[[],[],[],[],[],[{"id":3472,"name":"Elf: Pallid Elf","full_text":"
The Pallid Elves are a mystical and insightful people with skin as pale as the surface of Exandria's largest moon. They emerged from the Pallid Grove this century and wander the world with childlike curiosity.<\/p>
Ability Score Increase. Your Wisdom score increases by 1.<\/p>
Incisive Sense. You have advantage on Intelligence (Investigation) and Wisdom (Insight) checks.<\/p>
Blessing of the Moon Weaver. You know the light cantrip. When you reach 3rd level, you can cast the sleep 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 invisibility spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.<\/p>","reference":"Usergen"},{"id":3473,"name":"Elf: Sea Elf","full_text":"
Sea elves are a reclusive and deeply territorial people who have as much in common with merfolk as they do with other elves. Most sea elves view the people of the Clovis Concord-even other elves-with mistrust.<\/p>
Ability Score Increase. Your Constitution score increases by 1. <\/p>
Sea ElfTraining. You have proficiency with the spear, trident, light crossbow, and net.<\/p>
Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water. Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.<\/p>
Languages. You can speak, read, and write Aquan.<\/p>","reference":"Usergen"},{"id":3474,"name":"Halfling: Lotusden Halfling","full_text":"
Long tied to the natural heart of the Lotusden Greenwood, these halflings have adapted to live synergistically with the chaotic laws of the wilds.<\/p>
Ability Score Increase. Your Wisdom score increases by 1.<\/p>
Child of the Wood. You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle 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 spike growth spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.<\/p>
Timberwalk. Ability checks made to track you have disadvantage, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement.<\/p>","reference":"Usergen"},{"id":3475,"name":"Dragonborn Variant: Draconblood","full_text":"
Draconbloods possess long tails and a knack for social manipulation. They remember the days when they were once mighty conquerors. A draconblood uses the dragonborn traits in the Player's Handbook, with the following traits replacing the Ability Score Increase and Damage Resistance traits.<\/p>
Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.<\/p>
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<\/p>
Forceful Presence. You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest.<\/p>","reference":"Usergen"},{"id":3476,"name":"Dragonborn Variant: Ravenite","full_text":"
Ravenites have no tails and a hearty physique. They remember the days when they were slaves to the draconblood, as well as the day when they overthrew their masters. A ravenite uses the dragon born traits in the Player's Handbook, with the following traits replacing the Ability Score Increase and Damage Resistance traits.<\/p>
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.<\/p>
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<\/p>
Vengeful Assault. When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can't do so again until you finish a short or long rest.<\/p>","reference":"Usergen"},{"id":3477,"name":"Supernatural Gift: Hollowed One","full_text":"
The Dungeon Master has the option to allow a character created in a Wildemount campaign to be a Hollow One. Alternatively, a character who perishes in the course of a campaign might return as a Hollow One, created by the mysterious forces that scar the land.<\/p>
As a Hollow One, the void left behind by your departed soul is filled with the strange magic of Blightshore. Becoming a Hollow One is a supernatural gift (see \"Supernatural Gifts\" in chapter 7 of the Dungeon Master's Guide) that bestows upon you the following traits. Ageless. You don't age, and effects that would cause you to age don't work on you.<\/p>
Cling to Life. When you make a death saving throw and roll 16 or higher, you regain 1 hit point.<\/p>
Revenance. You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.<\/p>
Unsettling Presence. As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Once you use this feature, you can't use it again until you finish a long rest.<\/p>","reference":"Usergen"},{"id":3478,"name":"Centaur","full_text":"
