ChuaSmall

Skedaddle.

Can move 2 spaces for free after you become the target of an attack or negative effect (after damage, ignoring difficult terrain). You know Goblin if your INT is not negative.

MechariMedium

Relentless.

When you would drop to 0 HP, you may set your HP to LVL instead, 1/Safe Rest. +1 Might. You know Goblin if your INT is not negative (but you call it Orcish, of course).

DrakenLarge

Draconic Heritage.

+1 Armor. When you attack: deal an additional LVL+KEY damage (ignoring armor) divided as you choose among any of your targets; recharges whenever you Safe Rest or gain a Wound. You know Draconic if your INT is not negative.

CassianMedium

Highborn.

Your disadvantaged save is Neutral instead. You know Celestial if your INT isn’t negative.

MordeshMedium

Odd Constitution.

Increment your Hit Dice one step (d6 » d8 » d10 » d12 » d20); they always heal you for the maximum amount. Magical healing always heals you for the minimum amount.

AurinSmall

Bunny Legs.

Before Interposing or after Defending (after damage), hop up to your Speed in any direction for free, 1/encounter.

GranokLarge

Strength of Stone.

Force an enemy to reroll a crit against you, 1/encounter. +2 Might. You know LANGUAGE if your INT is not negative.

HumanMedium

Tenacious.

+1 to all skills and Initiative.

WoodgrueMedium
Exotic

Compulsive Jubilation

You gain Inspiration when you partake in a party, feast, or celebration if doing otherwise would be better for you.

Demi-Fae

You do not have fae immortality, but count as a faerie for the purposes of spells or abilities.

Mad Revelry

You can cause the emotions you want by playing wind instruments, and potentially affect how folks act. You have advantage on related Checks.

You start play with a wind instrument, and can use instruments as melee weapons, dealing 1d4 + STR or DEX.

Exotic

Knacks

Mossling practice carefully guarded quasi-magical crafts. You know 1 Knack.

Resilience

Your STR save becomes advantaged if it was neutral, or neutral if it was disadvantaged.

Symbiotic Flesh

Plants grow on you! You have Advantage to interact with plant creatures.

Exotic

Fae Immortality

Grimalkins can be killed but do not die naturally. They are immune to diseases of non-magical origin. Grimalkins also cannot die of thirst or starvation, though a lack of sustenance drives them desperate and sadistic.

Glamour

Grimalkin have innate faerie magic. Choose 1 Glamour.

Shape-Shifting

Action. You can transform into a harmless tiny cat, as a Stormshifter's Beastshift but you can only talk to cats. Once per Safe Rest, you can turn into a Wilder instead.

Wilder (Medium). Transform into a medium cat. Attacks against you have disadvantage 2 (damage suppresses this until the end of your next turn). You can only attack with Vicious Claws. Vicious Claws. Action: 1d4+LVL piercing damage.

BreggleMedium

Fur

Increase defense by 2 while unarmored or wearing cloth or leather.

Gaze

KEY times per Safe Rest, you can charm a lower level creature, granting Advantage on a WIL check against them or imposing disadvantage on an attack against you.

Horns

Your unarmed strikes deal 1d4+STR damage.