[
  [],
  [],
  [],
  [],
  [
    {
      "id": 6761,
      "name": "Vampiric Exultation",
      "type": "General",
      "prerequisite": "Prerequisite: Vampire (Ixalan)",
      "normal": "",
      "special": "If your campaign uses feats, a vampire character can take this feat to gain the ability of ﬂight shared by Legion of Dusk skymarchers.",
      "benefit": "As an action, you can transform the lower half of your body into an inky black vapor, allowing you to ﬂoat through the air. While transformed, you have a ﬂying speed of 30 feet. You can maintain this form for up to 10 minutes. Once you use this ability, you can’t use it again until you fnish a short or long rest.",
      "full_text": "<div><h2>Vampiric Exultation [Racial Feat]</h2><div><p><b>Prerequisite:</b> <em>Prerequisite: Vampire - Ixalan</em></p></div><div><p><b>Benefit:</b> As an action, you can transform the lower half of your body into an inky black vapor, allowing you to ﬂoat through the air. While transformed, you have a ﬂying speed of 30 feet. You can maintain this form for up to 10 minutes. Once you use this ability, you can&rsquo;t use it again until you fnish a short or long rest.</p></div><div><p>If your campaign uses feats, a vampire character can take this feat to gain the ability of ﬂight shared by Legion of Dusk skymarchers.</p></div><b>Reference:</b> Plane Shift Ixalan </div>",
      "reference": "Usergen"
    }
  ],
  [
    {
      "id": 252,
      "name": "Zendikar - Elf (PSZ)",
      "full_text": "<h1>Zendikar Elves</h1><p>Elves are a fearless and adaptable people. They have fared better than most in the tumultuous environment<br />of Zendikar, and many have reacted to the reappearance of the Eldrazi with resilience and courage. They<br />remain the most prevalent race on Murasa, and have a strong presence in other regions as well. Their treetop<br />villages seem to regrow almost as soon as they are destroyed&mdash;much like the Murasan jungles where they<br />are found.</p><p>Elves are strongly associated with green mana, the magic that flows through their forest homes. Their shamans and druids channel this magic of life and growth, communing with the land or the spirits of the departed. Striving to live in harmony with nature, they celebrate the ties between their communities and their connection with the broader world around them.</p><h2>Wildly Elegant</h2><p>Elves are about as tall as humans, but are more slender. Their legs are long, and their pointed ears sweep back from their heads. They move gracefully and hold themselves with elegant poise, but they are a people of the woodlands, and their life in the wilds is manifested in the practical simplicity of their clothes and equipment.</p><p>Never ones to waste anything that can be reused, elves stitch torn garments together into new ones, and transform broken sword blades into useful gear. They prefer leather for protection rather than metal, which they use to craft swords, spears, arrowheads, and climbing hooks.</p><h1>Elf Traits</h1><p>The elves of Zendikar have much in common with the elves of other worlds. Your elf character has the following traits.</p><p><strong>Ability Score Increase</strong><br />Your Wisdom score increases by 2.</p><p><strong>Age</strong><br />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.</p><p><strong>Alignment</strong><br />Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others&rsquo; freedom as well as their own, and they are more often good than not.</p><p><strong>Size</strong><br />Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Darkvision</strong><br />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&rsquo;t discern color in darkness, only shades of gray.</p><p><strong>Keen Senses</strong><br />You have proficiency in the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> skill.</p><p><strong>Fey Ancestry</strong><br />You have advantage on saving throws against being charmed, and magic can&rsquo;t put you to sleep.</p><p><strong>Languages</strong><br />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.</p><p><strong>Subrace</strong><br />Ancient divides that arose as the elven people migrated across Zendikar resulted in three main elf nations: the Tajuru, the Mul Daya, and the Joraga. Choose one of these subraces.</p><h2>Tajuru Nation</h2><p>The Tajuru nation is the largest of the three main elven nations, concentrated in Murasa and spread across other parts of Zendikar as hundreds of far-flung clans. Tajuru elves are the most open to people of other races, seeing their skills and perspectives as valuable new tools for survival. The Tajuru are also more open to new lifestyles, be it living in a mountaintop citadel or roaming grassy plains.</p><p><strong>Ability Score Increase</strong><br />Your Charisma score increases by 1.</p><p><strong>Skill Versatility</strong><br />You gain proficiency in any combination of two skills or tools of your choice.</p><h2>Joraga Nation</h2><p>The elves of the imperious Joraga nation of Bala Ged have little respect for any other race of Zendikar&mdash; or even for other elves. The survival of their nation and its traditions is the Joraga elves&rsquo; only goal, and they view the influence of others as a weakness. The Joraga eschew the goods and habits of others, even avoiding the pathways blazed by the Tajuru when possible. Many view the nomadic Joraga clans as little more than bands of roving murderers, but a complex culture hides behind those clans&rsquo; aggressive exterior.</p><p><strong>Ability Score Increase</strong><br />Your Dexterity score increases by 1.</p><p><strong>Elf Weapon Training</strong><br />You have proficiency with the longsword, shortsword, shortbow, and longbow.</p><p><strong>Fleet of Foot</strong><br />Your base walking speed increases to 35 feet.</p><p><strong>Mask of the Wild</strong><br />You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.</p><h2>Mul Daya Nation</h2><p>Elves of the Mul Daya nation of Bala Ged are set apart from other elves by their relationship with the spirits of their elven ancestors. To the Mul Daya, the spirit world and the mortal realm are different only in terms of their tangibility. Death and the spirits of the dead are as much a part of the lives of the Mul Daya as is the natural world. This is not a macabre sentiment to the elves; they simply view it as the truest sense of the natural order. Mul Daya elves can often be recognized by their face painting and tattooing. Many Mul Daya decorate their skins with an enwrapping vine motif, and make use of poisons and acids collected at great cost from strange creatures and plants in the depths of Kazandu.</p><p><strong>Ability Score Increase</strong><br />Your Strength score increases by 1.</p><p><strong>Superior Darkvision</strong><br />Your darkvision has a radius of 120 feet.</p><p><strong>Sunlight Sensitivity</strong><br />You have disadvantage on attack rolls and on Wisdom (<a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a>) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.</p><p><strong>Mul Daya Magic</strong><br />You know the chill touch cantrip. When you reach 3rd level, you can cast the hex spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.</p><p><strong>Elf Weapon Training</strong><br />You have proficiency with the longsword, shortsword, shortbow, and longbow.</p>",
      "reference": "Usergen"
    },
    {
      "id": 251,
      "name": "Zendikar - Goblin (PSZ)",
      "full_text": "<h1>Zendikar Goblins</h1><p>Goblins are an inquisitive and adaptable race hampered by their small size, their natural cowardice, and a severe shortage of common sense. They eagerly explore areas that others hesitate to enter, and obsessively fiddle with magic that more sensible folk would take careful precautions with. They prize ancient artifacts not for their inherent value, but primarily as a mark of status&mdash;for a precious trophy proves that its owner survived a delve into a deep and dangerous ruin.</p><p>Goblins are associated with red mana. Their shamans are fond of spells that create or control fire and lightning to smite their foes, and they are quick to follow their impulses and passions into action without much forethought. Life to a goblin is an adventure full of new things to explore and experience.</p><h2>Long Arms and Stony Skin</h2><p>A typical goblin stands between three-and-a-half and five feet tall, with a slender, elongated build. Goblins&rsquo; arms are unusually long and spindly, making them adept at climbing cliffs and trees. Their skin has a stony texture, ranging in color from red-brown to moss green or gray. Their ears are large and swept back, their eyes are intensely red, and many sport heavy bone protrusions on their spines or elbows. Males have similar growths jutting from their chins, while females have heavier growths on their foreheads.</p><p>This distinctive appearance is a direct result of the goblins&rsquo; unusual diet. Before the Eldrazi&rsquo;s rise, goblins supplemented their normal diet with a kind of rock they pounded into bits and called &ldquo;grit.&rdquo; The presence of the Eldrazi in Zendikar has poisoned this rock, so the goblins have taken to eating powdered hedrons instead. Eating this magic-infused stone has given the goblins resistance to the maddening psychic emanations of the Eldrazi. As an added benefit, it toughens their skin, protecting them from the elements and from physical dangers.</p><h1>Goblin Traits</h1><p>Your goblin character has the following traits in common with all other goblins.</p><p><strong>Ability Score Increase<br /></strong>Your Constitution score increases by 2.</p><p><strong>Age<br /></strong>Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblins rarely live longer than 50 years.<br />Alignment. Most goblins are wildly chaotic, though they have no particular inclination toward good or evil.</p><p><strong>Size<br /></strong>Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small.Speed. Your base walking speed is 25 feet.</p><p><strong>Darkvision<br /></strong>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 werebright light, and in darkness as if it were dim light. You can&rsquo;t discern color in darkness, only shades of gray.</p><p><strong>Grit<br /></strong>You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Goblin.</p><p><strong>Tribe<br /></strong>Most goblins on Zendikar belong to one of three tribes: the Grotag, the Lavastep, and the Tuktuk. Choose one of these tribes.</p><h2>Grotag Tribe</h2><p>Smaller and weaker than their cousins, and with larger hands and feet, goblins of the Grotag tribe attempt to live by their wits&mdash;though seldom with much success. When a Grotag goblin has the bright idea of trying to tame fleshpiercer mites, at least a few others will be willing to follow that goblin into a nest&mdash;usually to predictably horrible results. But though the Grotag seem to have a never-ending supply of bad ideas, and a horrible ratio of bad ideas to good, the Grotag likewise seem to have a never-ending supply of Grotag. As such, by trial and error (and more error), these goblins have stumbled across a great deal of knowledge useful for surviving the deep places of Zendikar, and for dealing with the creatures that live there. The Grotag imagine themselves to have a sort of empathy with beasts, and they lose hundreds of goblins each year to ill-advised attempts at monster taming. But, every now and again, one of these efforts is successful.</p><p><strong>Grotag Tamer<br /></strong>You have proficiency in the <a title=\"Animal Handling\" href=\"http://skill.com/Animal Handling\">Animal Handling</a> skill.</p><h2>Lavastep Tribe</h2><p>The Lavastep tribe is the most industrious of the goblin tribes, and possesses much hard-won knowledge of the geothermal activity in Akoum. More so than members of the other tribes, the Lavastep goblins build surprisingly effective equipment out of the crystal shards and veins of strange metals that occasionally boil up to the surface. The most warlike of their kind, Lavastep goblins frequently harass the kor, elves, and humans of Akoum.</p><p><strong>Lavastep Grit<br /></strong>You have advantage on Dexterity (<a title=\"Stealth\" href=\"http://skill.com/Stealth\">Stealth</a>) checks made to hide in rocky or subterranean environments.</p><h2>Tuktuk Tribe</h2><p>Among the goblins, the Tuktuk are most likely to hire themselves out as ruin guides to other races. Of course, their usual plan is to help find something of value, steal it, trigger a trap intentionally, and then run.</p><p><strong>Tuktuk Cunning<br /></strong>You have proficiency with thieves&rsquo; tools.</p>",
      "reference": "Usergen"
    },
    {
      "id": 249,
      "name": "Zendikar - Merfolk (PSZ)",
