Note: completed races are here and not included below.
Sentient parasite, weapon or piece of clothing that requires a host to survive. Takes on physical abilities, racial traits and class features of host. Is very weak without host (maybe exhaustion every 8hrs without host).
Basically an excuse to burn through PC builds quickly but keep same basic character personality/backstory.
Maybe more of a character option/lineage than a race?
Variant of harengon.
Antler attack
Mimicry trait (or just minor illusion)
Honestly probably just easier to add antlers as flavour and mimicry as flavored spells class features
A variant of changling that takes on some racial traits of other creatures rather than just their appearance.
Alternatively they have a weaker version of normal changeling traits but can ignore the racial prerequisites of feats/items (it does not grant the base traits, e.g. Dragon Fear doesn't give a breath weapon).
Maybe a shifter variant instead?
or a racial feat to improve base changling?
Subrace of Yamatlaca.
Wanderer. You gain proficiency with one of the following skills of your choice; animal handling, nature, perception or survival.
Grasswalker. Your travel pace over plains terrain is doubled as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated.
More playable version of Gnoll race (hyena folk)
Size. Your size is small or medium (choose when you select this race).
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.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Rampage. When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack.
Gnoll Talent. Your gnoll nature can manifest in multiple ways. Choose one of the following ancestry options for your gnoll.
Feral Skill. You have proficiency in one of the following skills of your choice; intimidation, nature, perception or survival.
Unnerving Laugh. As a bonus action, you can emit creepy laugh like sound that may distract and disturb those around you. Any creatures you choose within 10ft of you take psychic damage equal to your proficiency bonus and have disadvantage on the next Wisdom saving throw they make before the start of your next turn. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Unnerving Laugh (alt). As a bonus action, you can emit creepy laugh like sound that may distract and disturb those around you. Any creatures you choose within 10ft of you have disadvantage on the next saving throw they make that uses Intelligence, Wisdom or Charisma before the start of your next turn. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Scavenger. You can consume bones and have advantage on saving throws to avoid adverse effects from consuming raw, spoiled or diseased meat. (maybe adv against poison too)
Pack Fighter. When you hit a creature with a melee attack, you can use a bonus action to take the Help action to aid an ally in attacking in attacking that creature. (Giving them two on-hit bonus actions seems redundant)
Dohwars are short, pudgy, flightless avians that look and move like penguins. Dohwar are commonly found as merchants across wildspace, though smaller, more varied communities are found across the multiverse. They tend to dress in a garish mishmash of clothing, but many of them also shroud themselves in hooded cloaks.
The average dohwar stands 3 feet tall and has bright plumage. Instead of wings, it has arms and tiny hands.
Creature Type. Your creature type is fey rather than humanoid.
Size. Your size is small.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Hold Breath. You can hold your breath for up to 10 minutes at a time.
Telepathy. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to a number of creatures equal to your proficiency bonus at a time.
Mind Reading. You can cast the detect thoughts spell once using this trait. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher.
Intelligence, Wisdom, or Charisma is your spellcasting ability for this (choose when you select this race).
For some reason, you or your ancestors have been severed from the psionic nature of your kin. Forced to adapt by other means, you have developed...WIP
Cold Resistance. You have resistance to cold damage.
Slide. Being prone does not slow your movement and, while prone, you can move through the space of any creature that is of a size larger than yours. In addition, opportunity attacks against you do not gain advantage due to you being prone.
Generic race for beast races not covered by other statblocks
Size. Your size is small or medium (your choice).
Beastial Talents. Your beastial lineage can manifest in different ways. Choose two of the following traits for your character.
Amphipious. You have a swimming speed equal to your walking speed and can breathe in both air and water.
Burrower. You have a burrowing speed equal to your walking speed.
Climber. You have a climbing speed equal to your walking speed.
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 colour in darkness, only shades of gray.
Keen Senses. You have advantage on Wisdom (Perception) checks that rely on smell or hearing.
Natural Weapons. You have horns, sharp teeth, claws or some other natural weapons which you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier bludgeoning, slashing or piercing damage (choose when you pick this trait), instead of the damage normal for an unarmed strike.
