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Walse

NagajiMedium
Uncommon

Naga's Light

+1 Insight and Perception. Learn one utility spell from the Radiant spell list. After finishing a safe rest, you can change out the utility spell you know from the Radiant spell list with a different utility spell from the same list.

Optional: Heritage

Hooded Nagaji: (1/Turn) Action: Spit venom at a creature within Range 4. Does KEY d4 poison damage.

Titan Nagaji: +3 armor.

Whipfang Nagaji: Your unarmed attacks have Range 2.

TanukiSmall/Medium
Uncommon

Emergency Shift

You can shift into objects that are no larger than your size. While disguised you cannot move or speak, and appear as an ordinary version of the object. At any point you can spend an action to shapeshift back into your standard form.

Optional: Heritage

Ascetic Tanuki: +2 to Perception, you can smell food and alcohol up to 1 mile away.

Courageous Tanuki: (1/Safe Rest) Free reaction: When you would become frightened, you don't instead.

Virtuous Tanuki: (1/Encounter) Free action: End the poisoned condition on yourself.

VanaraMedium
Uncommon

Prehensile Tail

You can use your tail as if it were an extra limb.

Optional: Heritage

Bandaagee Vanara: You can pass through any creature's space without any penalties.

Monkey God Vanara: Learn one Radiant or Necrotic utility spell.

Red Faced Vanara: Your fangs deal 1d6+DEX or STR damage, and are considered an unarmed attack.

TripkeeSmall
Uncommon

Natural Climber

+2 Finesse. You can climb and cling to difficult surfaces without rolling.

Optional: Heritage

Poisonhide Tripkee: (1/Safe Rest) When you defend against a melee attacker, the attacker is poisoned.

Snaptongue Tripkee: You can use your tongue to climb instead of your limbs.

Thickskin Tripkee: Each day you get one extra hit dice.

YaoguaiSmall/Medium
Exotic

Natural Shift

Choose a skill to gain +2 in based on your Yaoguai form. You can shift between a disguised form and your Yaoguai form as an action.

(1/Encounter) Free action: A creature you can see becomes frightened of you until the start of your turn.

Optional: Heritage

Born of Elements: Learn one utility spell from the Fire, Ice or Lightning spell list.

Born of Item: You have advantage on Assess checks to Anticipate Danger.

Born of Vegetation: When you finish a field rest, you regain additional KEY HP if you spent any hit dice.

SamsaranMedium
Uncommon

Cryptomnesia

(1/Safe Rest) Automatically succeed on a lore check to remember or recall information that is relevant to the situation on hand.

Wanderer's Soul

Your soul is especially able to return to the cycle of reincarnation. You ignore the normal limits of how many times a creature can be resurrected, and always return to life as a Samsaran, even if the ritual would reincarnate you into a body of a different ancestry.

Optional: Heritage

Healer Samsaran: When you spend Hit Dice you can use them to heal an ally, (1/Safe Rest) when you do they regain +LVL HP

Oracular Samsaran: You can reuse the same skill for Assess checks.

Wilderness Samsaran: +2 Naturecraft. You can spend 10 minutes to reorient yourself if you become lost.