      "full_text": "<h1>Merfolk</h1><p>Curious, thoughtful, and analytical, the merfolk of Zendikar are natural scholars and explorers. In the past, merfolk society was organized around their belief in three deities. But in the wake of the reappearance of the Eldrazi, the merfolk have realized that their faith was a web of lies, built on a corrupted memory of the Eldrazi titans handed down from generation to generation.</p><p>In peaceful times, the merfolk might have fought over the ultimate meaning of this revelation. But faced with the danger presented by the Eldrazi broods, the merfolk have largely set aside their differences and joined together in a united force. Old grudges still linger, but the well-being of the merfolk race&mdash;and the world&mdash;far outweigh any ancient conflicts between creeds.</p><p>Merfolk are associated with blue mana, though the traditional merfolk creeds express this connection in different ways.</p><h2>Born of the Sea</h2><p>Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones</p><p>Merfolk wear little clothing unless they are armored for battle. Even then, they drape themselves with nets and a minimum of cloth, wearing armor crafted of large, bleached seashells and augmented with leather.</p><h1>Merfolk Traits</h1><p>Your merfolk character has a number of traits in common with other members of this race.</p><p><strong>Ability Score Increase<br /></strong>Your Charisma score increases by 1.</p><p><strong>Age<br /></strong>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.</p><p><strong>Alignment<br /></strong>Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings.</p><p><strong>Size<br /></strong>Merfolk are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.</p><p><strong>Amphibious<br /></strong>You can breathe air and water.</p><p><strong>Languages<br /></strong>You can speak, read, and write Common, Merfolk, and one extra language of your choice.</p><p><strong>Creeds<br /></strong>The merfolk race is divided into three creeds, founded on the principles of Emeria (wind), Ula<br />(water), and Cosi (the trickster). A merfolk isn&rsquo;t born into a creed but chooses it upon reaching adulthood, and<br />it is rare for a merfolk not to choose a creed. Merfolk of the wind and water creeds aren&rsquo;t hostile to each other,<br />but members of each creed regard the other creed with a vague disdain. Members of both those creeds regard<br />the Cosi creed with suspicion and some degree of fear, and Cosi-creed adherents tend to keep their affiliation<br />secret. Choose one of these creeds for your character.</p><h2>Emeria (Wind) Creed</h2><p>Merfolk who followed Emeria&rsquo;s creed seek wisdom and truth in the Wind Realm, exploring the mystical forces&mdash;rather than natural causes&mdash;behind historical events. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive.</p><p><strong>Ability Score Increase<br /></strong>Your Wisdom score increases by 2.</p><p><strong>Wind Creed Manipulation<br /></strong>You have proficiency in the <a title=\"Deception\" href=\"http://skill.com/Deception\">Deception</a> and <a title=\"Persuasion\" href=\"http://skill.com/Persuasion\">Persuasion</a> skills.</p><p><strong>Cantrip<br /></strong>You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.</p><h2>Ula (Water) Creed</h2><p>Ula-creed merfolk emphasize intellectual pursuits, stressing hard evidence and reason over passion. They<br />are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward.</p><p><strong>Ability Score Increase<br /></strong>Your Intelligence score increases by 2.</p><p><strong>Water Creed Navigation<br /></strong>You have proficiency with navigator&rsquo;s tools and in the <a title=\"Survival\" href=\"http://skill.com/Survival\">Survival</a> skill.</p><p><strong>Cantrip<br /></strong>You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.</p><h2>Cosi Creed</h2><p>No merfolk will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world.</p><p><strong>Ability Score Increase<br /></strong>Your Charisma score increases by an additional 1 (for a total of 2), and your Intelligence score increases by 1.</p><p><strong>Creed of the Trickster<br /></strong>You have proficiency in the <a title=\"Sleight of Hand\" href=\"http://skill.com/Sleight of Hand\">Sleight of Hand</a> and <a title=\"Stealth\" href=\"http://skill.com/Stealth\">Stealth</a> skills.</p><p><strong>Cantrip<br /></strong>You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it.</p>",
      "reference": "Usergen"
    },
    {
      "id": 250,
      "name": "Zendikar - Vampire (PSZ)",
      "full_text": "<h1>Vampires</h1><p>Born into ancient servitude and bred to a life of decadent corruption, the vampires of Zendikar feed on the energy in the blood of living creatures&mdash;an energy that is particularly strong in times of terror and pain. To members of the other races, vampires are a fearsome mystery and the stuff of nightmares, hunting their prey like beasts or reclining on thrones made of skulls in their moss-draped cities. But few understand how the vampires are locked in a brutal civil war. On one side are those who hold to their traditional ways, desperately battling to remain free. On the other side are those<br />vampires whose legacy reaches back into the deepest recesses of history. Bound once more to the Eldrazi who were their ancient masters, those vampires hunt their kin in an effort to extinguish any dreams of freedom and rebellion.<br />Vampires are associated with black mana. Their existence is predicated on draining the life from others to fuel their own existence, and on putting their own lives ahead of all other concerns. Philosophically, they do not constrain themselves with artificial rules of morality, but believe that the strong can and should take what they need from the weak.</p><h2>Between the Living and the Dead</h2><p>The vampires of Zendikar are not undead. Rather, heir unique nature comes from an eldritch disease that turns their flesh cold, makes their gray or purple skin feel dead to the touch, and enables them to drain concentrated magical energy from the blood of other living creatures. They are tall and slender, with long, elegant necks and broad shoulders. Bony horns protrude from their shoulders and elbows, often augmented by the layered plates of their armor and clothing. Their canine teeth are slightly elongated, but not enough to protrude between their closed lips.</p><p>Vampires dress in leather and the chitin carapaces of the gigantic insects that dwell in the swamps and jungles of their native Guul Draz, augmented with fine silk and gauzy fabric. They decorate their skin in elaborate, symmetrical patterns of red paint made from blood and mineral pigments. Their clothing is an odd mixture of complex layers and elaborate patterns combined with plenty of exposed skin, since their cold bodies are unaffected by the temperature around them.</p><h1>Vampire Traits</h1><p>Your vampire character has the following traits as a result of the unique origins of your kind.</p><p><strong>Ability Score Increase<br /></strong>Your Intelligence score increases by 1, and your Charisma score increases by 2.</p><p><strong>Age<br /></strong>Vampires don&rsquo;t mature and age in the same way that other races do. Every living vampire is either a bloodchief, infected by Ulamog&rsquo;s influence in the distant reaches of history, or was spawned by a bloodchief from a living human. Most vampires are thus very old, but few have any memory of their earliest years.</p><p><strong>Alignment<br /></strong>Vampires have no innate tendency toward evil, but consuming the life energy of other creatures often pushes them to that end. Regardless of their moral bent, the strict hierarchies of their bloodchiefs inclines them toward a lawful alignment.</p><p><strong>Size<br /></strong>Vampires are about the same size and build as humans. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet.</p><p><strong>Darkvision<br /></strong>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&rsquo;t discern color in darkness, only shades of gray.</p><p><strong>Vampiric Resistance<br /></strong>You have resistance to necrotic damage.</p><p><strong>Blood Thirst<br /></strong>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&rsquo;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 its hit point maximum to 0. A humanoid killed in this way becomes a null (see &ldquo;A Zendikar Bestiary&rdquo;).</p><p><strong>Languages<br /></strong>You can speak, read, and write Common and Vampire.</p>",
      "reference": "Usergen"
    },
    {
      "id": 248,
      "name": "Zendikar - Kor (PSZ)",
      "full_text": "<h1>Kor</h1><p>Deeply reverent of the land and its sacred sites, the nomadic kor live a spare existence defined by their constant travels. Masters of ropes and hooks, they scale sheer cliffs and cross yawning chasms with such skill and agility that they sometimes seem almost to take flight.</p><p>Kor are associated with white mana, and their wizards and clerics employ spells of healing, of banishing the dark, and of protection. Their personalities and ideals also mesh with the characteristics of white mana in their emphasis on an ordered, harmonious community with strong traditions binding its members together.</p><h2>Slender and Silent</h2><p>Kor are tall, slender humanoids with light hair and gray, blue-gray, or ivory skin. All kor have slightly pointed ears, and males have short, fleshy barbels on their chins. They paint softly glowing geometric patterns on their faces and bodies, suggestive of the shapes and design of the hedrons that appear across Zendikar. Their clothing tends to leave their arms<br />and shoulders free to facilitate climbing, and they keep most of their gear in pouches and slings at their waists.</p><p>The kor have a nonverbal language of hand signs and gestures that allows communication despite significant distance (particularly when augmented with whirling ropes) or howling winds. They also use this sign language among themselves when they wish to avoid being overheard, giving rise to misguided rumors that they are incapable of speech. When they do<br />speak, they typically use as few words as possible to convey their meaning.</p><h1>Kor Traits</h1><p>Kor are athletic climbers, known for their use of rope to swing and climb through the dizzying vertical terrain<br />of Zendikar. Your kor character has these traits.</p><p><strong>Ability Score Increase<br /></strong>Your Dexterity score increases by 2, and your Wisdom score increases by 1.</p><p><strong>Age<br /></strong>Kor mature at the same rate as humans and live about as long.</p><p><strong>Alignment<br /></strong>Most kor are lawful good, with a strong dedication to community and the traditions of their ancestors.</p><p><strong>Size<br /></strong>Kor average nearly 6 feet tall, but are much lighter and more slender than humans. Your size is Medium.</p><p><strong>Speed<br /></strong>Your base walking speed is 30 feet. You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor.</p><p><strong>Kor Climbing<br /></strong>You have proficiency in the <a title=\"Athletics\" href=\"http://skill.com/Athletics\">Athletics</a> and <a title=\"Acrobatics\" href=\"http://skill.com/Acrobatics\">Acrobatics</a> skills.</p><p><strong>Lucky<br /></strong>When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.</p><p><strong>Brave<br /></strong>You have advantage on saving throws against being frightened.</p><p><strong>Languages</strong><br />You can speak, read, and write Common, and communicate in the silent speech of the kor.</p>",
      "reference": "Usergen"
    },
    {
      "id": 2072,
      "name": "Zendikar - Human (PSZ)",