Ursine
Canine
Feline
Bovine
Reptilian
Avian
Aquatic
Predator
Scavenger
Stalker/Prowler
Has lycanthrophy (or partial lycanthrophy), likely works similar to shifter
Size. Your size is small or medium (your choice).
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 colour in darkness, only shades of gray.
Shapechanger. As a bonus action, you can transform into a beast like form. This transformation lasts for 10 minutes, until you die, or until you revert to your normal form as a bonus action. You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The DM can also decide to have you transform against your will, such as under a full moon. When you transform in this way, it does not consume a use of this trait, you cannot revert to your normal form and the transformation lasts until the DM says it does.
Whenever you shift, you gain an additional benefit based on one of the following options (choose when you select this race):
Werebat.
Werebear.
Wereboar.
Weregoose.
Wererat.
Wereraven.
Weretiger.
Weretortoise.
TBD. You have resistance to nonmagical piercing damage.
Amorphous. As an action you can take on an amorphous form for one minute, until you are incapacitated or until you revert to your regular form on your turn (no action required). While in this form, you can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on rolls you make to initiate or escape a grapple.
Shifting Form (Alt to Amorphous). You can subtly and rapidly shift your body to your advantage. You can use a bonus action to take the Dodge or Disengage action, or to gain advantage on your next Dexterity (Acrobatics) check before the start of your next turn. In addition, you count as one size smaller for the purposes of squeezing through gaps or the spaces of other creatures. (I can't help but imagine this like the T-1000 instantly switching his "front" to the other side without turning)
Glass Hide. As an action, you can grow a layer of glass shards over your skin for 1 minute, or until you are incapacitated. For this duration, you gain temporary hit points equal to three times your proficiency bonus. While you have these temporary hit points, you have immunity to nonmagical piercing damage, and if a creature hits you with a melee attack, the creature takes 1d6 piercing damage.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gaian Manifestation. Your connection to your source can manifest in different ways in an individual gaian. Choose one of the following manifestation options for your gaian.
Fingers of Sand. When you make an unarmed strike, you can transform your fingers or hands into glass shards. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Heart of Stone. You know the blade ward cantrip. Your spellcasting ability for this cantrip is Intelligence, Wisdom, or Charisma (choose when you select this race).
TBD.
Ionic Flesh. You have resistance to necrotic damage and radiant damage.
TBD.
Ionic Hide. As an action, you can grow a layer of unstable energy over your skin for 1 minute, or until you are incapacitated. For this duration, you are immune to necrotic and radiant damage. In addition, when a creature hits you with a melee attack while you are using this trait, the creature takes 1d6 necrotic or radiant damage (your choice).
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gaian Manifestation. Your connection to your source can manifest in different ways in an individual gaian. Choose one of the following manifestation options for your gaian.
Fingers of TBD. When you make an unarmed strike, you can transform your fingers or hands into blades of unstable energy. When you hit with them, the strike deals 1d6 + your Strength modifier necrotic or radiant damage (your choice), instead of the bludgeoning damage normal for an unarmed strike.
Heart of Energy. You know the word of radiance cantrip. When you cast the cantrip using this trait, you can choose to change the damage type to necrotic, rather than radiant. Your spellcasting ability for this cantrip is Intelligence, Wisdom, or Charisma (choose when you select this race).
TBD.
Maybe this one needs to be more chaotic (e.g. random damage type, chance of explosion, wild magic)
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Detachable Limbs. As an action, you can detach or reattach one of the following body parts and have it act independently. Choose from the list below.
If the detached part is a creature, it acts on its own turn in combat immediately after yours and obeys any telepathic commands you give it (no action required), provided you are on the same plane of existence.
When the detached part drops to 0 hit points, it becomes inert and cannot be used in anyway until it is reattached for at least 1 hour.
Eye. The eye is an object with an armor class of 10 and 6 hit points. It has the same visual senses you do. You can see through the eyes's sight as an action, you are blind with regard to your own senses during this time.
If you have only eye that is not detached, you have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls.
If you have no remaining eyes that are not detached, you are blind with regard to your own senses.
Maybe do head instead?
Arm. The arm uses the Detached Arm statblock.
If you have only one remaining arm that is not detached, you can no longer hold anything with two hands, and you can hold only a single object at a time.
If you have no remaining arms, you can no longer hold anything or perform somatic components for spells.
