wis 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Guildmasters' Guide to Ravnica p. 15</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Centaurs mature and age at about the same rate as humans.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Centaurs are inclined toward neutrality. Those who join the Selesnya are more often neutral good, while those who join the Gruul are typically chaotic neutral.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Fey</name>
      <text>Your creature type is fey, rather than humanoid.
</text>
      </trait>
    <trait>
        <name>Charge</name>
      <text>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 attack against the target with your hooves.
</text>
      </trait>
    <trait>
        <name>Hooves</name>
      <text>Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
</text>
      </trait>
    <trait>
        <name>Equine Build</name>
      <text>You count as one size larger when determining your carrying capacity and the weight you can push or drag.
In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
</text>
      </trait>
    <trait>
        <name>Survivor</name>
      <text>You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Sylvan. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces.
</text>
      </trait>
    </race>
  <race>
      <name>Loxodon</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Con 2, Wis 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Guildmasters' Guide to Ravnica p. 17</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Most loxodons are lawful, believing in the value of a peaceful, ordered life. They also tend toward good.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Powerful Build</name>
      <text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
</text>
      </trait>
    <trait>
        <name>Loxodon Serenity</name>
      <text>You have advantage on saving throws against being charmed or frightened.
</text>
      </trait>
    <trait>
        <name>Natural Armor</name>
      <text>You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
</text>
      </trait>
    <trait>
        <name>Trunk</name>
      <text>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 the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.
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.
</text>
      </trait>
    <trait>
        <name>Keen Smell</name>
      <text>Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Loxodon.
</text>
      </trait>
    </race>
  <race>
      <name>Minotaur</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Str 2, Con 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>These traits are also suitable for minotaurs in other D&amp;D worlds where these people have avoided the demonic influence of Baphomet.
Source: Guildmasters' Guide to Ravnica p. 18</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Most minotaurs who join the Boros Legion lean toward lawful alignments, while those associated with the Cult of Rakdos or the Gruul Clans tend toward chaotic alignments.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Horns</name>
      <text>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.
</text>
      </trait>
    <trait>
        <name>Goring Rush</name>
      <text>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.
</text>
      </trait>
    <trait>
        <name>Hammering Horns</name>
      <text>Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
</text>
      </trait>
    <trait>
        <name>Imposing Presence</name>
      <text>You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Minotaur.
</text>
      </trait>
    </race>
  <race>
      <name>Simic Hybrid</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Con 2</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Guildmasters' Guide to Ravnica p. 20</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Hybrids begin their lives as adult humans, elves, or vedalken. They age at a slightly accelerated rate, so their maximum life spans are probably reduced somewhat. The Guardian Project has not been operating long enough to observe the full effect of this phenomenon.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Most hybrids share the generally neutral outlook of the Simic Combine. They are more interested in scientific research and the standing of their guild than in moral or ethical questions. Those who leave the Combine, however, often do so because their philosophical outlook and alignment are more in line with a different guild's.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Your size is Medium, within the normal range of your humanoid base race.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and your choice of Elvish or Vedalken.
</text>
      </trait>
    <trait>
        <name>Animal Enhancement</name>
      <text>Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.
At 1st level, choose one of the following options:
• Manta Glide: You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
• Nimble Climber: You have a climbing speed equal to your walking speed.
• Underwater Adaptation: You can breathe air and water, and you have a swimming speed equal to your walking speed.
At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options:
• Grappling Appendage: You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment.
• Carapace: Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor.
• Acid Spit: As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Consitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
</text>
      </trait>
    </race>
  <race>
      <name>Vedalken</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Int 2, Wis 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Guildmasters' Guide to Ravnica p. 21</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Vedalken mature slower than humans do, reaching maturity around age 40. Their life span is typically 350 years, with some living to the age of 500.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Vedalken are usually lawful and non-evil.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Tall and slender, Vedalken stand 6 to 6½ feet tall on average and usually weigh less than 200 pounds. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Vedalken Dispassion</name>
      <text>You have advantage on all Intelligence, Wisdom, and Charisma saving throws.