      "full_text": "<h1>Zendikar Humans</h1><p>Humans are the most numerous, diverse, and adaptable folk of Zendikar, and they form the core of most exploratory and adventurous expeditions across the plane. Though many humans huddle behind stone walls and wooden ramparts, at least somewhat protected from the perils of Zendikar, a signifcant number venture out from the safety of those walls to explore and defend their world. As the Eldrazi spread, more and more humans are driven out of their refuges and forced to confront the harsh reality of that alien threat.</p><h1>Human Traits</h1><p>A human character has the traits described for humans in the Player&rsquo;s Handbook.</p><p><strong>Ability Score Increase</strong><br />Your ability scores each increase by 1.</p><p><strong>Age<br /></strong>Humans reach adulthood in their late teens and live less than a century.</p><p><strong>Alignment</strong><br />Humans tend toward no particular alignment. The best and the worst are found among them.</p><p><strong>Size</strong><br />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.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet. Languages. 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: vampire curses, Elvish musical expressions, merfolk scholarly jargon, and so on.</p><h2>Life on the Frontiers</h2><p>Most human communities on Zendikar are tiny villages, remote outposts, or temporary encampments. These settlements are found on every continent, from the coastal villages of Guul Draz to the giant caravan of Goma Fada on Akoum. Without the safety of walls and ramparts, frontier life is all about the struggle for survival, leaving little time or energy for scholarly pursuits. The people of most of these communities rely on hunting, gathering, herding, and trading for the food and other goods they need. Some, however, survive by preying on the people of other communities and caravans.</p><h2>Civilized Humanity</h2><p>Despite the harshness of life on Zendikar, human civilization ﬂourishes in a few scattered towns. Sea Gate (on the continent of Tazeem), Affa Town (on Akoum), and the so-called Free City of Nimana (in Guul Draz) are the most notable of these, boasting organized military forces, institutions of learning, established traditions of magic, houses of worship, and dark underbellies of crime and corruption. With populations measured in the thousands, these settlements would barely qualify as towns on other planes, but they have no rivals on Zendikar except the vampire city of Malakir&mdash;which has been in ruins since the emergence of the Eldrazi.</p><h3><em>The Expeditionary Houses</em></h3><p>In Sea Gate, five so-called expeditionary houses launch regular excursions into the wilds for various purposes. Named for the destinations of their frst expeditions, they are the Valakut House, the Pelakka Foundation, and the Akoum, Murasa, and Bala Ged Expeditionary Houses. The rivalries among the houses are legendary, and they are known to sabotage each other&rsquo;s expeditions. Each maintains hostels in various settlements, which serve as resources for adventurers and explorers who need to hire guides or purchase supplies.</p>",
      "reference": "Usergen"
    },
    {
      "id": 2073,
      "name": "Kaladesh - Aetherborn (PSK)",
      "full_text": "<h1>Aetherborn</h1><p><em> &ldquo;A day not spent indulging the senses is a day wasted.&rdquo;</em></p><p>When the events of a lifetime are compressed down to almost nothing, each ﬂeeting moment must be savored&mdash;drained of every drop of enjoyment it can offer. This is the philosophy that informs the lives and minds of the aetherborn. Given just a few short years&mdash;or sometimes only a few months&mdash;to live, each aetherborn views time as exceedingly precious. Each moment spent in a way that does not bring delight is a wasted moment. And though aetherborn differ in their drives and pleasures, nearly all of them share this desire to squeeze the most out of the brief time they are given. Aetherborn come into being spontaneously as part of the aether refnement process. Their bodies and minds are apparently formed out of some interaction between the volatile elements of aether that are removed during refnement and the psychic impressions created by the people involved in the process. But each aetherborn is a unique individual, not a mere copy of some other person&rsquo;s mind and shape. This race is little understood, and few aetherborn are willing to waste any of their short lives allowing vedalken scholars to study their biological and psychological characteristics.</p><h1>Aetherborn Traits</h1><p>Your aetherborn character has certain traits deriving from your unusual nature.</p><p><strong>Ability Score Increase</strong><br />Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.</p><p><strong>Age</strong><br />Aetherborn come into being as adults and live no more than a few years.</p><p><strong>Alignment</strong><br />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.</p><p><strong>Size</strong><br />Aetherborn are about the same size as humans, ranging from 5 to 6 feet tall. They are quite light&mdash;only about 100 pounds&mdash;and their weight diminishes as they age and more and more of their substance returns to the aethersphere. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Darkvision</strong><br />Accustomed to the night, 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&rsquo;t discern color in darkness, only shades of gray.</p><p><strong>Born of Aether</strong><br />You have resistance to necrotic damage.</p><p><strong>Menacing</strong><br />You gain profciency in the <a title=\"Intimidation\" href=\"http://skill.com/Intimidation\">Intimidation</a> skill.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and two other languages of your choice.</p><h2>Aetherborn and Gender</h2><p>Aetherborn are a strange living by-product of the process of aether refnement, cast in humanoid form but lacking any of the biological qualities of other races. They don&rsquo;t eat or sleep, and they don&rsquo;t reproduce&mdash;nor do they have any physical sexual characteristics. Language that categorizes people into male or female categories thus breaks down when it comes to aetherborn. Most aetherborn prefer that others use the pronoun &ldquo;they&rdquo; to refer to them, since it doesn&rsquo;t attribute a gender that they don&rsquo;t possess. Only a relative few prefer &ldquo;he&rdquo; or &ldquo;she,&rdquo; having chosen to adopt a gender.</p><h2>Aetherborn Politics</h2><p>The relationship between aetherborn and the Consulate is complicated. On the one hand, aetherborn understand that their race wouldn&rsquo;t exist without the Consulate&rsquo;s aether refning operations, so they feel at least some motivation to ensure that those operations continue to run smoothly. On the other hand, few aetherborn have any patience for the tedious and cumbersome politics and regulations of the Consulate, which gives them at least a little sympathy with renegade philosophy. Typically, aetherborn are drawn to one side or the other more by the lure of excitement and entertainment than by any serious political beliefs.</p><h2>Gift of the Aetherborn</h2><p>An unknown aetherborn, desperately seeking a means to extend their short life, discovered a process of transformation that prolonged their existence&mdash;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 &ldquo;gift&rdquo; have become a small minority among an already small population.</p><p>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.</p><p>For many aetherborn, living as they do for indulgence and instant gratifcation, the concepts of &ldquo;want&rdquo; and &ldquo;need&rdquo; 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.</p><p>At the DM&rsquo;s option, an aetherborn character can research methods of achieving this dark &ldquo;gift.&rdquo; The process is similar to inventing and manufacturing a rare magic item (see &ldquo;Inventing and Manufacturing Devices&rdquo; 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.</p><p>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&rsquo;t be removed until the aetherborn has used their Drain Life ability and completed a long rest.</p>",
      "reference": "Usergen"
    },
    {
      "id": 2074,
      "name": "Kaladesh - Dwarf (PSK)",
      "full_text": "<h1>Kaladesh Dwarves</h1><p><em> &ldquo;It&rsquo;s dwarf built. There is no fner mark of quality.&rdquo;</em></p><p>To the artisans of Kaladesh, a device&rsquo;s beauty is almost as important as its function. Different artists, though, have different defnitions of beauty, and to most dwarves, the highest mark of beauty is quality. Nothing is more exquisite than a machine that endures&mdash;one that functions perfectly, with a minimum of maintenance, despite the passage of years.</p><p>Dwarves don&rsquo;t understand laziness or shortcuts. Just as a machine must function smoothly at all times, so too an artisan should work steadily and with care. Dwarves take pride in their work ethic, and abhor any attitude or behavior that would undermine the quality of their work. They are more thorough than speedy, and although a dwarf&rsquo;s work might take longer to complete, its quality makes the time worthwhile. If a job must be done, a dwarf will see that it is done correctly. And when a dwarf repairs a machine, it will work as well as it did when it was frst built, if not better&mdash;and it will last.</p><p>Among the folk of other races, dwarves have a reputation for being utterly fearless. This is largely because their work often fnds them scaling tall buildings or hanging from the undersides of airships. Far from being reckless, though, dwarves enter any potentially dangerous situation with frm safeguards in place, thoroughly prepared to avoid any accident. With an unshakable trust in the quality of harnesses, scaffolding, and handiwork, a dwarf has no need to fear falling.</p><h2>Dwarf Politics</h2><p>Dwarves gravitate to where the work is. Accordingly, many dwarves appreciate the Consulate as an inexhaustible source of work opportunities. For its part, the Consulate values dwarves for their painstaking, perfectionist approach to building and maintenance. As a result, dwarves are employed at every level of the Consulate  government, including having representatives among the Enlightened Keepers, the consuls themselves. Dwarf edifcers keep the machinery of the cities running smoothly, while dwarf enforcers protect property and help keep the peace. However, it is the potential formaking great things, more so than any philosophical leaning, that ties most dwarves to the Consulate.</p><p>Dwarves are not typically drawn to politics, but some do take issue with what they see as slapdash construction carried out in the Consulate&rsquo;s foundries. Mass production on the scale of the Consulate&rsquo;s efforts is an affront to the ideals of true artisanship, they argue, and those who are most offended by this insult sometimes align themselves with renegade groups.</p><h1>Dwarf Traits</h1><p>Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.</p><p><strong>Ability Score Increase</strong><br />Your Constitution score increases by 2, and your Wisdom score increases by 1.</p><p><strong>Age</strong><br />Dwarves mature at the same rate as humans, but they&rsquo;re considered young until they reach the age of 50. On average, they live about 350 years.</p><p><strong>Alignment</strong><br />Most dwarves are lawful, believing firmly in the benefts 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 benefts of a just order.</p><p><strong>Size</strong><br />Dwarves stand around 5 feet tall and average about 150 pounds. Your size is Medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.</p><p><strong>Darkvision</strong><br />Accustomed to life underground in your race&rsquo;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&rsquo;t discern color in darkness, only shades of gray.</p><p><strong>Dwarven Resilience</strong><br />You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p><strong>Dwarven Toughness</strong><br />Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.</p><p><strong>Artisan&rsquo;s Expertise</strong><br />You gain profciency with two kinds of artisan&rsquo;s tools of your choice. Your profciency bonus is doubled for any ability check you make that uses either of the chosen profciencies. 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 profcient in the History skill and add double your profciency bonus to the check, instead of your normal profciency bonus.</p><p><strong>Languages</strong><br />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. </p>",
      "reference": "Usergen"
    },
    {
      "id": 2075,
      "name": "Kaladesh - Elf (PSK)",
