A fire burns inside of your blood, granting you the following benefits:
- Your Living Torch feature sheds bright light for 30 feet, and dim light for an additional 30 feet.
- When a creature hits you with a melee attack, you can use your reaction to explode in a fiery rage. Creatures and objects that are not being worn or carried within 10 feet of you catch fire, taking 1d6 fire damage at the start of their turn until a creature uses an action to put them out.
### Infernal Constitution*
*Prerequisite: Tiefling*
Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- You gain resistance to poison damage, and advantage on saving throws against being poisoned.
- You gain resistance to cold or fire damage (Whichever you don't have).
### Mercy's Flight
*Prerequisite: Aasimar (protector)*
Your desire and instincts to protect others kick in when you see them in peril. You gain the following benefits:
- Your Healing Hands trait heals creatures for an additional amount of hit points equal to your proficiency bonus.
- When you see an allied creature within 30 feet of you drop to 0 hit points, you can use your reaction to move up to your movement speed directly towards them. If your Healing Hands feature is available, you can use it on them as a part of the same reaction if they are in range.
### Mucous Coating
*Prerequisite: Lizardfolk*
Your skin secretes a poisonous mucous akin to that of other reptiles, granting you the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- As a bonus action, you can secret a poisonous mucous. For the next minute, creatures within 5 feet that hit you with a melee attack take 1d6 poison damage. Once you use this ability, you cannot do so again until you finish a short or long rest.
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### Orcish Fury*
*Prerequisite: Half-Orc or Orc*
Your inner fury burns tirelessly. You gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- When your DM asks you to make a Charisma (Intimidation) check, you instead choose to make a Strength (Intimidation) roll by showing off your strength in some way.
- When you make a melee attack against a creature after using your Aggressive trait to get closer to them, you have advantage on the attack roll. You cannot gain this benefit if you started your turn within melee range of the creature.
### Prodigy*
*Prerequisite: Half-Elf, Half-Orc, or Human*
You have a knack for learning new things. You gain the following benefits:
- Increase any of your ability scores by 1, to a maximum of 20.
- You gain a trait of your choice from the human's Adaptability trait. If you already have this trait, you can choose the same option twice.
### Puddle Person
*Prerequisite: Genasi (water)*
You've learned how to transform your body into pure water, granting you the following features:
- Your swim speed increases by 10 feet.
- As an action, you can transform your body into a puddle of water. Until the start of your next turn, you cannot be targeted by attacks, spells, or effects. Additionally, you can fit through small holes, narrow openings, and even mere cracks. You can use this feature a number of times equal to half your proficiency bonus (rounded down), regaining all uses when you finish a long rest.
### Second Chance*
*Prerequisite: Halfling*
Fortune favors you when someone tries to strike you. You gain the following benefits:
- Increase your Dexterity or Constitution by 1, to a maximum of 20.
- When a creature you can see hits you with an attack roll, you can use your reaction to force the creature to reroll. Once you use this ability, you cannot use your Lucky trait until the end of your next turn.
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### Silence of the Forest
*Prerequisite: Firbolg*
The forest blesses your steps, helping you and your friends move as silently as a mouse. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- When you use your Hidden Step trait, you can choose up to 3 creatures within 30 feet of you to turn invisible as well. The other creatures invisibility lasts until the start of your next turn, or until they attack a creature or force a creature to make a saving throw.
- Creatures that gain invisibility from your Hidden Step trait cannot be heard by other creatures unless they choose to let them.
### Unmoving Mountain
*Prerequisite: Genasi (earth)*
You are as sturdy and stubborn as a mountain, granting you the following benefits:
- You have advantage on any ability checks or saving throws to resist being moved against your will.
- As an action while standing on the ground, you can dig your feet in. When you do so, your speed is reduced to 0, and you have disadvantage on Dexterity saving throws, however you have advantage on Strength and Constitution saving throws, and you gain a bonus to your AC equal to your Constitution modifier. This effect lasts until you use an action to end if, or until you are moved against your will.
### Winds of Protection:
*Prerequisite: Genasi (Air)*
The light breeze surrounding you turns into a mighty gale when you're in danger. You gain the following benefits:
- When a creature moves within 5 feet of you, you can use a reaction to attempt to use the Shove action on them. If you succeed, you push them back 10 feet instead of 5.
- When you are targeted with a ranged attack, you can use a reaction to subtract a d6 from the attack roll. Once you do this, you cannot do it again until you roll for initiative at the start of combat again or finish a short or long rest.
### Wood Elf Magic
*Prerequisite: Elf (wood)*
You learn the magic of the primeval woods, which are revered and protected by your people. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You learn one druid cantrip of your choice, as well as the *longstrider* and *pass without trace* spells. You can cast each of these spells once without expending a spell slot, regaining the ability to do so when you finish a long rest.
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