</text>
      </trait>
    <trait>
        <name>Tireless Precision</name>
      <text>You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand.  You are also proficient with one tool of your choice.
Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.
</text>
      </trait>
    <trait>
        <name>Partially Amphibious</name>
      <text>By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common, Vedalken, and one other language of your choice.
</text>
      </trait>
    </race>
  <race>
      <name>Centaur (Theros)</name>
    <size>M</size>
    <speed>40</speed>
    <ability>Str 2, Wis 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Mythic Odysseys of Theros p. 18</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Centaurs mature and age at about the same rate as humans.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Centaurs are inclined toward neutrality. Lagonna centaurs tend to be more lawful, while Pheres centaurs are more often chaotic.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Pheres centaurs tend to be slightly larger than Lagonna centaurs. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Fey</name>
      <text>Your creature type is fey, rather than humanoid.
</text>
      </trait>
    <trait>
        <name>Charge</name>
      <text>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 attack against the target with your hooves.
</text>
      </trait>
    <trait>
        <name>Hooves</name>
      <text>Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
</text>
      </trait>
    <trait>
        <name>Equine Build</name>
      <text>You count as one size larger when determining your carrying capacity and the weight you can push or drag.
In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
</text>
      </trait>
    <trait>
        <name>Survivor</name>
      <text>You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Sylvan.
</text>
      </trait>
    </race>
  <race>
      <name>Leonin</name>
    <size>M</size>
    <speed>35</speed>
    <ability>Str 1, Con 2</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Mythic Odysseys of Theros p. 20</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Leonin mature and age at about the same rate as humans.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Claws</name>
      <text>Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
</text>
      </trait>
    <trait>
        <name>Hunter's Instincts</name>
      <text>You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.
</text>
      </trait>
    <trait>
        <name>Daunting Roar</name>
      <text>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. Once you use this trait, you can't use it again until you finish a short or long rest.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Leonin.
</text>
      </trait>
    </race>
  <race>
      <name>Satyr</name>
    <size>M</size>
    <speed>35</speed>
    <ability>Cha 2, Dex 1</ability>
    <proficiency>Performance, Persuasion</proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Mythic Odysseys of Theros p. 24</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Satyrs mature and age at about the same rate as humans.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Fey</name>
      <text>Your creature type is fey, rather than humanoid.
</text>
      </trait>
    <trait>
        <name>Ram</name>
      <text>You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>You have advantage on saving throws against spells and other magical effects.
</text>
      </trait>
    <trait>
        <name>Mirthful Leaps</name>
      <text>Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.
</text>
      </trait>
    <trait>
        <name>Reveler</name>
      <text>You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Sylvan.
</text>
      </trait>
    </race>
  <race>
      <name>Gith (Githyanki)</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Int 1, Str 2</ability>
    <proficiency></proficiency>
    <spellAbility>Intelligence</spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Mordenkainen's Tome of Foes p. 96</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos.
</text>
      </trait>
    <trait>
        <name>Decadent Mastery</name>
      <text>You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge.
</text>
      </trait>
    <trait>
        <name>Martial Prodigy</name>
      <text>You are proficient with light and medium armor and with shortswords, longswords, and greatswords.
</text>
      </trait>
    <trait>
        <name>Githyanki Psionics</name>
      <text>You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
When you reach 3rd level, you can cast jump once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once 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.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Gith reach adulthood in their late teens and live for about a century.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Gith are taller and leaner than humans, with most a slender 6 feet in height.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Gith.
</text>
      </trait>
    </race>
  <race>
      <name>Gith (Githzerai)</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Int 1, Wis 2</ability>
    <proficiency></proficiency>
    <spellAbility>Wisdom</spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Mordenkainen's Tome of Foes p. 96</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.
</text>
      </trait>
    <trait>
        <name>Mental Discipline</name>
      <text>You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.
</text>
      </trait>
    <trait>
        <name>Githzerai Psionics</name>
      <text>You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
When you reach 3rd level, you can cast shield once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.
Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Gith reach adulthood in their late teens and live for about a century.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Gith are taller and leaner than humans, with most a slender 6 feet in height.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Gith.