• Ability Score Increase.<\/strong> Your Strength score increases by 2, and your Wisdom score increases by 1.<\/p> • Age.<\/strong> Centaurs mature and age at about the same rate as humans.<\/p> • Alignment.<\/strong> Centaurs are inclined toward neutrality.<\/p> • Size.<\/strong> Your size is Medium, yet you tower over most other humanoids.<\/p> • Speed.<\/strong> Your base walking speed is 40 feet.<\/p> • Fey.<\/strong> You are considered fey instead of humanoid.<\/p> • Charge.<\/strong> If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can use your bonus action to make a hoof attack.<\/p> • Hooves.<\/strong> Your hooves are natural melee weapons, with which you’re proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d4 + your Strength modifier.<\/p> • Equine Build.<\/strong> You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.<\/p> • Survivor.<\/strong> You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.<\/p> • Languages.<\/strong> You can speak, read, and write Common and Sylvan.<\/p>","reference":"Usergen"},{"id":3479,"name":"Grung","full_text":" Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.<\/strong><\/em><\/p> Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. From lowest to highest caste, grungs can be green, blue, purple, red, orange, or gold.<\/strong><\/em><\/p> All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons. Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly poisoned food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic. Being amphibious, grungs require water to live; any grung that fails to immerse itself in water for at least 1 hour during a day becomes quite exhausted.<\/strong><\/em><\/p> Green grungs are the tribe's warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. Red grungs are the tribe's scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung.<\/strong><\/em><\/p> A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste.<\/strong><\/em><\/p> • Ability Score Increase.<\/strong> Your Dexterity score increases by 2 and your Constitution score increases by 1.<\/p> • Age.<\/strong> Grungs reach maturity at only 1 year of age, growing from tadpoles into full-fledged frogs. They can live to be around 70 years old.<\/p> • Alignment.<\/strong> Grungs tend to like bossing people around, even to the point of slavery, tending toward lawful, evil alignments.<\/p> • Size.<\/strong> Around 3 feet tall, you are Small.<\/p> • Speed.<\/strong> You have a walking speed of 25 feet. Your sticky finger and toe pads give you a climb speed of 25 feet.<\/p> • Poison Immunity.<\/strong> You are immune to poison damage and the poisoned condition.<\/p> • Poisonous Skin.<\/strong> Any creature that touches you with its bare skin for the first time on its turn or is touching you at the beginning of its turn must succeed on a Constitution saving throw. The save DC is equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the creature is poisoned until the start of its next turn.<\/p> • Standing Leap.<\/strong> Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.<\/p> • Secrete Poison.<\/strong> As an action, you can apply your body’s poison to a melee weapon or up to 3 pieces of ammunition. The poison loses its potency after 1 minute. A creature struck by a weapon or piece of ammunition poisoned in this way must make a Constitution saving throw with the same DC equal to 8 + your proficiency bonus + your Constitution modifier or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of its turn.<\/p> • Water Dependency.<\/strong> If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.<\/p> • Languages.<\/strong> You can speak, read, and write Common and Grung.<\/p><\/div><\/div><\/div>","reference":"Usergen"},{"id":3480,"name":"Kalashtar","full_text":" The kalashtar are a compound race created from the union of humanity and renegade spirits from the plane of dreams – spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. But there is an unmistakable alien quality to the kalashtar, as they are haunted by the conflicts of their otherworldly spirits.<\/strong><\/em><\/p> • Ability Score Increase.<\/strong> Your Wisdom and Charisma scores both increase by 1. In addition, one ability score of your choice increases by 1.<\/p> • Age.<\/strong> Kalashtar develop physically at the same rate as humans do and have similar lifespans.<\/p> • Alignment.<\/strong> The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all sentient beings, but some kalashtar resist the virtuous influence of their spirit.<\/p> • Size.<\/strong> Kalashtar are similar in build to humans, though they are typically a few inches taller. Your size is Medium.<\/p> • Speed.<\/strong> Your base walking speed is 30 feet.<\/p> • Dual Mind.<\/strong> When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll's effects occur.<\/p> • Mental Discipline.<\/strong> You have resistance to psychic damage.<\/p> • Mind Link.<\/strong> You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.<\/p> As a bonus action when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and be able to see you.<\/p> • Psychic Glamour.<\/strong> Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill.<\/p> • Severed from Dreams.<\/strong> Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the Dream spell, but not to spells and effects that put you to sleep, like the Sleep spell.<\/p> • Languages.<\/strong> You can read and write Common, Quori, and one other language of your choice.<\/p>","reference":"Usergen"},{"id":3481,"name":"Leonin","full_text":" The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass. Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world.<\/strong><\/em><\/p> • Ability Score Increase.<\/strong> Your Constitution score increases by 2, and your Strength score increases by 1.<\/p> • Age.<\/strong> Leonin mature and age at about the same rate as humans.<\/p> • Alignment.<\/strong> Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.<\/p> • Size.<\/strong> Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.<\/p> • Speed.<\/strong> Your base walking speed is 35 feet.<\/p> • Darkvision.<\/strong> You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.<\/p> • Claws.<\/strong> Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier.<\/p> • Hunter's Instincts.<\/strong> You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.<\/p> • Daunting Roar.<\/strong> As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.<\/p> • Languages.<\/strong> You can speak, read, and write Common and Leonin.<\/p>","reference":"Usergen"},{"id":3482,"name":"Loxodon","full_text":" Loxodons are often oasis of calm in Ravnica. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. As they say, \"There are three things all wise men fear: the sea in storm, a night with no moon, and the anger of a gentle man.\"<\/strong><\/em><\/p> • Ability Score Increase.<\/strong> Your Constitution score increases by 2, and your Wisdom score increases by 1.<\/p> • Age.<\/strong> Loxodons mature at the same rate as humans, however, they are considered mature by their people at 60 years old. Their lifespan can be as long as 450 years.<\/p> • Alignment.<\/strong> Most Loxodons are lawful. They also tend to be good.<\/p> • Size.<\/strong> Loxodons are between 7 and 8 feet (≈2.5 meters) tall and weigh between 300(130kg) and 400 pounds(181kg). Your size is Medium.<\/p> • Speed.<\/strong> Your base walking speed is 30 feet.<\/p> • Powerful Build.<\/strong> You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.<\/p> • Loxodon Serenity.<\/strong> You have advantage against being charmed or frightened.<\/p> • Natural Armour.<\/strong> You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.<\/p> • Trunk.<\/strong> You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. It can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.<\/p> • Keen Smell.<\/strong> Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.<\/p> • Languages.<\/strong> You can speak, read, and write Common and Loxodon.<\/p>","reference":"Usergen"},{"id":3483,"name":"Satyr","full_text":" Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by simple desires, to see the world and to sample its every pleasure. While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of other hinder their own happiness.<\/strong><\/em><\/p> • Ability Score Increase.<\/strong> Your Charisma score increases by 2, and your Dexterity score increases by 1.<\/p> • Age.<\/strong> Satyrs mature and age at about the same rate as humans.<\/p> • Alignment.<\/strong> Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.<\/p> • Size.<\/strong> Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is medium.<\/p> • Speed.<\/strong> Your base walking speed is 35 feet.<\/p> • Fey<\/strong> Your creature type is fey, rather than humanoid.<\/p> • Ram.<\/strong> You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.<\/p> • Magic Resistance.<\/strong> You have advantage on saving throws against spells and other magical effects.<\/p> • Mirthful Leaps<\/strong> Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.<\/p> • Reveler.<\/strong> You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.<\/p> • Languages.<\/strong> You can speak, read, and write Common and Sylvan.<\/p>","reference":"Usergen"},{"id":3484,"name":"Shifter","full_text":" Shifters are sometimes called the weretouched, as many believe that they are the descendants of humans and lycanthropes. They are humanoids with a bestial aspect; while they cannot fully change shape they can temporarily enhance their animalistic features – a state they call shifting. Whatever their origins, shifters have evolved into a unique race. A shifter walks on the knife’s edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?<\/strong><\/em><\/p> • Beasthide often signifies the bear or boar: stoic, stubborn and thick-skinned.<\/strong><\/em><\/p> • Longtooth shifters typically have lupine traits and prefer to run with a pack.<\/strong><\/em><\/p> • Swiftstride are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows.<\/strong><\/em><\/p> • Wildhunt shifters are born from any creature that tracks its prey.<\/strong><\/em><\/p> • Ability Score Increase.<\/strong> Your Dexterity score increases by 1.<\/p> • Age.<\/strong> Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.<\/p> • Alignment.<\/strong> Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.<\/p> • Size.<\/strong> Shifters range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium.<\/p> • Speed.<\/strong> Your base walking speed is 30 feet.<\/p> • Darkvision.