Leg. The arm uses the Detached Leg statblock.
If you only have one remaining leg that is not detached, your speed on foot is halved. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance.
If you have no remaining legs that are not detached, your speed is 0 and you are prone. If you still have at least one arm that is not detached, your speed is 10ft.
Arm statblock:
- can make weak attack or use a light weapon
- speed of 15ft
- can pick up small objects
Leg statblock:
- can make basic kick attack
- speed of 30ft
Humanoid with no face.
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Faceless. You do not possess typical facial features, such as eyes, nose or mouth. You have the following benefits.
You cannot see but have blindsight out to 120ft. This would mean a limited range for ranged attacks and spells.
You are immune to the blinded condition. Is it better to say you are blinded but have blindsight
You can still speak but you have no mouth or lips that move with your speech.
You don't need to eat, drink, or breathe.
You don't age and cannot be aged magically.
Faux Face. You have proficiency with Disguise Kits. You can spend 10 minutes creating believable facial features such a nose, mouth and pair of eyes. The face has some limited motion to express emotion and appear to speak but a creature can tell the face is not real with a Wisdom (Insight) check. The DC for this check equals 8 + your Charisma modifier + your Proficency bonus. If you are attempting to replicate a face the creature is familiar with, the creature has advantage on this check. Maybe just say you can't replicate existing faces?
Can't smell/hear?
Half-Humanoid (Beast)
Half-Humanoid (Construct)
Half-Humanoid (Dragon)
Half-Humanoid (Plant)
Whether through copulation, some magic ritual or some form of experimentation, you inherit traits from both humanoid and non-humanoid creatures.
Ability Score Increase. Lineage (+2/+1 or +1/+1/+1)
Size. You are Small or Medium (your choice).
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character. You may also gain an additional language with your versatile trait.
Ancestral Legacy. If you replace a humanoid race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Versatile Trait (Alt for Ancestral Legacy). You gain proficiency in one skill of your choice. In addition, you chose one of the following options of your choice (choose when you pick this race):
You have darkvision out to a range of 60 feet.
You gain proficiency in one additional skill of your choice.
You gain proficiency in one instrument, language or tool of your choice.
You gain expertise with a skill with which you are proficient, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Alt name: Mutant (maybe also add a humanoid subrace)?
Creature Type. You are both humanoid and aberration. If a spell, feature or other effect would affect one or more of these types, it effects you even if your other type is unaffected.
Strong Mind. You have resistance to psychic damage. In addition, when you roll to deal psychic damage to a creature, you can treat any 1 on a damage die as a 2.
Telepathy. You know the Message cantrip and can cast it at will. When you do so, you may ignore the verbal, somatic and material components.
Creature Type. You are both humanoid and beast. If a spell, feature or other effect would affect one or more of these types, it affects you even if your other type is unaffected.
Bestial Movement. Choose one of the following options when you pick this race.
You gain a climbing speed equal to your walking speed.
You gain a swimming speed equal to your walking speed.
You increase your walking speed by 10ft.
Beast Speech. You have the ability to communicate in a limited manner with beasts. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Natural Weapons. You have natural weapons, such as claws, fangs or horns, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning, piercing or slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. The damage type is determined by the nature of the weapon. 1d4?
Too similar to shifter?
Creature Type. You are both humanoid and celestial. If a spell, feature or other effect would affect one or more of these types, it effects you even if your other type is unaffected.
Celestial Resistance. You gain resistance to radiant and necrotic damage.
Light Bearer. You know the light cantrip. Intelligence, Wisdom or Charisma is your spellcasting ability for it (chose when to pick this race).
TBD.
Too similar to aasimar?
Creature Type. You are both humanoid and construct. If a spell, feature or other effect would affect one or more of these types, it effects you even if your other type is unaffected.
Artificial Heart. You have resistance to posion damage and have advantage on saving throws against being posioned.
Hard Shell. You have a +1 bonus to your Armor Class.
Sentry's Rest. When you take a long rest, you can spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Creature Type. You are both humanoid and dragon. If a spell, feature or other effect would affect one or more of these types, it effects you even if your other type is unaffected.
Draconic Resistance. You have resistance to one of the following damage types; acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder (choose when you take this race).