</text>
      </trait>
    </race>
  <race>
      <name>Custom Lineage</name>
    <size>M</size>
    <speed>30</speed>
    <ability></ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Instead of choosing one of the game's races for your character at 1st level, you can use the following traits to represent your character's lineage, giving you full control over how your character's origin shaped them:
Source: Tasha's Cauldron of Everything p. 8</text>
      </trait>
    <trait>
        <name>Creature Type</name>
      <text>You are a humanoid. You determine your appearance and whether you resemble any of your kin.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>You are Small or Medium (your choice).
</text>
      </trait>
    <trait>
        <name>Feat</name>
      <text>You gain one feat of your choice for which you qualify.
</text>
      </trait>
    <trait>
        <name>Variable Trait</name>
      <text>You gain one of the following options of your choice: (a) darkvision with a range of 60 feet or (b) proficiency in one skill of your choice.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
</text>
      </trait>
    </race>
  <race>
      <name>Aasimar (Fallen)</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Cha 2, Str 1</ability>
    <proficiency></proficiency>
    <spellAbility>Charisma</spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Volo's Guide to Monsters p. 105</text>
      </trait>
    <trait>
        <name>Necrotic Shroud</name>
      <text>Starting at 3rd level, 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. The instant you transform, other creatures 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.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, 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 necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Aasimar mature at the same rate as humans, but they can live up to 160 years.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Aasimar have the same range of height and weight as humans.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Celestial Resistance</name>
      <text>You have resistance to necrotic damage and radiant damage.
</text>
      </trait>
    <trait>
        <name>Healing Hands</name>
      <text>As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
</text>
      </trait>
    <trait>
        <name>Light Bearer</name>
      <text>You know the light cantrip. Charisma is your spellcasting ability for it.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Celestial.
</text>
      </trait>
    </race>
  <race>
      <name>Aasimar (Protector)</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Cha 2, Wis 1</ability>
    <proficiency></proficiency>
    <spellAbility>Charisma</spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Volo's Guide to Monsters p. 105</text>
      </trait>
    <trait>
        <name>Radiant Soul</name>
      <text>Starting at 3rd level, 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. During it, you have a flying speed of 30 feet, 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 radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Aasimar mature at the same rate as humans, but they can live up to 160 years.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Aasimar have the same range of height and weight as humans.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Celestial Resistance</name>
      <text>You have resistance to necrotic damage and radiant damage.
</text>
      </trait>
    <trait>
        <name>Healing Hands</name>
      <text>As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
</text>
      </trait>
    <trait>
        <name>Light Bearer</name>
      <text>You know the light cantrip. Charisma is your spellcasting ability for it.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Celestial.
</text>
      </trait>
    </race>
  <race>
      <name>Aasimar (Scourge)</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Cha 2, Con 1</ability>
    <proficiency></proficiency>
    <spellAbility>Charisma</spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Volo's Guide to Monsters p. 105</text>
      </trait>
    <trait>
        <name>Radiant Consumption</name>
      <text>Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, 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, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, 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 radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Aasimar mature at the same rate as humans, but they can live up to 160 years.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Aasimar have the same range of height and weight as humans.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Celestial Resistance</name>
      <text>You have resistance to necrotic damage and radiant damage.
</text>
      </trait>
    <trait>
        <name>Healing Hands</name>
      <text>As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
</text>
      </trait>
    <trait>
        <name>Light Bearer</name>
      <text>You know the light cantrip. Charisma is your spellcasting ability for it.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Celestial.
</text>
      </trait>
    </race>
  <race>
      <name>Bugbear</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Str 2, Dex 1</ability>
    <proficiency>Stealth</proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Volo's Guide to Monsters p. 119, Explorer's Guide to Wildemount p. 174</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Bugbears reach adulthood at age 16 and live up to 80 years.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Bugbears endure a harsh existence that demands each of them to remain self-sufficient, even at the expense of their fellows. They tend to be chaotic evil.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Long-Limbed</name>
      <text>When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
</text>
      </trait>
    <trait>
        <name>Powerful Build</name>
      <text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
</text>
      </trait>
    <trait>
        <name>Sneaky</name>
      <text>You are proficient in the Stealth skill.