      "full_text": "<h1>Kaladesh Elves</h1><p><em>&ldquo;Everything is connected, and aether ﬂows through it all.&rdquo;</em></p><p>The movement of aether through the world is visible and obvious where it courses in glowing rivers across the sky, sweeps across sculpted plains, or pours through great urban pipelines. But the elves of Kaladesh are uniquely in tune with the ﬂow of aether throughout the plane, both seen and unseen, and with the subtle ways it suffuses and inﬂuences all life. They call this ﬂow the Great Conduit, and they believe that the only way to truly grasp it is to be a part of it, simultaneously shaping it and being shaped in return.</p><p>Thanks to this sensitivity, elves feel a deep connection to other living things. They engage deeply with the world around them, delighting in natural systems and social interactions alike. They revel in exploring the interconnectedness of nature and society, seeing the ﬂow of aether from nature to invention, from person to person, from body to mind and heart. Elves live in harmony with both nature and technology. They believe that nature inspires technology: each piece of artifce is an expression of natural laws and principles, and captures one element of aether&rsquo;s ﬂow in a sort of microcosmic system. Technology, in turn, can nurture the natural world, helping life grow and ﬂourish in places and ways that would otherwise be impossible.</p><h1>Elf Traits</h1><p>The elves of Kaladesh have much in common with the elves of other worlds. Your elf character has the following traits.</p><p>Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.</p><p><strong>Age</strong><br />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.</p><p><strong>Alignment</strong><br />Elves love freedom, variety, and<br />self-expression, so they lean strongly toward the gentler aspects of chaos. They value and<br />protect others&rsquo; freedom as well as<br />their own, and they are more often<br />good than not.</p><p><strong>Size</strong><br />Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Darkvision</strong><br />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&rsquo;t discern color in darkness, only shades of gray.</p><p><strong>Keen Senses</strong><br />You have profciency in the Perception skill.</p><p><strong>Elf Weapon Training</strong><br />You have profciency with the longsword, shortsword, shortbow, and longbow. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can&rsquo;t put you to sleep.</p><p><strong>Trance</strong><br />Elves don&rsquo;t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is &ldquo;trance.&rdquo;) 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 beneft that a human does from 8 hours of sleep.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Elvish. Elvish is ﬂuid, with subtle intonations and intricate grammar. Elven literature is rich and varWild Wanderer Sidharth Chaturvedi ied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.</p><p><strong>Elf Culture</strong><br />The elves of Kaladesh don&rsquo;t organize themselves into nations or tribes. Still, they recognize three distinct cultural groups among their kind&mdash;though in truth these groupings are more like attitudes or alignments with regard to the rest of society and the use of technology. Choose one of these cultures.</p><h2>Bishtahar and Tirahar</h2><p>Elves who dwell in the forest and countryside are known as the Bishtahar. Most live in isolated communities away from other races, though they still trade with them. In fact, much of Kaladesh&rsquo;s food supply is grown by elves. Bishtahar cultivators grow food, decorative ﬂowers, wood for building, and elaborate living sculptures in their meandering gardens and felds. They use the plane&rsquo;s ubiquitous technology to foster the growth of plants and animals, utilizing automatons as gardeners and herders, and employing elaborate, nearly invisible systems controlling heat, water, and nutrients.</p><p>A garden tended by elves seems to grow naturally in an aesthetically pleasing fashion. In fact, many of the forests and plains of Kaladesh are planted and tended by elves as well. What might appear at frst to be wild countryside is more likely a carefully planned landscape designed to meet the needs of the people and  animals that live there.</p><p>Elves who forsake technology entirely are called the Tirahar. Some elves with Tirahar sympathies live within cities or farms, but most simply withdraw to the wilder areas of Kaladesh. No more than one in a hundred elves is counted among the Tirahar, and many members of other races are unaware that these reclusive elves even exist.</p><p><strong>Fleet of Foot</strong><br />Your base walking speed increases to 35 feet.</p><p><strong>Mask of the Wild</strong><br />You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.</p><h2>Vahadar</h2><p>The Vahadar are elves who dwell in the cities of Kaladesh. They are comfortable with technology, and work as planners, architects, aether-seers, or inventors. Some of them use the techniques of Bishtahar cultivators to grow food on rooftops, towers, and greenways. The Vahadar are generally integrated into the rest of society on Kaladesh, living in cities dominated by the other races (though, as in Ghirapur, many of them live in specifc garden-like neighborhoods) and engaging in trade.</p><p><strong>Cantrip</strong><br />You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.</p><p><strong>Extra Language</strong><br />You can speak, read, and write one extra language of your choice.</p>",
      "reference": "Usergen"
    },
    {
      "id": 2076,
      "name": "Kaladesh - Human (PSK)",
      "full_text": "<h1>Humans</h1><p><em>&ldquo;Curiosity is an itch that must be scratched.&rdquo;</em></p><p>The humans of Kaladesh are a race full of passionate aspiration. At their best, humans attempt grand and expansive endeavors, driven to strive after the loftiest and most impossible goals. At their worst, humans are superfcial, impractical dreamers who are blind to the consequences of their misguided actions. However, there can be no denying that the best and the worst of humankind&mdash;along with the vast swath of humanity in between&mdash;have been instrumental in shaping the history of Kaladesh, and continue to shape the destiny of the plane. Their curiosity, their ambition, their apparently boundless energy, and the scope of their vision are powerful forces that drive invention forward.</p><p>Human characters thrive on variety and crave new experiences. It&rsquo;s not uncommon for humans to explore several different felds and disciplines in their lifetimes, sometimes abandoning years of accomplishments in one pursuit for the sake of pursuing something new and exciting. This tendency often produces characters who have just enough knowledge of many different felds to be dangerous in all of them. But at the same time, many humans excel at creating synthesis and fnding connections between apparently disparate disciplines, bringing a cross-pollination to the process of invention that drives innovation across every feld.</p><h1>Human Traits</h1><p>A human character has the traits described for humans in the Player&rsquo;s Handbook.</p><p><strong>Ability Score Increase</strong><br />Your ability scores each increase by 1.</p><p><strong>Age</strong><br />Humans reach adulthood in their late teens and live less than a century.</p><p><strong>Alignment</strong><br />Humans tend toward no particular alignment.</p><p><strong>Size</strong><br />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.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Languages</strong><br />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: Dwarvish curses, Elvish musical expressions, Vedalken scholarly jargon, and so on.</p>",
      "reference": "Usergen"
    },
    {
      "id": 2054,
      "name": "Kaladesh - Vedalken (PSK)",
      "full_text": "<h1>Vedalken</h1><p><em> &ldquo;Of course it&rsquo;s ﬂawed. Everything is. And it&rsquo;s a good </em><em>thing, too! Can you imagine how dreadful it would be if everything was already perfect?&rdquo;</em></p><p>Vedalken have an unusual view of progress. They believe that nothing is perfect, nor can it ever be perfect&mdash; and they rejoice in this. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never actually be reached. Thus, pointing out imperfection is hardly an insult&mdash;which leads vedalken to note ﬂaws and problems with an enthusiasm that members of other races sometimes fnd exasperating.</p><p>This enthusiasm extends to every aspect of vedalken work, both practical and theoretical. They are curious and excitable, and often become deeply engrossed in their labors. It&rsquo;s not uncommon for a vedalken to spend hours on end caught up in the details of an abstract question or a minute engineering problem. Vedalken can be utterly oblivious to their surroundings while meditating on thorny issues, and they are prone to launching into lengthy explanations of their current research, since most find that talking about a problem often leads to a solution.</p><p>As a rule, vedalken are gregarious in conversation. However, they are quite circumspect concerning their personal lives, and they engage more with ideas than with people. They form close friendships based around mutual interests or compelling disagreements, and their interactions focus on their thoughts about those issues rather than their feelings about them. Emotional dynamics don&rsquo;t particularly interest vedalken, either as a conversational topic or a feld of study. When they talk about their feelings, it is primarily to provide information that might be helpful to others. For example, a vedalken might tell her colleagues, &ldquo;I&rsquo;m feeling irritated right now, so I might not be reacting appropriately. Perhaps we should continue this later.&rdquo; But any questions about the cause of the irritation are likely to be brushed off as being irrelevant to the situation.</p><h2>Vedalken Politics</h2><p>Most vedalken care far more about invention and inquiry than about politics. They would rather unlock the hidden potential of aether-based devices than dwell on the question of how aether should be distributed to the Consulate&rsquo;s citizens. For that reason, though vedalken are found both among the offcials of the Consulate and among the renegades, their dedication to either cause often lacks the partisan fervor found in the members of other races.</p><h1>Vedalken Traits</h1><p>Your vedalken character has certain characteristics in common with all other vedalken.</p><p><strong>Ability Score Increase</strong><br />Your Intelligence score increases by 2 and your Wisdom score increases by 1.</p><p><strong>Age</strong><br />Vedalken 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.</p><p><strong>Alignment</strong><br />Vedalken are most often lawful and rarely evil.</p><p><strong>Size</strong><br />Vedalken are taller than humans but more slender. They average 6 to 6&frac12; feet tall, but usually weigh less than 200 pounds. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Vedalken Cunning</strong><br />You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.</p><p><strong>Aether Lore</strong><br />Whenever you make an Intelligence (<a title=\"History\" href=\"http://skill.com/History\">History</a>) check related to magic items or aether-powered technological devices, you can add twice your profciency bonus, instead of any profciency bonus you normally apply.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Vedalken. The Vedalken language is renowned for its technical treatises and its catalogs of knowledge about the natural world and the aether that pervades it.</p><h2>Cool Rationality</h2><p>Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin covers a range of shades of blue, from pale sky blue through bright azure to deep indigo, almost purple. Their eyes are darker shades of blue or violet. They lack external ears, and their noses are broad and flat.</p><p>As a rule, vedalken are gregarious in conversation. However, they are private concerning their personal lives, and they tend to engage more with ideas than with people. They form close friendships based on mutual interests or compelling disagreements, and their interactions focus on their thoughts about those issues rather than their feelings about them. To members of other races, vedalken often appear cold, even emotionless. That assessment isn&rsquo;t fair &mdash; they feel emotion every bit as vividly as other races, but they are skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing at all when the ideal outcome relies on inaction.</p><h2>Reasoning toward Perfection</h2><p>Their curious intellects and rational minds incline vedalken strongly toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever their guild affiliation, they put their intelligence to use in crafting and improving things: laws, procedures, and magical sciences.</p><p>Vedalken believe that the path toward the impossible goal of perfection is built with bricks of education, careful deliberation, and controlled experimentation. (Their desire for close control to prevent disastrous mistakes makes them generally less inclined toward the Izzet League, where explosive mistakes are celebrated.) Some vedalken direct their energy toward perfecting themselves, including by means of Simic bioengineering or through extensive study, while others focus on perfecting society through the careful crafting and application of laws.</p><h2>Vedalken Names</h2><p>Vedalken are given names at birth, but usually choose new names for themselves as part of their transition into adulthood. They rarely use family names.</p><p><strong>Male Names:</strong> Aglar, Bellin, Dallid, Firellan, Kavin, Koplony, Lomar, Mathvan, Modar, Nebun, Nhillosh, Nitt, Otrovac, Ovlan, Pelener, Rill, Trivaz, Uldin, Yolov, Zataz</p><p><strong>Female Names:</strong> Azi, Barvisa, Brazia, Direll, Fainn, Griya, Hallia, Katrille, Kovel, Lilla, Mirela, Morai, Nedress, Ossya, Pierenn, Roya, Sestri, Triel, Uzana, Yaraghiya, Zlovol</p>",
      "reference": "Usergen"
    },
    {
      "id": 2078,
      "name": "Ixalan - Human (PSI)",