Draconic Burst. As an action you can explode with destructive energy. Any creature within 5ft of you must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage of the type associated with your Draconic Resistance trait on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Once you use this trait, you cannot do so again until you complete a short or long rest.
Is this too similar to Dragonborn? It's basically just weaker but with the base traits of this race
Creature Type. You are both humanoid and elemental. If a spell, feature or other effect would affect one or more of these types, it effects you even if your other type is unaffected.
Elemental Resistance. Choose your ancestor's elemental type from the table below. You have resistance to the damage type shown in the table below.
Elemental Type | Damage ResistanceAir | LightingEarth | Non-magical Bludgeoning, Piercing and Slashing maybe acid/poison/force instead?Fire | FireWater | Cold Acid?Elemental Immunity. As a bonus action, you can gain immunity to the damage types associated with your elemental resistance trait for 1 minute. Once you do so, you cannot do so again until you finish a long rest.
Creature Type. You are both humanoid and fey. If a spell, feature or other effect would affect one or more of these types, it effects you even if your other type is unaffected.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
TBD.
Creature Type. You are both humanoid and fiend. If a spell, feature or other effect would affect one or more of these types, it effects you even if your other type is unaffected.
Fiend Ancestry. You have resistance to fire damage.
Infernal Legacy. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the Darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
Too similar to Tiefling
Maybe wings, like aasimar, or fear based attack
Creature Type. You are both humanoid and giant. If a spell, feature or other effect would affect one or more of these types, it effects you even if your other type is unaffected.
Giant's Strength. You have proficiency in the Athletics skill. If you already have proficiency in this skill from another source, you have expertise instead.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Creature Type. You are both humanoid and monstrosity. If a spell, feature or other effect would affect one or more of these types, it effects you even if your other type is unaffected.
Horrifying Roar. As an action, you can produce a deep and disturbing noise from your throat. For the next minute any creatures who heard the roar have disadvantage on saving throws to avoid being frightened by you or your allies. In addition, you have advantage on Charisma (Intimidation) rolls against these creatures for the next minute. Limited uses (but bonus action)? Maybe have it actually frighten on a a failed save
Horrifying Roar (ALT). As an action, you can produce a deep and disturbing noise from your throat. Any creatures within 30ft who hear the roar must make a Wisdom saving throw or be frightened of you until the end of your next turn. The DC for this saving throw is equal to 8 + twice your proficiency bonus. Once you use this feature, you cannot do so again until the end of your next short or long rest.
Maybe 8+prof+con or 6+2xprof?
Twice per SR?
Brutal Rebuke. You are covered in a number of spikes (or stings) equal to twice your proficiency bonus. When you are hit by an attack from a creature within 5ft of you, you can use your reaction to make a special oportunity attack against them using one of these spikes. You are proficient with this attack and it uses your Strength, Dexterity or Constituion modifier for the attack and damage rolls (you choose when you make the attack). The damage die for the attack is a d4. Hit or miss, the spike used is destroyed, you regrow all spikes whenever you finish a long rest.
Creature Type. You are both humanoid and ooze. If a spell, feature or other effect would affect one or more of these types, it effects you even if your other type is unaffected.
Ooze Blood. You have resistance to acid and poison damage.
Amorphous. As part of your movement, you can take on a more fluid form and move through a space as narrow as 1 inch wide without squeezing. In addition, you have advantage on checks and saving throws to avoid being grappled or restrained. Should equipment also become amorphous?
Creature Type. You are both humanoid and plant. If a spell, feature or other effect would affect one or more of these types, it effects you even if your other type is unaffected.
TBD.
TBD.
Creature Type. You are both humanoid and undead. If a spell, feature or other effect would affect one or more of these types, it effects you even if your other type is unaffected. Is this good enough to imply that healing works?
Undead Resiliance. You have resistance to poison and necrotic damage but have vulnerability to radiant damage.
Undead Fortitude. When you are reduced to 0 hit points but not killed outright, you can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.
Humanoid plant. Think like small ents, spirggans or groot.
Ability Score Increase. CON or WIS +2, Choose Any Other +1
Age. Florans mature at around one year old and can live several centuries.
Alignment. Florans tend towards chaotic alignments often valuing the wilderness above any laws or civilisation.
Size. Your size is small or medium (your choice).
Speed. You have a walking speed of 25 feet.