</text>
      </trait>
    <trait>
        <name>Surprise Attack</name>
      <text>If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Goblin.
</text>
      </trait>
    </race>
  <race>
      <name>Firbolg</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Wis 2, Str 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Volo's Guide to Monsters p. 107, Explorer's Guide to Wildemount p. 169</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Firbolg Magic</name>
      <text>You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
</text>
      </trait>
    <trait>
        <name>Hidden Step</name>
      <text>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. Once you use this trait, you can't use it again until you finish a short or long rest.
</text>
      </trait>
    <trait>
        <name>Powerful Build</name>
      <text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
</text>
      </trait>
    <trait>
        <name>Speech of Beast and Leaf</name>
      <text>You have the ability to communicate in a limited manner with beasts and plants. 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.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common, Elvish, and Giant.
</text>
      </trait>
    </race>
  <race>
      <name>Goblin</name>
    <size>S</size>
    <speed>30</speed>
    <ability>Dex 2, Con 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Volo's Guide to Monsters p. 119, Explorer's Guide to Wildemount p. 174</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Goblins reach adulthood at age 8 and live up to 60 years.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Fury of the Small</name>
      <text>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 level. Once you use this trait, you can't use it again until you finish a short or long rest.
</text>
      </trait>
    <trait>
        <name>Nimble Escape</name>
      <text>You can take the Disengage or Hide action as a bonus action on each of your turns.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Goblin.
</text>
      </trait>
    </race>
  <race>
      <name>Goliath</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Str 2, Con 1</ability>
    <proficiency>Athletics</proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Volo's Guide to Monsters p. 108, Elemental Evil Player's Companion p. 10, Explorer's Guide to Wildemount p. 175, Icewind Dale: Rime of the Frostmaiden</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self sufficiency and personal accountability, pushes them toward neutrality.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Natural Athlete</name>
      <text>You have proficiency in the Athletics skill.
</text>
      </trait>
    <trait>
        <name>Stone's Endurance</name>
      <text>You can focus yourself to occasionally 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. After you use this trait, you can't use it again until you finish a short or long rest.
</text>
      </trait>
    <trait>
        <name>Powerful Build</name>
      <text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
</text>
      </trait>
    <trait>
        <name>Mountain Born</name>
      <text>You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Giant.
</text>
      </trait>
    </race>
  <race>
      <name>Hobgoblin</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Con 2, Int 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Volo's Guide to Monsters p. 119, Explorer's Guide to Wildemount p. 175</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Martial Training</name>
      <text>You are proficient with two martial weapons of your choice and with light armor.
</text>
      </trait>
    <trait>
        <name>Saving Face</name>
      <text>Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Goblin.
</text>
      </trait>
    </race>
  <race>
      <name>Kenku</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Dex 2, Wis 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Volo's Guide to Monsters p. 109, Explorer's Guide to Wildemount p. 177</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Expert Forgery</name>
      <text>You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
</text>
      </trait>
    <trait>
        <name>Kenku Training</name>
      <text>You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
</text>
      </trait>
    <trait>
        <name>Mimicry</name>
      <text>You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can read and write Common and Auran, but you can only speak using your Mimicry trait.
</text>
      </trait>
    </race>
  <race>
      <name>Kobold</name>
    <size>S</size>
    <speed>30</speed>
    <ability>Dex 2</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Volo's Guide to Monsters p. 119</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Grovel, Cower, and Beg</name>
      <text>As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.
</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Draconic.
</text>
      </trait>
    </race>
  <race>
      <name>Lizardfolk</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Con 2, Wis 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Volo's Guide to Monsters p. 111</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.
</text>
      </trait>
    <trait>
        <name>Swim Speed</name>
      <text>You have a swimming speed of 30 feet.
</text>
      </trait>
    <trait>
        <name>Bite</name>
      <text>Your fanged maw is 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.