<\/strong> You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.<\/p> • Keen Senses.<\/strong> You have proficiency in the Perception skill.<\/p> • Shifting.<\/strong> As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain benefits that depend on your shifter subrace, described below.<\/p> Once you shift, you can’t do so again until you finish a short or long rest.<\/p> • Languages.<\/strong> You can read and write Common, Quori, and one other language of your choice.<\/p> Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but any creature known for its toughness could apply. Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators. Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially. Wildhunt shifters are sharp and insightful. Some are constantly alert, ever wary for possible threats. Others focus on their intuition, searching within. Wildhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities. The Simic Combine uses magic to fuse different life forms together. In recent years, they have extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the so-called Guardian Project is to build a Simic army of superior soldiers, perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes call themselves guardians.<\/strong><\/em><\/p> • Ability Score Increase.<\/strong> Your Constitution score increases by 2, and another ability score of your choice increases by 1.<\/p> • Age.<\/strong> Simic Hybrids are created at adulthood as either humans, vedalkens, or elves. Their maximum life expectancy is probably reduced.<\/p> • Alignment.<\/strong> Simic Hybrid's alignments vary from group to group.<\/p> • Size.<\/strong> Simic Hybrids are the same size of they race that they were created from. Your size is Medium.<\/p> • Speed.<\/strong> Your base walking speed is 30 feet.<\/p> • Darkvision.<\/strong> You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<\/p> • Animal Enhancements.<\/strong> Your body has been altered with animal characteristics. You choose one animal enhancement now and one at 5th level.<\/p> Manta Glide (1st level).<\/strong> You have ray-like fins that you use as wings to slow your fall or allow you to glide. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.<\/p> Nimble Climber (1st level).<\/strong> You have a climb speed equal to your walk speed.<\/p> Underwater Adaptation (1st level).<\/strong> You can breathe air and water, and you gain a swim speed equal to your walking speed.<\/p> Grappling Appendages (5th level).<\/strong> You have two special appendages growing alongside with your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike with. If you hit, they do 1D6 + your strength modifier bludgeon damage. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages are not dexterous enough to use weapons, magic weapons, and other specialized equipment.<\/p> Carapace (5th level).<\/strong> Your skin in places is covered by a thick shell. You gain a +1 to your AC when not wearing heavy armour.<\/p> Acid Spit (5th level).<\/strong> As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target must make a Dexterity saving throw against a DC of 8 + you proficiency bonus + your Constitution modifier. The target takes 2D10 acid damage if they fail. The damage increases to 3D10 at 11th level and 4D10 at 17th level. You can use this up to your Constitution modifier's worth of times per long rest.<\/p> • Languages.<\/strong> You can speak, read, and write Common and your choice of either Elven or Vedalken.<\/p>","reference":"Usergen"},{"id":3486,"name":"Tortle","full_text":"Grung Features<\/h1>
Beasthide<\/h3>
• Ability Score Increase.<\/strong> Your Constitution score increases by 2.
• Tough.<\/strong> You have proficiency in the Athletics skill.
• Shifting Feature.<\/strong> Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC.<\/p><\/div><\/div>Longtooth<\/h3>
• Ability Score Increase.<\/strong> Your Strength score increases by 2.
• Fierce.<\/strong> You have proficiency in the Intimidation skill.
• Shifting Feature.<\/strong> While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<\/p><\/div><\/div>Swiftstride<\/h3>
• Ability Score Increase.<\/strong> Your Dexterity and Charisma scores increase by 1.
• Graceful.<\/strong> You have proficiency in the Acrobatics skill.
• Swift Stride.<\/strong> Your walking speed increases by 5 feet.
• Shifting Feature.<\/strong> While shifted, your walking speed increases by an additional 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.<\/p><\/div><\/div>Wildhunt<\/h3>
• Ability Score Increase.<\/strong> Your Wisdom score increases by 2.
• Natural Tracker.<\/strong> You have proficiency in the Survival skill.
• Mark the Scent.<\/strong> As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can’t use this trait again until you finish a short or long rest.
• Shifting Feature.<\/strong> While shifted, you have advantage on Wisdom checks.<\/p><\/div><\/div>","reference":"Usergen"},{"id":3485,"name":"Simic Hybrid","full_text":"