Satyr . . . by ?: (:div class="introduction":) Satyrs are mischievous fey-folk with the upper bodies of humanoids and the lower halves of goats. Known for revelry and trickery, chaos normally follows in their wake. (:divend:) '''''Speed.''''' 40 ft. %lime%(1 point)%% \ ->'''''Ram %lime%(1 point)%%.''''' \ ->'''''Mirthful Leaps %lime%(1 point)%%.''''' \ ->'''''Reveler %lime%(1 point)%%.''''' \
Minotaur . . . by ?: You always know which direction is north, and you have %adv%Advantage%% on any ability check you make to navigate or track.
Shifter . . . by ?: (:div class="introduction":) Shifters are people capable of taking on a more bestial form, much in the same manner as lycanthropes, though possess more control due to their less-complete transformations. (:divend:) ->'''''Darkvision %lime%(1 point)%%.''''' \ ->'''''Bestial Instincts %lime%(2 points)%%.''''' \ Channeling the beast within, you have proficiency in '''two''' of the following skills of your choice: [[Mechanics/Athletics]], [[Mechanics/Convince]], [[Mechanics/Investigation]], [[Mechanics/Perception]], or [[Mechanics/Resilience]]. ->'''''Shifting %lime%(1 point)%%.''''' \ (:div class="feature":)
Loxodon . . . by ?: Thanks to your sensitive trunk, you have %adv%Advantage%% on any ability checks that involve smell. You count as one size larger when [[Mechanics/Conditions#grappled | %condition%Grappling%%]] or Shoving a creature, and when determining your carrying capacity and the weight you can push, drag, or lift. You have thick, leathery skin. When you aren't wearing armor, your AC is @@13 + your Constitution modifier@@. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
ParagonTraits . . . by ?: (:div class="feature":) (:divend:)
Dacelan . . . by ?: You gain proficiency with '''one''' of the following skills of your choice: [[Mechanics/Athletics]], [[Mechanics/Convince]], [[Mechanics/Nature]], and [[Mechanics/Resilience]].
Changeling . . . by ?: Thanks to your connection to the fey realm, you gain proficiency with '''two''' of the following skills of your choice: [[Mechanics/Convince]], [[Mechanics/Deception]], [[Mechanics/Insight]], [[Mechanics/Leadership]], or [[Mechanics/Society]]. As a '__Bonus Action__', you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an '__Action__' to revert to your true form or until you die.
Dragonborn . . . by ?: * '''''Skill Proficiency.''''' You gain proficiency in the [[Mechanics/Convince]] skill.
YuanTiPureblood . . . by ?: You can use your '__Bonus Action__' to polymorph into a tiny, small, medium, or large snake, or back into your true form. While in snake form, you can't speak except through your Speak with Ophidians trait, you gain a swim speed equal to your walking speed, and you gain blindsight with a range of 10 feet. Your other statistics are unchanged. Anything you are wearing or carrying transforms with you. You revert to your true form if you die.
Orc . . . by ?: (:include ParagonTraits#PrimalInstincts:)
Catfolk . . . by ?: * '''Hunter's Instincts.''' You have proficiency in one of the following skills of your choice: [[Mechanics/Athletics]], [[Mechanics/Investigation]], [[Mechanics/Nature]], [[Mechanics/Perception]], [[Mechanics/Precision]], or [[Mechanics/Stealth]]. You can choose this legacy multiple times, selecting a new skill each time.
ElfDark . . . by ?: You have proficiency in the [[Mechanics/Insight]], [[Mechanics/Investigation]], or [[Mechanics/Perception]] skill.
Elf . . . by ?: You have proficiency in the [[Mechanics/Insight]], [[Mechanics/Investigation]], or [[Mechanics/Perception]] skill.
Aasimar . . . by ?: *'''Exalted Legacy.''' You learn the ''[[Spells/DivineFavor | divine favor]]'' spell. Starting at 3rd level, you also learn the ''[[Spells/Restoration | restoration]]'' spell. 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.
Firbolg . . . by ?: You learn more advanced magic of the firbolg. You learn the ''[[Spells/DisguiseSelf | disguise self]]'' spell and can cast it at will, without spending mana. You also learn your choice of two of the following spells: ''[[Spells/DetectMagic | detect magic]]'', ''[[Spells/DetectPoisonAndDisease | detect poison and disease]]'', ''[[Spells/LocateResources | locate resources]]'', ''[[Spells/LocateTarget | locate target]]'', or ''[[Spells/RemoveCurse | remove curse]]''. 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.
Tiefling . . . by ?: *'''Legacy of Chaos.''' You know the ''[[Spells/Prestidigitation | prestidigitation]]'' cantrip. You learn the ''[[Spells/ChromaticOrb | chromatic orb]]'' spell. Starting at 3rd level, you also learn the ''[[Spells/AlterSelf | alter self]]'' spell. 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.
MerfolkSiren . . . by ?: You learn more advanced magic of the marids. You learn the ''[[Spells/CharmCreature | charm creature]]'' 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.
Kitsune . . . by ?: You learn more advanced magic of the kitsune. You learn either the ''[[Spells/DancingLights | dancing lights]]'' or ''[[Spells/Prestidigitation | prestidigitation]]'' cantrip. You also learn your choice of two of the following spells: ''[[Spells/CharmCreature | charm creature]]'', ''[[Spells/ColorSpray | color spray]]'', ''[[Spells/DisguiseSelf | disguise self]]'', ''[[Spells/HypnoticPattern | hypnotic pattern]]'', ''[[Spells/Invisibility | invisibility]]'', ''[[Spells/Mischief | mischief]]'', or ''[[Spells/Suggestion | suggestion]]''. You can cast these spells once each without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
Dhampir . . . by ?: * '''''Increased Speed.''''' Your movement speed increases by 10 feet. * '''''Inhuman Leap.''''' As a '__Bonus Action__', you can jump a number of feet equal to @@five x your proficiency bonus@@, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a '__Long Rest__'.
Kenku . . . by ?: ->'''''Expert Duplication %lime%(1 point)%%.''''' \ ->'''''Kenku Recall %lime%(2 points)%%.''''' \ ->'''''Mimicry %lime%(1 point)%%.''''' \ You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful '''[[Mechanics/Insight | Wisdom (Insight) check]]''' against a DC of @@8 + your proficiency bonus + your Charisma modifier@@.
Gnoll . . . by ?: 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. 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__'.
DwarfDeep . . . by ?: (:div class="introduction":) (:divend:)
Dwarf . . . by ?: (:div class="introduction":) Dwarves are stout folk who live in complex mountain societies built upon fine craftsmanship and old traditions. (:divend:)
Centaur . . . by ?: Your hooves are natural weapons with the finesse property that you can use to make unarmed strikes. If you hit with them, you can deal %physical%bludgeoning 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. 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.
Bugbear . . . by ?: (:div class="introduction":) Bugbears are hairy goblinoid that possesses traits that are reminiscent of bears and are known for their strong and lanky builds. (:divend:) ->'''''Darkvision %lime%(1 point)%%.''''' \ ->'''''Fey Ancestry %lime%(1 point)%%.''''' \ ->'''''Long-Limbed %lime%(1 point)%%.''''' \ ->'''''Powerful Build %lime%(1 point)%%.''''' \
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.
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.
Lizardfolk . . . by ?: ''As in '''Mordenkainen Presents: Monsters of the Multiverse''''' except it has the Finesse property and can use Dexterity.
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.
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.
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.