</text>
      </trait>
    <trait>
        <name>Cunning Artisan</name>
      <text>As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 dart or blowgun needle. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
</text>
      </trait>
    <trait>
        <name>Hold Breath</name>
      <text>You can hold your breath for up to 15 minutes at a time.
</text>
      </trait>
    <trait>
        <name>Hunter's Lore</name>
      <text>You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
</text>
      </trait>
    <trait>
        <name>Natural Armor</name>
      <text>You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
</text>
      </trait>
    <trait>
        <name>Hungry Jaws</name>
      <text>In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Draconic.
</text>
      </trait>
    </race>
  <race>
      <name>Orc</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Str 2, Con 1</ability>
    <proficiency></proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Volo's Guide to Monsters p. 120</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Orcs reach adulthood at age 12 and live up to 50 years.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Orcs are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually chaotic evil.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Aggressive</name>
      <text>As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.
</text>
      </trait>
    <trait>
        <name>Primal Intuition</name>
      <text>You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.
</text>
      </trait>
    <trait>
        <name>Powerful Build</name>
      <text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Orc.
</text>
      </trait>
    </race>
  <race>
      <name>Tabaxi</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Dex 2, Cha 1</ability>
    <proficiency>Perception, Stealth</proficiency>
    <spellAbility></spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Volo's Guide to Monsters p. 113, Explorer's Guide to Wildemount p. 179</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Tabaxi have lifespans equivalent to humans.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Tabaxi are taller on average than humans and relatively slender. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>You have a cat's keen senses, especially in the dark. You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Feline Agility</name>
      <text>Your reflexes and agility allow 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.
</text>
      </trait>
    <trait>
        <name>Cat's Claws</name>
      <text>Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
</text>
      </trait>
    <trait>
        <name>Cat's Talents</name>
      <text>You have proficiency in the Perception and Stealth skills.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and one other language of your choice.
</text>
      </trait>
    </race>
  <race>
      <name>Triton</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Str 1, Cha 1, Con 1</ability>
    <proficiency></proficiency>
    <spellAbility>Charisma</spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Volo's Guide to Monsters p. 115</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Tritons reach maturity around age 15 and can live up to 200 years.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Tritons tend toward lawful good. As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Swim Speed</name>
      <text>You have a swimming speed of 30 feet.
</text>
      </trait>
    <trait>
        <name>Amphibious</name>
      <text>You can breathe air and water.
</text>
      </trait>
    <trait>
        <name>Control Air and Water</name>
      <text>A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Emissary of the Sea</name>
      <text>Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
</text>
      </trait>
    <trait>
        <name>Guardians of the Depths</name>
      <text>Adapted to even the most extreme ocean depths, you have resistance to cold damage.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common and Primordial.
</text>
      </trait>
    </race>
  <race>
      <name>Yuan-ti Pureblood</name>
    <size>M</size>
    <speed>30</speed>
    <ability>Cha 2, Int 1</ability>
    <proficiency></proficiency>
    <spellAbility>Charisma</spellAbility>
    <trait>
        <name>Description</name>
      <text>Source: Volo's Guide to Monsters p. 120</text>
      </trait>
    <trait>
        <name>Age</name>
      <text>Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.
</text>
      </trait>
    <trait>
        <name>Alignment</name>
      <text>Purebloods are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil.
</text>
      </trait>
    <trait>
        <name>Size</name>
      <text>Purebloods match humans in average size and weight. Your size is Medium.
</text>
      </trait>
    <trait>
        <name>Darkvision</name>
      <text>You can see in dim light within 60 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.
</text>
      </trait>
    <trait>
        <name>Innate Spellcasting</name>
      <text>You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>You have advantage on saving throws against spells and other magical effects.
</text>
      </trait>
    <trait>
        <name>Poison Immunity</name>
      <text>You are immune to poison damage and the poisoned condition.
</text>
      </trait>
    <trait>
        <name>Languages</name>
      <text>You can speak, read, and write Common, Abyssal, and Draconic.
</text>
      </trait>
    </race>
  </compendium>