Creature Type. Your creature type is plant rather than humanoid.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Leaf Speech. You have the ability to communicate with plants as if you shared a language. Plants communicate very slowly, it takes four times longer to convey messages than it does to speak the same idea in common.
Photosynthesis. If you roll hit dice to restore hit points while in direct sunlight you can reroll any 1s or 2s on the hit dice, you must then take the result of the new rolls.
Earthen Nourishment. You can gather enough nourishment for an entire day by touching food or fertile soil for one hour. This can be done during a short or long rest.
Child of the Wild. You have proficieny in the Nature and Survival skills. Maybe remove this, have a subrace do it instead?
Ageless. You are immune to the effects of aging.
Timeless Recollection. You gain proficiency and expertise in one of the following skills of your choice: Arcana, History, Nature, or Survival. This expertise means your proficiency bonus is doubled for any ability check you make with it.
Floral Arcana. You know the Druidcraft cantrip and can cast it at will. When you reach 3rd level, you can cast the Fog Cloud spell as a 2nd-level 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 Plant Growth spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence, Wisdom or Charisma is your spellcasting ability for these spells (choose when you select this race).
Plant Roots. While you are touching the ground or a floor, you have advantage on saving throws to avoid being knocked prone or being moved against your will.
TBD.
Aboreal Armour. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Resilient Bark. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Thorny Fist. You are covered in sharp thorns or spines, which you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Spineback. You are covered in sharp thorns or spines. When a creature within 5ft of you hits you with an attack, you can use a reaction to deal 1d6 piercing damage to them.
Unhindered Movement. Moving through thick vegetation, such as that created by the Entangle or Plant Growth spells, does not cost you extra movement.
Shrubbery Camouflage. You have advantage on Dexterity (Stealth) checks to hide in dense vegetation, such as bushes or tree branches.
Amphibious. You can breathe air and water.
Waterpads. As an action, you can rapidly grow buoyant pads on your feet to stand on and move across any liquid surface as if it were solid ground. This lasts for one minute or until you remove the pads (no action required).
Venom. When you hit a creature with a melee attack, you can use a bonus action to force the creature to make a Constitution saving throw or take 2d4 poison damage. The DC for this saving throw is equal to 8 + your Constitution modifier + your Proficiency bonus. You can use this trait an number of times equal to your Proficiency Bonus, you regain all expended uses at the end of a long rest.
Hybrid of two genasi types
Ability Score Increase. Lineage
Size. Your size is small or medium (your choice).
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
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 discern colors in that darkness only as shades of gray.
Hybrid Form.
| Air | Earth | Fire | Water |Air | | | Inferno | Storm |Earth | Sand | | Crystal | Ice |Fire | Plasma | Magma | | |Water | Storm | Clay | Steam | |Air + Earth = Sand or ?
Air + Fire = Smoke or Plasma
Air + Water = Storm or ?
Earth + Fire = Magma or Glass/Crystal
Earth + Water = Clay, Sand or Ice
Fire + Water = Steam or ?
Cloud Form (Smoke. Steam, Storm or Plasma only). Starting at 5th level, you can cast the gaseous form spell on yourself with this trait, without requiring a material component. Once you cast the spell with this trait, you can't cast it again until you finish a long rest. You can also cast the spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Hybrid of two genasi types
Ability Score Increase. Lineage
Size. Your size is small or medium (your choice).
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
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 discern colors in that darkness only as shades of gray.
Hybrid Form.
| Air | Earth | Fire | Water |Air | | | Inferno | Storm |Earth | Sand | | Crystal | Ice |Fire | Plasma | Magma | | |Water | Storm | Clay | Steam | |Cloud Form (Smoke. Steam, Storm or Plasma only). Starting at 5th level, you can cast the gaseous form spell on yourself with this trait, without requiring a material component. Once you cast the spell with this trait, you can't cast it again until you finish a long rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Race that changes based on time of day...
Ability Score Increase. Lineage
Size. Your size is small or medium (your choice).
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
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 discern colors in that darkness only as shades of gray.
Sun Form.
Dawn.
Day.
Dusk.
Night. While in dim light or darkness, you can use a bonus action to turn invisible for 1 minute or until you make an attack, cast a spell or are in an area of bright light.