      "full_text": "<h1>Ixalan Humans</h1><p>Humans are found throughout the plane of Ixalan, both in the lands of Torrezon (now controlled by the Legion of Dusk) and in the Sun Empire. The vampires of the Legion of Dusk were once human, and the peasant and servant populations they rule still are. As the Legion of Dusk conquered Torrezon, its forces drove many human populations before them, including those who frst formed the Free Cities and later ﬂed across the ocean to form the core of the Brazen Coalition.</p><h1>Human Traits</h1><p>The humans of Ixalan use the human traits presented in the Player&rsquo;s Handbook.</p><p><strong>Ability Score Increase</strong><br />Your ability scores each increase by 1.</p><p><strong>Age</strong><br />Humans reach adulthood in their late teens<br />and live less than a century.</p><p><strong>Alignment</strong><br />Humans tend toward no particular alignment. The best and the worst are found among them.</p><p><strong>Size</strong><br />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.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and one extra language of your choice. Or, if your campaign uses the optional rules for languages found in the previous section, your national origin determines your native language: Itzocan for the Sun Empire, Coalition pidgin for the Brazen Coalition, or Vampire for the Legion of Dusk. You still speak one additional language of your choice, and Common if it exists in your campaign</p>",
      "reference": "Usergen"
    },
    {
      "id": 2079,
      "name": "Ixalan - Merfolk (PSI)",
      "full_text": "<h1>Ixalan Merfolk</h1><p>The river Heralds are merfolk&mdash;a race of amphibious humanoids at home throughout the oceans, rivers, and rain forests of Ixalan. They stand between seven and eight feet tall, with skin that ranges from deep burgundy through many shades of violet and blue, to green, bright orange, and yellow. They are humanlike in shape, but have long fns extending from their shoulders, forearms, middle backs, and calves. Frills of fns also protrude from the backs of their heads. All merfolk can breathe air or flter oxygen from the water, and they can walk on land or swim with equal ease.</p><h1>Merfolk Traits</h1><p>Your merfolk character has the following traits.</p><p><strong>Ability Score Increase</strong><br />Your Charisma score increases by 1.</p><p><strong>Age</strong><br />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.</p><p><strong>Alignment</strong><br />Most merfolk are neutral, living in close harmony with nature.</p><p><strong>Size</strong><br />Merfolk are signifcantly taller than most humans, standing between seven and eight feet tall and averaging about 300 pounds. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.</p><p><strong>Amphibious</strong><br />You can breathe air and water.</p><p><strong>Languages</strong><br />You can speak, read, and write Common (if it exists in your campaign), Merfolk and one additional language of your choice.</p><p><strong>Subrace</strong><br />Merfolk are actually two separate subspecies. The green merfolk favor the land, walking among the trees and savoring the sunlight that flters through the leaves, while the blue merfolk are more at home in the waters of the Great River and the Inner Sea.</p><h2>Green Merfolk</h2><p>Green merfolk generally have yellow chests and pale green faces, shading to dark blues and purples on their backs and limbs. The patterns on their skin suggest the colors of the tree frogs common in the rain forest, as do their eyes of orange, lime green, or sky blue. Their fns are relatively short and thick. They climb trees with ease, move through undergrowth unhindered, and often wield magic to shape vines and branches to their will.</p><p><strong>Ability Score Increase</strong><br />Your Wisdom score increases by 2.</p><p><strong>Mask of the Wild</strong><br />You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.</p><p><strong>Cantrip</strong><br />You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.</p><h2>Blue Merfolk</h2><p>Blue merfolk often have burgundy or magenta on their faces and chests, with lighter shades of blue and purple elsewhere. Their eyes are red, orange, or blue, and their long, thin, and elegant fns resemble scarves or veils of fne fabric. They swim easily, even upstream, and clamber over rocks and through rapids with ease. They prefer to dwell in shallow waters, but spend a fair amount of time on land as well.</p><p><strong>Ability Score Increase</strong><br />Your Intelligence score increases by 2.</p><p><strong>Lore of the Waters</strong><br />You gain profciency in <a title=\"History\" href=\"http://skill.com/History\">History</a> and <a title=\"Nature\" href=\"http://skill.com/Nature\">Nature</a>.</p><p><strong>Cantrip</strong><br />You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.</p>",
      "reference": "Usergen"
    },
    {
      "id": 2080,
      "name": "Ixalan - Vampire (PSI)",
      "full_text": "<h1>Ixalan Vampires</h1><p>The Legion of Dusk is dominated by an aristocratic class made up of vampires. They are faster and stronger than most humans, and gifted with supernatural abilities that made them the most formidable force in their homeland. Now, as they push into the depths of Ixalan in search of the Immortal Sun, they bring this strength to bear against all who would resist their advance.</p><p>For many vampires, the Rite of Redemption that transforms a human into a vampire is an act of personal sacrifce, paving the way for a promised glorious age. These vampires embody Torrezon&rsquo;s noble tradition in Ixalan. They are often guided by their dual loyalties to church and crown, believing that the monarch acts with righteous purpose. As such, these vampires carry themselves with a self-assurance that is both imposing and imperial. Other societies seem inferior and unclean compared to their own, leading them to feel that they have a right to claim new lands despite the presence of people already inhabiting those lands.</p><p>Other vampires view vampirism merely as a means to attain a powerful advantage over others. These vampires are ferce, ruthless, and often cruel, relishing conﬂict&mdash;be it political or armed&mdash;as a means of demonstrating their superiority. Many are politically ambitious, invoking Torrezon&rsquo;s hierarchy when it serves their interests, but ignoring all the rules of church, state, and morality when those rules become a burden. When these vampires come to Ixalan, they are conquerors, motivated by the prospect of personal glory and the accumulation of riches. Those who achieve wealth and power display it ostentatiously.</p><p>The core of every vampire&rsquo;s nature is the Feast of Blood. Though it is forbidden to feed on human citizens of Torrezon, including the human sailors and servants who accompany the vampire conquistadors to Ixalan, vampires are encouraged to feed on outsiders and heretics. The Feast of Blood sends new life essence ﬂowing through the vampire who partakes of it, manifesting as even greater strength and speed.</p><h1>Vampire Traits</h1><p>Your vampire character has the following traits.</p><p><strong>Ability Score Increase</strong><br />Your Charisma score increases by 2, and your Wisdom score increases by 1.</p><p><strong>Age</strong><br />Vampires don&rsquo;t mature and age in the same way that other races do.</p><p><strong>Alignment</strong><br />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.</p><p><strong>Size</strong><br />Vampires are the same size and build as humans. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Darkvision</strong><br />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&rsquo;t discern color in darkness, only shades of gray.</p><p><strong>Vampiric Resistance</strong><br />You have resistance to necrotic damage.</p><p><strong>Languages</strong><br />You can speak, read, and write Common (if it exists in your campaign) and Vampire.</p><p><strong>Bloodthirst</strong><br />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&rsquo;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 fnishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</p><p><strong>Feast of Blood</strong><br />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.</p>",
      "reference": "Usergen"
    },
    {
      "id": 2081,
      "name": "Ixalan - Orc (PSI)",
      "full_text": "<h1>Ixalan Orcs</h1><p>Orcs originally came from the same mountainous region where the kingdom of Torrezon was born, and they have been enemies of the Legion of Dusk since it was originally formed. The entire race has been declared anathema by the Church of Torrezon, and after centuries of fghting the Legion, the orcs have dwindled to only a few hundred in number. Some still live on remote islands near Torrezon, but many have joined the Brazen Coalition to serve on pirate ships&mdash;taking on any role that calls for an abundance of sheer muscle.</p><p>Orcs are tall, standing head and shoulders above most humans, and are generally twice as broad. They often accentuate their bulging muscles by wearing tight-ftting bands and accessories around the thickest parts of their arms and necks. Their skin color ranges from light brown through gray to almost jet-black.</p><h1>Orc Traits</h1><p>The orcs of Ixalan use the half-orc traits in the Player&rsquo;s Handbook.</p><p><strong>Ability Score Increase</strong><br />Your Strength score increases by 2, and your Constitution score increases by 1.</p><p><strong>Age</strong><br />Orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.</p><p><strong>Alignment</strong><br />Most orcs lean toward chaotic alignments, and many serve on pirate ships that encourage an inclination toward evil.</p><p><strong>Size</strong><br />Orcs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Darkvision</strong><br />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&rsquo;t discern color in darkness, only shades of gray.</p><p><strong>Menacing</strong><br />You gain profciency in the <a title=\"Intimidation\" href=\"http://skill.com/Intimidation\">Intimidation</a> skill.</p><p><strong>Relentless Endurance</strong><br />When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can&rsquo;t use this feature again until you fnish a long rest.</p><p><strong>Savage Attacks</strong><br />When you score a critical hit with a melee weapon attack, you can roll one of the weapon&rsquo;s damage dice one additional time and add it to the extra damage of the critical hit.</p><p><strong>Languages</strong><br />You can speak, read, and write Common (if it exists in your campaign) and Orc.</p>",
      "reference": "Usergen"
    },
    {
      "id": 2082,
      "name": "Ixalan - Goblin (PSI)",
      "full_text": "<h1>Ixalan Goblins</h1><p>Goblins are native to Ixalan, and their eager curiosity drew them to the ships of the Brazen Coalition when the pirates frst made landfall on the Sun Empire&rsquo;s shores. Though they still thrive in remote jungle colonies, goblins are most commonly seen swinging on the ropes of sleek pirate ships.</p><p>Goblins stand about three feet tall, though they rarely stand upright. They prefer a crouched posture that lets them scramble quickly on all fours, aided by their long prehensile tails. Their hearing and eyesight make them excellent lookouts, and their agility serves them well as crew members on pirate ships. They climb, swing, and jump easily among a ship&rsquo;s ropes, and can get into tight spaces that humans can&rsquo;t. For better or worse, many goblins are also incorrigible pranksters, and they often have a hard time determining when a prank is inappropriate, is poorly timed, or has gone too far.</p><h2>Goblin Traits</h2><p>Your goblin character has the following traits.</p><p><strong>Ability Score Increase</strong><br />Your Dexterity score increases by 2.</p><p><strong>Age</strong><br />Goblins mature faster than humans, reaching adulthood around age 12. They age noticeably faster, and though few goblins live to old age, the most cautious rarely live longer than 50 years.</p><p><strong>Alignment</strong><br />Most goblins are wildly chaotic, with no particular inclination toward good or evil but a strong tendency toward mischief.</p><p><strong>Size</strong><br />Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small.</p><p><strong>Speed</strong><br />Your base walking speed is 25 feet.</p><p><strong>Agile Climber</strong><br />You have a climbing speed of 25 feet. You can&rsquo;t use your climbing speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can&rsquo;t use your climbing speed if you are encumbered.)</p><p><strong>Darkvision</strong><br />Accustomed to life in the jungle night, 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&rsquo;t discern color in darkness, only shades of gray.</p><p><strong>Languages</strong><br />You can speak, read, and write Common (if it exists in your campaign) and Goblin.</p>",
      "reference": "Usergen"
    },
    {
      "id": 2083,
      "name": "Ixalan - Siren (PSI)",
