ParagonTraits . . . by ?: * You can take the Hide action as a bonus action. If you already can, your movement speed increases by 10 feet. * When you take the Hide action, you can adjust your carapace to match your surroundings. For the next minute, you have advantage on Dexterity (Stealth) checks, and you can hide even while you are being observed. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. While you are underwater, you gain the benefits of this trait without expending a use of it.
Tiefling . . . by ?: *'''Legacy of Shadow.''' You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. If you already have darkvision from another source, its range increases by 90 feet. While in dim light or darkness, you can take the Hide action as a bonus action.
Triton . . . by ?: Your swim speed increases by 10 feet, and you gain Darkvision out to 120 feet while underwater. If you already have Darkvision, it instead extends by 90 feet while underwater. Additionally, while underwater, you have '__Advantage__' on attack rolls against creatures that don't have a swim speed, and creatures that don't have a swim speed have '__Disadvantage__' on saving throws against spells and abilities you use.
MerfolkMerrow . . . by ?: Your swim speed increases by 10 feet, and you gain Darkvision out to 120 feet while underwater. If you already have Darkvision, it instead extends by 90 feet while underwater. Additionally, while underwater, you have '__Advantage__' on attack rolls against creatures that don't have a swim speed, and creatures that don't have a swim speed have '__Disadvantage__' on saving throws against spells and abilities you use.
Orc . . . by ?: You count as one size larger when grappling or shoving a creature, and when determining your carrying capacity and the weight you can push, drag, or lift.
Loxodon . . . by ?: You count as one size larger when grappling or shoving a creature, and when determining your carrying capacity and the weight you can push, drag, or lift.
Goliath . . . by ?: You count as one size larger when grappling or shoving a creature, and when determining your carrying capacity and the weight you can push, drag, or lift.
Giff . . . by ?: You count as one size larger when grappling or shoving a creature, and when determining your carrying capacity and the weight you can push, drag, or lift.
Firbolg . . . by ?: You count as one size larger when grappling or shoving a creature, and when determining your carrying capacity and the weight you can push, drag, or lift.
Bugbear . . . by ?: You count as one size larger when grappling or shoving a creature, and when determining your carrying capacity and the weight you can push, drag, or lift.
YuanTiPureblood . . . by ?: *'''''Type 1.''''' You grow long, poisonous fangs and a snake-like head, which is a natural weapon with the Finesse property, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage and the creature must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes poison damage, or half as much on a success. The damage is a number of d6s equal to half your proficiency bonus (rounded down). 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. *'''''Type 2.''''' You can momentarily transform your arms into snakes, which are natural weapons with the Finesse property that you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. When you hit with this unarmed strike, you can inject venom into your target through the bite. The creature must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes poison damage, or half as much on a success. The damage is a number of d6s equal to half your proficiency bonus (rounded down). 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. *'''''Type 3.''''' Your legs have fused together into a long, serpentine tail, which is a natural weapon with the Finesse property that you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. When you flourish against a creature with an unarmed strike, you may grapple them with your tail instead. While grappled with your tail, the creature is restrained. Additionally, when you hit with an unarmed strike, you can use a bonus action to automatically flourish, using the flourish to grapple and restrain the target with your tail. 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. Additionally, you have advantage against effects that would knock you prone.
Tortle . . . by ?: Your claws are natural weapons with the Finesse property that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Minotaur . . . by ?: You have horns that you can use to make unarmed strikes with the Finesse property. When you hit with them, the strike deals 1d6 + your Strength or Dexterity modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Lizardfolk . . . by ?: ''As in '''Mordenkainen Presents: Monsters of the Multiverse''''' except it has the Finesse property and can use Dexterity.
Kitsune . . . by ?: Your fanged maw is a natural weapon with the Finesse property, which you can use to make unarmed strikes while in your hybrid or vulpine form. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Gnoll . . . by ?: Your fanged maw is a natural weapon with the Finesse property, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Dacelan . . . by ?: Your sharp beak is a natural weapon with the finesse property, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Centaur . . . by ?: Your hooves are natural weapons with the finesse property that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength or Dexterity modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Catfolk . . . by ?: Your claws are natural weapons with the finesse property which you can use to make unarmed strikes. If you hit with them, you can deal %physical%slashing damage%% equal to @@1d6 + your Strength or Dexterity modifier@@, instead of the %physical%bludgeoning damage%% normal for an unarmed strike.
Avian . . . by ?: Your talons are natural weapons with the finesse property that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength or Dexterity modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Gith . . . by ?: You know the ''[[Spells/MageHand | mage hand]]'' cantrip, and the hand is invisible when you cast it. Starting at 3rd level, you learn one of the following spells: ''[[Spells/ExpeditiousRetreat | expeditious retreat]]'', ''[[Spells/FeatherFall | feather fall]]'', ''[[Spells/Jump | jump]]'', or ''[[Spells/Shield | shield]]''. Starting at 5th level, you also one of the following spells: ''[[Spells/Blur | blur]]'',''[[Spells/DetectThoughts | detect thoughts]]'', ''[[Spells/MistyStep | misty step]]'', or ''[[Spells/TrueSeeing | Enhance Vision]]''. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest. You can also cast these spells using mana if you can cast spells of the appropriate level.
Hexblood . . . by ?: Your Darkvision trait extends to 300 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision.
Dwarf . . . by ?: '''''Speed.''''' 25 ft., but your speed is not reduced by wearing heavy armor. \
Plasmoid . . . by ?: You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. Additionally, you have advantage on saving throws you make to avoid or end the grappled condition on yourself, and creatures have disadvantage on attack rolls to grapple you.
MerfolkSiren . . . by ?: (:include ParagonTraits#AquaticPredator:) (:include ParagonTraits#LuringSong:) !!! Siren Magic You learn more advanced magic of the marids. You learn the ''[[Spells/CharmPerson | charm person]]'' spell and can cast it at will, without spending mana. You also learn your choice of two of the following spells: ''[[Spells/Command | command]]'', ''[[Spells/Enthrall | enthrall]]'', ''[[Spells/HypnoticPattern | hypnotic pattern]]'', ''[[Spells/Suggestion | suggestion]]'', or ''[[Spells/UnearthlyChorus | unearthly chorus]]''. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest. You can also cast these spells using mana if you can cast spells 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 culture).
MerfolkCeceaelia . . . by ?: (:include ParagonTraits#AquaticPredator:) (:include ParagonTraits#UnderwaterCamouflage:)
MixedAncestry . . . by ?: Some creatures have mixed ancestries. Most typically, these creatures come from two ancestries–one from each parent–but sometimes can have three or even four ancestries, especially if their parents come from mixed ancestries as well. To play a mixed ancestry character, use the size and speed of one of your parents. Then, you may choose 4 points worth of traits from any of the ancestries you have access to from your character's parents. When you reach 10th level, you may choose Paragon traits from any of your available ancestries at the DM's discretion, or you may choose the Two Worlds Paragon trait.