Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet as it it were bright light, and in darkness as it were dim light. You can't discern colour in darkness, only shades of grey.
You have resistance to necrotic damage and radiant damage.
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
You know the light cantrip. Charisma is your spellcasting ability for it.
You can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals to your level.
Once you use this trait, you can't use it again until you finish a long rest.
You can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each your your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
You can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals to your level.
Once you use this trait, you can't use it again until you finish a long rest.
You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table:
*Black - Acid - 5 by 30 ft. line (Dex. save)
*Blue - Lightning - 5 by 30 ft. line (Dex. save)
*Brass - Fire - 5 by 30 ft. line (Dex. save)
*Bronze - Lightning - 5 by 30 ft. line (Dex. save)
*Copper - Acid - 5 by 30 ft. line (Dex. save)
*Gold - Fire - 15 ft. cone (Dex. save)
*Green - Poison - 15 ft. cone (Con. save)
*Red - Fire - 15 ft. cone (Dex. save)
*Silver - Cold - 15 ft. cone (Con. save)
*White - Cold - 15 ft. cone (Con. save)
You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th leve, 4d6 at 11th level and 5d6 at 16th level.
You have resistance to the damage type associated with your draconic ancestry.
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet as it it were bright light, and in darkness as it were dim light. You can't discern colour in darkness, only shades of grey.
You have advantage on saving throws against poison, and you hae resistance against poison damage.
You have proficiency with the battleaxe, handaxe, throwing hammer and warhammer.
You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies or mason's tools.
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
You have advantage on saving throws against illusions and against being charmed or paralysed.
You can speak, read, and write Undercommon.
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Your darkvision has a radius of 120 feet.
You can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option.
When you reach 5th level, you can cast the invisibility spell on yourself once with this trait.
You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
You have proficiency with light and medium armour.
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as it it were bright light, and in darkness as it it were dim light. You can't discern colour in darkness, only shades of grey.
You have proficiency in the Perception skill.
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for hours a day. While meditating, you can dream after a fashion: such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefits that a human does from 8 hours of sleep.
You know the dancing lights cantrip.
When you reach 3rd level, you can cast the fearie fire spell once per day.
When you reach 5th level, you can also cast the darkness spell once per day.
Charisma is your spellcasting ability for these spells.
You have proficiency with rapiers, shortswords, and hand crossbows.
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Your darkvision has a radius of 120 feet.
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.
When you reach 3rd level, your Fey Step gains an additional effect based on your season. If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charsima modifier:
Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by your for 1 minute, or until you or your companions deal any damage to it.
Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
You know one cantrip of your choice from the wizard spell list. Inteligence is your spellcasting ability for it.
You have proficiency with the longsword, shortsword, shortbow, and longbow.
You have a swimming speed of 30 feet, and you can breathe air and water.
Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed
You have proficiency with the spear, trident, light crossbow, and net.
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.
Starting at 3rd level, you can also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
You have resistance to necrotic damage.
You have proficiency with the longsword, shortsword, shortbow, and longbow.
Your base walking speed increases to 35 feet.
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
You can cast the levitate spell on yourself once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
You can hold your breath indefinitely while you're not incapacitated.
You can move across difficult terrain made of earth or stone without expending extra movement.
You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
You have resistance to fire damage.
You know the produce flame cantrip.
Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
You can breathe air and water.
You know the shape water cantrip.
When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
You have a swimming speed of 30 feet.
You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge.
You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
When you reach 3rd level, you can cast the jump spell once with this trait, and you regain the ability to do so when you finish a long rest.
When you reach 5th level, you can cast the misty step spell once with this trait and you regain the ability to do so when you finish a long rest.
Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
You are proficient with light and medium armour and with shortswords, longswords, and greatswords.
You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
When you reach 3rd level, you can cast the shield spell once with this trait, and you regain the ability to do so when you finish a long rest.
When you reach 5th level, you can cast the detect thoughts spell once with this trait and you regain the ability to do so when you finish a long rest.
Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet as it it were bright light, and in darkness as it were dim light. You can't discern colour in darkness, only shades of grey.
You have advantage on all Intelligence, Wisdom and Charisma saving throws against magic.
You can speak, read, and write Undercommon.
You have advantage on Dexterity (Stealth) checks to hide in rocky terrain and underground.
You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component.
You can also cast each of the following spells once with this ability: blindness/deafness,blur and disguise self.
You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Your darkvision has a radius of 120 feet.
You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use yor action to dismantle it. At that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.