      "full_text": "<h1>Sirens</h1><p>Sirens are at home along the waters of the Stormwreck Sea. They settle on rocky coasts and remote islands, and even on ﬂoating piles of kelp. Sirens are mercurial creatures who can turn in an instant from lonely to repulsed, from desirous to hateful, from welcoming to irritated, from loving to murderous&mdash;and then back again. They are fascinated with ships, and enjoy toying with them. One siren might call out to a passing crew for company, only to capriciously draw the ship into an entangling mass of kelp. Another might lure a vessel onto jagged rocks so as to study the wreckage and learn more about the strange contraption. But as the number of Brazen Coalition ships passing through siren-controlled waters has increased over the years, a growing number of sirens have decided to satisfy their curiosity by taking positions on ship crews&mdash;including, in at least one case, the position of captain.</p><p>Sirens are humanoid creatures with birdlike features. Their long, slender arms extend into powerful wings that easily carry their light frames into the air. Their fngers bear sharp claws but are nimble enough to wield weapons and perform fne manipulation. Crests of feathery plumage start between their eyes and cover the backs of their heads.</p><h1>Siren Traits</h1><p>Your siren character has the following traits.</p><p><strong>Ability Score Increase</strong><br />Your Charisma score increases by 2.</p><p><strong>Alignment</strong><br />Most sirens lean toward chaotic alignment, cherishing the freedom and independence that comes from joining a pirate crew.</p><p><strong>Size</strong><br />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.</p><p><strong>Speed</strong><br />Your base walking speed is 25 feet.</p><p><strong>Flight</strong><br />You have a ﬂying speed of 30 feet. You can&rsquo;t use your ﬂying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can&rsquo;t use your ﬂying speed if you are encumbered.)</p><p><strong>Siren&rsquo;s Song</strong><br />You know the <em><a title=\"Friends\" href=\"http://spell.com/Friends\">friends</a></em> cantrip and can cast it without material components.</p><p><strong>Languages</strong><br />You can speak, read, and write Common (if it exists in your campaign) and Siren</p>",
      "reference": "Usergen"
    },
    {
      "id": 2084,
      "name": "Dominara - Aven (PSD)",
      "full_text": "<h1>Dominara Aven</h1><p>Following the devastation of the distant continent of Otaria in Karona&rsquo;s War some two and a half centuries ago, people of many races left that land to fnd refuge elsewhere. Among them were the birdlike people called aven, who were largely unknown outside of Otaria prior to their exodus. Rather than dispersing around the world and assimilating into local cultures, they wandered in great ﬂocks, forming separate communities in a few hospitable locations. Th e largest such ﬂock settled in Benalia, where its people submitted themselves to Benalish law in exchange for hospitality. The aven have no representation on the Council of Seven, but many hope to see that change.</p><p>Aven have humanlike bodies, arms, and legs, with wings and heads resembling those of eagles. Teir lean forms are covered with feathers, and their arms and legs all end in sharp talons.</p><p>Aven form their own airborne companies, or wings, within the Benalish army. Tey serve as soldiers, battle priests, and occasionally heroes, but do not become knights except under truly exceptional circumstances. Worship of Serra is all but universal among the aven because of syncretistic fusion with their traditional religious beliefs, and many aven are Serran acolytes.</p><h1>Aven Traits</h1><p>As an aven, you share the following traits with all your kind.</p><p><strong>Ability Score Increase</strong><br />Your Dexterity score and your Wisdom score both increase by 2.</p><p><strong>Age</strong><br />Like humans, aven reach adulthood in their late teens and can live into their 80s.</p><p><strong>Alignment</strong><br />Aven are inclined toward the lawful good alignment of the Church of Serra.</p><p><strong>Size</strong><br />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.</p><p><strong>Speed</strong><br />Your base walking speed is 25 feet. You have a ﬂying speed of 30 feet. You can&rsquo;t use your ﬂying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can&rsquo;t use your ﬂying speed if you are encumbered.)</p><p><strong>Languages</strong><br />You can speak, read, and write Aven and Common.</p><p><strong>Hawkeyed</strong><br />You have profciency in the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> skill. In addition, attacking at long range doesn&rsquo;t impose disadvantage on your ranged weapon attack rolls.</p>",
      "reference": "Usergen"
    },
    {
      "id": 2085,
      "name": "Dominara - Keldon (PSD)",
      "full_text": "<h1>Keldons</h1><p>Te people of Keld are human, but they are like no other humans anywhere. Nearly all adults stand over six feet tall, and heights above seven feet are not uncommon. Tey are massively muscled and have gray skin, ranging from an ashy gray-white to a deeper bluegray. Te typical Keldon&rsquo;s hairline points sharply down in the middle of the forehead and at either temple, but recedes elsewhere&mdash;sometimes dramatically. Keldons are remarkably resistant to the cold of their homeland, baring skin even in near-freezing temperatures without discomfort.</p><p>Keldons value self-reliance, strength, and courage above all else. Anything that is the product of their own labor is a fne thing. Anything else is treated with a healthy dose of skepticism. At best, they are a proud, pragmatic, passionate people, and their loyalty is ferce once earned. At worst, they can be reckless, hot-tempered, and violent&mdash;and no small number of Keldons still consider these qualities virtues rather than vices.</p><p>Because of their many exploits as both conquerors and mercenaries, Keldons appear in the legends and histories of other peoples across the world. Sometimes these tales are exaggerated&mdash;but many that sound exaggerated are not.</p><h1>Keldon Human Traits</h1><p>The humans of Keld have the following traits, which replace the standard human traits presented in the Player&rsquo;s Handbook.</p><p><strong>Ability Score Increase</strong><br />Your Strength score increases by 2, and your Constitution score increases by 1.</p><p><strong>Age</strong><br />Keldons reach adulthood in their late teens and live less than a century.</p><p><strong>Alignment</strong><br />Keldons tend toward chaotic alignments, and many walk a fne line between good and evil.</p><p><strong>Size</strong><br />Keldons are taller and heavier than the human norms of other cultures, standing almost universally above 6 feet tall and reaching heights above 7 feet. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Keldon.</p><p><strong>Natural Athlete</strong><br />You have profciency in the <a title=\"Athletics\" href=\"http://skill.com/Athletics\">Athletics</a> skill.</p><p><strong>Keldon Resilience</strong><br />You have profciency in Strength saving throws</p><p><strong>Icehaven Born</strong><br />You are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master&rsquo;s Guide.</p>",
      "reference": "Usergen"
    },
    {
      "id": 2086,
      "name": "Amonkhet - Human (PSA)",
      "full_text": "<h1>Amonkhet Humans</h1><p>Of the five humanoid races of Amonkhet, humans are the most diverse and adaptable. Different humans train in a wide variety of fghting styles, including those particularly favored by other races. A human mage might use any of the fve colors of mana, while mages of other races focus on one of only two colors. Human viziers serve all fve gods, and different human initiates excel in different trials. Humans defy trends and categorization, and opponents who face a human in one-on-one combat can&rsquo;t know what kind of fght to expect&mdash;from the foresight and cunning often associated with Kefnet, to a ruthlessness that emulates Bontu. At the beginning of such a fght, this uncertainty can give an edge to the human combatant.</p><p>Once the fight has begun, of course, victory relies on different factors. But here, the human drive toward perfection once more tilts the scales in their favor. Humans are willing to go to any length, exhausting all available options, to reach the pinnacle of achievement and win the favor of the God-Pharaoh.</p><h2>Two Roads to Perfection</h2><p>As diverse as they are in most respects, the humans of Amonkhet share a drive toward perfection. However, they approach this challenge differently. Some humans specialize in a relatively narrow set of skills, while others seek to master a wide range.</p><p><strong>Perfection through Specialization<br /></strong>Humans who choose a path of specialization often piously identify with one of the fve gods (often as a vizier), and thus focus on one aspect of perfection. For them, the best way to earn a place in the afterlife is to hone a single facet of their character to the utmost quality, and as initiates, they hope to put that quality to use in all fve trials. A mage initiate who identifes with Hazoret might cultivate zeal above all other virtues, master spells of fery magic to channel that powerful emotion, and rely on raw energy and enthusiasm to get through the four trials leading up to Hazoret&rsquo;s fnal test. An initiate dedicated to Oketra, on the other hand, relies on cooperation, solidarity, and teamwork to get through the trials&mdash;even Bontu&rsquo;s Trial of Ambition, which attempts to break down such bonds. To Oketra&rsquo;s disciple, ambition means a drive to help an entire crop of initiates achieve glory together, rather than exalting oneself over others. Humans with this viewpoint see their chosen virtue coloring all others, and believe that the fve gods offer their people a choice of which virtue to emulate and emphasize.</p><p><strong>Perfection through Balance<br /></strong>Other humans believe that true perfection lies in mastering all the virtues, without giving preference to any one over the others. They compare themselves to multifaceted stones whose beauty lies in the polished perfection of every facet. These humans are careful not to let their skills in one area outshine their other efforts, and if they grow too accomplished in one set of skills, they set it aside to concentrate their training on others until their abilities are in balance once more.</p><p>Philosophically, such humans believe that the gods are five in number so as to remind the people of Amonkhet not to focus their attention on a single god or a single virtue, but to serve the gods equally and master their teachings to the same degree. Thus they hope to achieve a balanced state of perfection that will guarantee their admission into the afterlife.</p><h2>Combat Classes</h2><p>Most human initiates focus their studies on a single specialization&mdash;hand-to-hand combat, long-range combat, or magical combat. Humans who choose hand-to-hand combat might focus with single-minded devotion on the use of the sickle-bladed khopesh (treat as a longsword). Other hand-to-hand specialists take a broader perspective and study the use of all weapons equally. Some humans, however, apply the idea of perfection through balance to these combat specializations as well, fusing multiple styles together into a unique blend. For example, a human initiate might use spells to shape sand into a sword or to wreathe arrows with life-draining magic. Other initiates strike with an axe in one hand while throwing smaller axes with the other, employing techniques of both hand-to-hand and longrange combat. Some humans use slings to launch freballs, create illusory nets to restrain their opponents, or craft their blades from solid toxins.</p><h1>Human Traits</h1><p>The humans of Amonkhet use the variant human traits presented in the Player&rsquo;s Handbook. This allows them greater specialization from the very beginning of their careers, and emphasizes the diversity of the human race.</p><p><strong>Ability Score Increase</strong><br />Two different ability scores of your choice increase by 1.</p><p><strong>Age</strong><br />Humans reach adulthood in their late teens. Most human initiates have completed the trials and found a glorious or inglorious death before they turn 30. Viziers can enjoy longer service to their gods, in theory living up to a century.</p><p><strong>Alignment</strong><br />Humans tend toward no particular alignment. The best and the worst are found among them.</p><p><strong>Size</strong><br />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.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Skills</strong><br />You gain profciency in one skill of your choice.</p><p><strong>Feat</strong><br />You gain one feat of your choice.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and one extra language of your choice.</p>",
      "reference": "Usergen"
    },
    {
      "id": 2087,
      "name": "Amonkhet - Aven (PSA)",
