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.
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).
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.
Highborn.
Your disadvantaged save is Neutral instead. You know Celestial if your INT isn’t negative.
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.
Bunny Legs.
Before Interposing or after Defending (after damage), hop up to your Speed in any direction for free, 1/encounter.
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.
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.
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.
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.