      "full_text": "<h1>Amonkhet Aven</h1><p>Aven have humanlike bodies, arms, and legs, along with birdlike wings and heads. Two distinct varieties of aven are found in Naktamun. One has the head of a hawk or similar bird of prey, with short wings allowing fast ﬂight. The other variety has the head of an ibis atop a long neck, with wide, angular wings better suited to soaring. All aven have lean bodies with feathers extending from their heads down to their shoulders.</p><p>Aven delight in ﬂying above their foes, using their superior mobility to confound and outpace their opponents. They love soaring through the sky as well, though the Hekma limits their altitude. Like all people of Naktamun, they are grateful for the Hekma&rsquo;s protective magic, of course. But they keenly anticipate the hour when the God-Pharaoh will return and dissolve the veil, letting them ﬂy without limit in the afterlife.</p><h2>Combat Classes</h2><p>Spellcasters are common among ibis-headed aven drawn to follow the teachings of Kefnet. Their physical resemblance to the god of knowledge is reﬂected in the metal discipline, focus, and confdence for which aven spellcasters are known. They wield magic of air, wind, and sometimes water to buffet their foes, enhance their own ﬂight, and counter enemy attacks. Hawk-headed aven who follow the path of the mage are more likely to learn sand-based magic that can cloud the air, blast their foes, or bury enemies in living dunes.</p><p>Hawk-headed aven are often drawn to master techniques of long-range combat, whether the javelin that is the preferred weapon of many, the bow, or other thrown weapons. Whatever weapon they use, aven hover andswoop in the air above the fray, seeking the opportune moment to strike in exactly the right place. In line with the teachings of the god of solidarity, they often ﬂy in tight formations with other aven in their crops, supporting and protecting each other. Aven take great pride in the precision of their attacks, relying on their keen vision and superior vantage points. They view the sharp tip of a javelin or arrow as a symbol of their love for precision, and some initiates maintain carefully tended collections of spearheads or arrowheads.</p><p>A relatively small number of aven of both varieties end up focusing on hand-to-hand combat. Even there, they use their ability to ﬂy to great advantage, often swooping down on their foes from a great height. The speed and power of a blow from a diving aven can be utterly devastating, but such a strike poses a tremendous risk to the aven as well as the target. An aven who fails to pull up from the dive in time can suffer even worse injuries than the target of the attack. Aven often minimize this risk by hurling javelins while they dive, then pulling up early after a successful throw.</p><h1>Aven Traits</h1><p>All aven share the following traits.</p><p><strong>Ability Score Increase</strong><br />Your Dexterity score increases by 2.</p><p><strong>Age</strong><br />Like humans, aven reach adulthood in their late teens and can theoretically live into their 80s. Of course, most fnd a glorious (or inglorious) death long before that point.</p><p><strong>Alignment</strong><br />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.</p><p><strong>Size</strong><br />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.</p><p><strong>Speed</strong><br />Your base walking speed is 25 feet. You have a ﬂying speed of 30 feet. You can&rsquo;t use your ﬂying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can&rsquo;t use your ﬂying speed if you are encumbered.)</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Aven.</p><p><strong>Subrace</strong><br />Two varieties of aven inhabit Amonkhet: ibis-headed and hawk-headed. Choose one of these subraces.</p><h2>Ibis-Headed Aven</h2><p>A majority of ibis-headed aven, drawn to the teachings of Kefnet, specialize in spellcasting. They take great pride in all the qualities they share with the god of knowledge&mdash;not just their avian heads, but their quick wit, self-confdence, cunning, and spellcasting prowess.</p><p><strong>Ability Score Increase</strong><br />Your Intelligence score increases by 1.</p><p><strong>Kefnet&rsquo;s Blessing</strong><br />You can add half your profciency bonus, rounded down, to any Intelligence check you make that doesn&rsquo;t already include your profciency bonus.</p><h2>Hawk-Headed Aven</h2><p>Following the example of Oketra, hawkheaded aven often focus on the techniques of long-range combat. Most prefer javelins, but some are skilled with bows, spears, and throwing axes.</p><p><strong>Ability Score Increase</strong><br />Your Wisdom score increases by 2.</p><p><strong>Hawkeyed</strong><br />You have profciency in the <a title=\"Perception\" href=\"http://skill.com/Perception\">Perception</a> skill. In addition, attacking at long range doesn&rsquo;t impose disadvantage on your ranged weapon attack rolls.</p>",
      "reference": "Usergen"
    },
    {
      "id": 2088,
      "name": "Amonkhet - Khenra (PSA)",
      "full_text": "<h1>Khenra</h1><p>The khenra of Amonkhet are tall and lean, with graceful bodies and heads that strongly resemble jackals. Their snouts are long and sharp, and their angular ears rise straight above their heads. Their bodies are covered in dark, sleek hair that ranges from the brown of the desert sands to ebony black. Despite their sharp teeth, they consider biting to be an uncouth and unworthy combat tactic.</p><p>Nearly every khenra is born a fraternal or identical twin, and a pair of khenra twins forms an extremely close emotional bond unknown to most other residents of Amonkhet. The death of one twin in training or the trials causes a tremendous shock to the survivor, who typically grows more aggressive and foolhardy in battle. The rare khenra who are born without twins are believed to have killed their siblings in the womb, and are thus viewed as natural-born initiates, sure to achieve a glorifed death in the Trial of Zeal.</p><h2>Strength and Zeal</h2><p>Many khenra believe that they are created in the image of Hazoret, and though they venerate all fve gods in the manner of all citizens of Naktamun, they have a special affnity for the teachings and philosophy of the god of zeal. These khenra share a deep love of combat, especially hand-to-hand fghting, and they devote themselves to their training with particular intensity. The familial bond experienced in the Family Temple of Hazoret&rsquo;s monument is a part of every khenra&rsquo;s experience as one of a pair of twins. As such, these khenra sometimes think of themselves as Hazoret&rsquo;s children even before they fnish the fourth trial. For her part, Hazoret seems to favor khenra among her viziers, and some say that she shows particular favor to khenra initiates who survive to reach the Trial of Zeal.</p><p>Other khenra choose to distance themselves from Hazoret and the reckless battle frenzy she encourages. They devote themselves instead to honing their physical strength, resilience, and adaptability, inspired and guided by the teachings of Rhonas. These khenra have a great fondness for wrestling (or tussling, as they often call it), and they keep careful track of the matches they win and lose against other initiates. They often seek out matches against minotaurs, enjoying the challenge of pitting their sinewy strength against the brute muscle of larger and heavier opponents.</p><h2>Combat Classes</h2><p>Khenra, especially those devoted to Hazoret, are particularly drawn to hand-to-hand combat styles. But the other styles each have their own appeal, and khenra ini tiates might fnd themselves specializing in any of the three.</p><p>Khenra who focus on hand-to-hand combat often wield the khopesh&mdash;a large sickle-bladed sword&mdash;as their weapon of choice (treat as a longsword). Khenra wield these blades with devastating accuracy and power, landing one crushing blow after another in a hail of furious attacks. They favor lightweight armor that doesn&rsquo;t impede their movement, often comparing fghting in organized ranks to wearing a leash that limits their ability to charge, lunge, and roll away from danger. Their natural aggression makes them ideal shock troops, scouts, and skirmishers. And that aggression is even more pronounced in khenra who have already lost their twin, and who sometimes lose any sense of self-preservation as a result.</p><p>Khenra who focus on long-range combat prefer hurled weapons&mdash;spears and javelins&mdash;over bows and slings, and they are known and feared for their deadly accuracy. They carry small cases of javelins into combat, and feel ashamed if they reach the end of a battle with any weapons left unthrown. A khenra might ride on a chariot as a spear thrower, sometimes augmenting attacks with minor spells of fre magic.</p><p>Many khenra mages specialize in fire spells, creating blades or hails of ﬂame to sear and scorch their foes. Their strategy emphasizes overwhelming initial assaults, in magical emulation of Hazoret&rsquo;s battle frenzy. Others prefer magic that augments their natural speed and strength, bolsters their endurance, or drains strength from their enemies. They work to hone their spells alongside their bodies, incorporating elements of hand-to-hand combat into their spellcasting.</p><h1>Khenra Traits</h1><p>Your khenra character has the following traits.</p><p><strong>Ability Score Increase</strong><br />Your Dexterity score increases by 2, and your Strength score increases by 1.</p><p><strong>Age</strong><br />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.</p><p><strong>Alignment</strong><br />Most khenra lean toward chaotic alignments. They have no particular inclination toward good or evil.</p><p><strong>Size</strong><br />Khenra have similar builds to humans. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 35 feet.</p><p><strong>Khenra Weapon Training</strong><br />You have profciency with the khopesh, spear, and javelin.</p><p><strong>Khenra Twins</strong><br />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&rsquo;t be frightened.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Khenra.</p>",
      "reference": "Usergen"
    },
    {
      "id": 2089,
      "name": "Amonkhet - Minotaur (PSA)",
      "full_text": "<h1>Minotaur</h1><p>Minotaurs are powerfully built, barrel-chested humanoids with heads resembling rams. Their horns curl tightly against the sides of their heads to encircle their ears, and manes of shaggy fur&mdash;shorter in females&mdash;fall over their broad shoulders. As their appearance suggests, they combine physical strength with stubbornness, bravado, and reckless bravery. They revel in combat, especially when the odds against them seem overwhelming.</p><p>Minotaurs are rowdy, boisterous, and direct to the point of rudeness. They have no qualms about declaring what they want and defying others to keep it from them. In combat, they bellow loud challenges in defance of their foes, and roar with laughter as they triumph.</p><p>Minotaurs believe they hold a unique place among the races of Amonkhet. The khenra can look to Hazoret, the naga to Rhonas, and the aven to Kefnet to see themselves represented among the gods. Humans have no single god to look to, which explains why they demonstrate such variety. But only one god bears a pair of curving horns: the God-Pharaoh himself, who holds a special place for many of the minotaurs of Amonkhet.</p><h2>Ruthless and Reckless</h2><p>Even those minotaurs who feel personal affnity for the horned God-Pharaoh align themselves most closely with Bontu and Hazoret in practice. Driven by a ferce and powerful desire to prove themselves, to earn glory in life, and to win a glorious death, they view every challenge or obstacle as a chance to demonstrate their prowess. With ruthless abandon, they slash, batter, and pummel their way through anyone or anything that stands in the way of their own advancement. With reckless fervor, they fght without heed for their own safety, shrugging off the blows of their enemies.</p><h2>Combat Classes</h2><p>Their size and strength makes minotaurs ideally suited for hand-to-hand combat. They are most effective on the offensive, delivering an endless barrage of attacks that keep their foes off balance, shatter shields and weapons, and inevitably break their opponents. These minotaurs favor large, heavy weapons such as axes, mauls, and two-handed khopeshes (treat as a greatsword), but they are also fond of unarmed combat. Many love to throw their weapons aside in favor of pummeling opponents into submission with their horns and bare hands, believing that such a victory is more glorious&mdash;and more humiliating to the loser.</p><p>But though minotaurs are known for their physical size and strength, this hardly precludes the presence Neheb, the Worthy Chris Rahn of keen minds and powerful spellcasters among them. Though they are fewer in number than hand-to-hand specialists, minotaur mages draw on their natural ferocity to instill terror in the hearts of their opponents with a terrible roaring bellow. They manifest their fury as blasts of ﬂame, or imbue their own horns and fsts with searing heat to make their physical attacks more deadly.</p><p>The relatively few minotaurs who specialize in long-range combat enjoy one aspect of that style in particular&mdash;the opportunity to draw frst blood, marking the moment when a battle has truly begun. Minotaurs use heavy bows and javelins, and take special delight in fring into the middle of enemy formations to sow as much chaos and confusion as possible.</p><h1>Minotaur Traits</h1><p>Minotaurs have many traits in common with the halforcs of other worlds.</p><p><strong>Ability Score Increase</strong><br />Your Strength score increases by 2, and your Constitution score increases by 1.</p><p><strong>Age</strong><br />Minotaurs develop more slowly than humans, reaching full maturity around the age of 20. They typically become acolytes at around 8 or 9 years old, making them among the older members of their crops. Once they reach maturity, though, minotaurs age quickly, rushing headlong through the trials (as they do all aspects of life) to complete them before they pass their peak. A minotaur allowed to die of old age would rarely live beyond 40.</p><p><strong>Alignment</strong><br />Most minotaurs lean toward chaotic alignments, and they have a slight inclination toward evil.</p><p><strong>Size</strong><br />Minotaurs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.</p><p><strong>Speed</strong><br />Your base walking speed is 30 feet.</p><p><strong>Natural Weapon</strong><br />You can use your horns as a natural weapon to make unarmed strikes. If you hit with your horns, you deal bludgeoning damage equal to 1d6 + your Strength modifer.</p><p><strong>Menacing</strong><br />You gain profciency in the <a title=\"Intimidation\" href=\"http://skill.com/Intimidation\">Intimidation</a> skill.</p><p><strong>Relentless Endurance</strong><br />When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can&rsquo;t use this feature again until you fnish a long rest.</p><p><strong>Savage Attacks</strong><br />When you score a critical hit with a melee weapon attack, you can roll one of the weapon&rsquo;s damage dice one additional time and add it to the extra damage of the critical hit.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Minotaur.</p>",
      "reference": "Usergen"
    },
    {
      "id": 2090,
      "name": "Amonkhet - Naga (PSA)",
      "full_text": "<h1>Amonkhet Naga</h1><p>Naga resemble enormous snakes with shoulders, arms, and a torso that resembles a humanoid form. They typically hold their heads and torsos off the ground while moving, but they can increase their speed by lowering their bodies and using their hands for extra propulsion. They adorn their torsos with armor, jewelry, and a vague nod toward the clothing worn by other races. Male naga have broad hoods, wider than their shoulders, while females have narrower hoods and longer faces.</p><p>Naga believe in a principle called the Sweetest Harmony, which describes a perfect balance between the body and the mind. Finding that balance, as they understand it, is a sure path to glory in the trials, since a combination of physical and mental preparation will ensure success in every trial. For an example of this Sweetest Harmony, they point to the Luxa river and the land it nourishes, which exist in a delicate and life-giving balance. Either one without the other would be diminished and useless. Just so, mental strength supports physical capabilities, and physical fortitude feeds mental tenacity, so neither mind nor body can exist in isolation.</p><p>In the same way, the naga believe that Kefnet and Rhonas exist in interdependence, and that their trials are best conceived as two halves of a whole. But in practice, as much as they strive for balance and harmony, most naga identify more strongly with one god than the other.</p><h2>Combat Classes</h2><p>To the beneft of those naga who struggle with the ideal of the Sweetest Harmony, the training of acolytes encourages specialization. Thus, naga who follow in the path of the snake-headed god Rhonas can cultivate their physical strength as they specialize in hand-to-hand combat styles, while other naga favor the teachings of Kefnet and other combat styles.</p><p>Naga who specialize in hand-to-hand combat rely on axes, daggers, and shortswords&mdash;but also on their own fangs and the constricting strength of their serpentine bodies. They make extensive use of poison, coating their weapons with multiple layers of deadly substances&mdash;including, but by no means limited to, their own venom. Quick, well-timed, and well-placed blows, followed by an equally nimble retreat, allow many naga to triumph over opponents who might seem stronger. With acknowledgment of the Sweetest Harmony, these naga cultivate an understanding of strategy and tactics that enhances their physical training.</p><p>Speed and accuracy are equally important to naga who specialize in long-range combat. Some prefer to analyze a battle from a distance and pick off the strongest opponents with their ranged weapons, including poisoned spears and arrows. Others ride in chariots driven by trusted drivers (usually other naga) and throw their spears from the midst of battle. In any case, they excel at fnding and exploiting strategic advantages.</p><p>Some naga mages, drawn to the example of Kefnet, make extensive use of illusion magic to trick and mislead their opponents. Others apply Rhonas&rsquo;s teachings to their studies, wielding poisonous magic that weakens opponents or kills them outright with clouds or darts of deadly toxins. Still others, in service to the ideal of balance, use the magical power of their minds to enhance their physical strength and speed.</p><h1>Naga Traits</h1><p>All naga share the following traits.</p><p><strong>Ability Score Increase</strong><br />Your Constitution score increases by 2, and your Intelligence score increases by 1.</p><p><strong>Age</strong><br />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.</p><p><strong>Alignment</strong><br />Most naga are either neutral or neutral evil in alignment.</p><p><strong>Size</strong><br />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. Speed. Your base walking speed is 30 feet.</p><p><strong>Speed Burst</strong><br />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.</p><p><strong>Natural Weapons</strong><br />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 modifer, and your target must make a Constitution saving throw (DC 8 + your profciency bonus + your Constitution modifer). On a failed save, the target takes 1d4 poison damage.</p><p>If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifer, and the target is grappled (escape DC 8 + your profciency bonus + your Strength modifer). Until this grapple ends, the target is restrained, and you can&rsquo;t constrict another target.</p><p><strong>Poison Immunity</strong><br />You are immune to poison damage and can&rsquo;t be poisoned.</p><p><strong>Poison Affnity</strong><br />You gain profciency with the poisoner&rsquo;s kit.</p><p><strong>Languages</strong><br />You can speak, read, and write Common and Naga.</p>",
      "reference": "Usergen"
    },
	{
      "id": 2091,
      "name": "Innistrad - Human (PSIn)",
      "full_text": "<h1>Innistrad Humans</h1><p><span class=\"fontstyle0\">Innistrad&rsquo;s population is mostly human, and player characters in an Innistrad campaign should be human in most circumstances. However, the humans of Kessig are different in many respects from those of Gavony, and Nephalia&rsquo;s urban culture is very distinct from the shadow-draped land of Stensia. Diversity among player characters comes not from race, but from each character&rsquo;s home province.</span></p><h1><span class=\"fontstyle0\">Human Traits</span></h1><p><span class=\"fontstyle0\">Human characters on Innistrad have the following traits. If you use these human traits, do not use the variant human traits presented in the </span><span class=\"fontstyle2\">Player&rsquo;s Handbook</span><span class=\"fontstyle0\">. As well, in campaigns that use feats, characters should not be allowed to choose feats that duplicate any provincial traits.</span></p><p><span class=\"fontstyle3\"><strong>Age</strong><br /></span><span class=\"fontstyle0\">Humans reach adulthood in their late teens and live less than a century.<br /></span></p><p><span class=\"fontstyle3\"><strong>Alignment</strong><br /></span><span class=\"fontstyle0\">Humans tend toward no particular<br />alignment.<br /></span></p><p><span class=\"fontstyle3\"><strong>Size</strong><br /></span><span class=\"fontstyle0\">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.<br /></span></p><p><span class=\"fontstyle3\"><strong>Speed</strong><br /></span><span class=\"fontstyle0\">Your base walking speed is 30 feet.<br /></span></p><p><span class=\"fontstyle3\"><strong>Languages</strong><br /></span><span class=\"fontstyle0\">You can speak, read, and write Common and one extra language of your choice (see &ldquo;Languages&rdquo; on the next page).<br /></span></p><p><span class=\"fontstyle3\"><strong>Provincial Origin</strong><br /></span><span class=\"fontstyle0\">Choose one of the four provinces of Innistrad as the place of origin for your character.</span></p><h2><span class=\"fontstyle4\">Gavony</span></h2><p><span class=\"fontstyle0\">Whether safe behind the walls of the High City of Thraben or out in the moors with little more than shuttered windows, barred doors, and grim determination to stand against the horrors of the night, the humans of Gavony are the most well-rounded people of Innistrad.</span></p><p><span class=\"fontstyle3\"><strong>Ability Score Increase</strong><br /></span><span class=\"fontstyle0\">Your ability scores each increase by 1.</span></p><h2><span class=\"fontstyle4\">Kessig</span></h2><p><span class=\"fontstyle0\">For the Kessiger, life is work. Kessigers are farmers, millers, weavers, and stonemasons, living close to the land and working hard for every meal. This makes them self-reliant, pragmatic, and plainspoken. </span><span class=\"fontstyle3\">Ability Score Increase. </span><span class=\"fontstyle0\">Your Dexterity and Wisdom scores each increase by 1.</span></p><p><span class=\"fontstyle3\"><strong>Forest Folk</strong><br /></span><span class=\"fontstyle0\">You have profciency in the <a title=\"Survival\" href=\"http://skill.com/Survival\">Survival</a> skill.</span></p><p><span class=\"fontstyle3\"><strong>Fleet of Foot</strong><br /></span><span class=\"fontstyle0\">Your base walking speed is 40 feet.</span></p><p><span class=\"fontstyle3\"><strong>Sure-Footed</strong><br /></span><span class=\"fontstyle0\">When you use the Dash action, diffcult terrain doesn&rsquo;t cost you extra movement on that turn.</span></p><p><span class=\"fontstyle3\"><strong>Spring Attack</strong><br /></span><span class=\"fontstyle0\">When you make a melee attack against a creature, you don&rsquo;t provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not.</span></p><h2><span class=\"fontstyle4\">Nephalia</span></h2><p><span class=\"fontstyle0\">Beneath an ever-present shroud of fog billowing in from the sea, the people of Nephalia maintain a semblance of normalcy, buying and selling goods from across Innistrad in their bustling markets, setting out to sea in tiny fshing boats, or tilling the soggy earth in waterlogged felds.</span></p><p><span class=\"fontstyle3\"><strong>Ability Score Increase</strong><br /></span><span class=\"fontstyle0\">Your Intelligence and Charisma scores each increase by 1.</span></p><p><span class=\"fontstyle3\"><strong>Breadth of Knowledge</strong><br /></span><span class=\"fontstyle0\">You gain profciency in any combination of four skills or with four tools of your choice.</span></p><h2><span class=\"fontstyle4\">Stensia</span></h2><p><span class=\"fontstyle0\">Countless generations of hardship and proximity to the vampire strongholds&mdash;leading to lost children and neighbors&mdash;have taught Stensians to guard their hearts. They are proud and fervent in their beliefs but seem brusque or even cold to the people of other provinces.</span></p><p><span class=\"fontstyle3\"><strong>Ability Score Increase</strong><br /></span><span class=\"fontstyle0\">Your Strength and Constitution scores each increase by 1.</span></p><p><span class=\"fontstyle3\"><strong>Daunting</strong><br /></span><span class=\"fontstyle0\">You have profciency in the <a title=\"Intimidation\" href=\"http://skill.com/Intimidation\">Intimidation</a> skill.</span></p><p><span class=\"fontstyle3\"><strong>Tough</strong><br /></span><span class=\"fontstyle0\">Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.</span></p>",
      "reference": "Usergen"
    }
  ],
  [],
  [],
  [],
  [],
  []
]