Extraordinarily rare in Eberron, the Aasimar are all descended from some kind of divine being, usually a coatl or an angelic servant of one of the gods of the Sovereign Host or Dark Six. They all look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features include hair that shines like metal, jewel-tone eyes, lustrous skin color, or even glowing golden halos.
All Aasimar share the following traits:
Ability Score Increase: Your Charisma increases by 2.
Age: Aasimar mature at the same rate as humans, but they can live up to 160 years.
Size: Aasimar have the same range of height and weight as humans.
Speed: Your base walking speed is 30 feet.
Darkvision: Thanks to your Celestial heritage, you have superior vision in dark and dim conditions. 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.
Celestial Resistance: You have resistance to necrotic damage and radiant damage.
Healing Hands: 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.
Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it.
Languages: You can speak, read, and write Common and Celestial.
Subrace: Three subraces of aasimar exist: Protector Aasimar, Scourge Aasimar, and Fallen Aaasimar. Choose one of them for your character.
Ability Score Increase: Your Wisdom score increases by 1.
Radiant Soul: Starting at 3rd level, 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. While active, you have a flying speed of 30 feet, and 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 your level. Once you use this trait, you can't use it again until you finish a long rest.
Ability Score Increase: Your Constitution score increases by 1.
Radiant Consumption: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you. Your transformation lasts for 1 minute or until you end it as a bonus action. While active, 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 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.
Ability Score Increase: Your Strength score increases by 1.
Necrotic Shroud: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, 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 turn. Your transformation lasts for 1 minute or until you end it as a bonus action. While active, 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 spell. The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
The dragonborn come from Argonnessen, the continent of the dragons. While the beaches of Argonnessen are populated by the tribes of the Seren, within the jungles of the continent's interior lie the great city-states of the dragonborn. The dragonborn rarely leave Argonnessen, with the exception of a large colony of dragonborn that founded a settlement in the land now known as Q'barra.
Ability Score Increase: Your Strength score increases by 2, and your Charisma score increases by 1.
Age: Young Dragonborn grows quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Size: Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Breath Weapon: 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 level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.
Damage Resistance: You have resistance to the damage type associated with your draconic ancestry.
Languages: You can speak, read, and write Common and Draconic.
Draconic Ancestry: You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table below. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
Before Galifar's reign the Dwarves lived in the Frostfell, living as barbarians. The Dwarves believed that their ancestors immigrated to Khorvaire for a better life in -12,000. It is believed that upon arriving in the North-Eastern mountains the Dwarves began mining almost immediately. Upon arrival, the dwarves entered a long conflict with the native Jhorash'tar, a battle that continues to this day. The Dwarven clans also battled amongst each other over riches and power until Galifar imposed peace on them. Still, despite this, grudges remained and so the aggressions continued except now in the form of espionage and sabotage.
All dwarves share the following traits:
Ability Score Increase: Your Constitution score increases by 2.
Age: Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. 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.
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency: You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
Stonecunning: 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.
Languages: You speak, read, and write Common and Dwarvish.
Subrace: Three subraces of dwarf exist: Hill Dwarf, Mark of Warding Dwarf, or Mountain Dwarf. Choose one of them for your character.
Ability Score Increase: Your wisdom score increases by 1.
Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
You possess a Dragonmark and are an Heir to the House of Kundarak or are an exorciate exiled from your house. You possess the following traits.
Ability Score Increase: Your Dexterity and Intelligence scores increase by 1.
Master of Locks: When you make an Intelligence (History), Intelligence (Investigation), or Thieves' tools check involving lock and trap mechanisms, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
Wards and Seals: You can use your mark to cast the alarm spell as a ritual. Starting at 3rd level you can cast arcane lock 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.
Ability Score Increase: Your Strength score increases by 2.
Dwarven Armor Training: You have proficiency with light and medium armor.
Elven culture began on the distant continent of Xen’drik. Tens of thousands of years ago, the elves rose up against the giants who ruled that land. Ultimately, the elves fled from Xen’drik and settled the island nation of Aerenal. There they split into two distinct cultures: the introspective Aereni and the warlike Tairnadal. While neither of these cultures has much interest in human activities, a small number of elves have immigrated to Khorvaire over the years and have integrated with the cultures of the Five Nations. Dragonmarked individuals are distinct subtypes of elves with abilities and magic bestowed on them by their dragonmark.
Aereni Elves are those that moved to the island continent of Aereni and follow the edicts of the Undying Councillors and the Sibling Kings. They worship still living representations of their ancestors. Valenar Elves are descended from the Aereni type, but sought are inspired by the martial prowess of their ancestors who fought the Giants. They forged a nomadic culture on the continent of Khorvaire in the newly recognized Kingdom of Valenar. Drow were created by the Sulatar Firebinders to hunt other Elves and have an instinctive hatred towards all Elves.
All elves share the following traits:
Ability Score Increase: Your Dexterity score increases by 2.
Age: Although elves reach physical maturity around the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass wordly experience. An elf typically claims adulthood and an adult name around the age 100 and can live to be 750 years old.
Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is medium.
Speed: Your base walking speed is 30 feet.
Darkvision: 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 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.
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: Descended from the Fey of the Feyspires, you have advantage on saving throws against being charmed and magic can't put you to sleep.
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious for 4 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 benefit that a human does from 8 hours of sleep.
Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar.
Subrace: Nine subraces of elf exist: Aereni High Elf, Aereni Wood Elf, Eladrin, Mark of Shadow Elf, Sulatar Drow, Umbragen Drow, Valenar High Elf, Valenar Wood Elf, and Vulkoori Drow. Choose one of them for your character.
Ability Score Increase: Your Intelligence score increases by 1.
Aereni Elf: An Aereni elf can choose one skill or tool proficiency. Your proficiency bonus is doubled or any ability check you make that uses that chosen proficiency.
Cantrip: You know one cantrip of your choice from the wizard spell list. intelligence is your spellcasting ability for it.
Extra Language: You can speak, read, and write one extra language of your choice (usually Giant).
Ability Score Increase: Your Wisdom score increases by 1.
Aereni Elf: An Aereni elf can choose one skill or tool proficiency. Your proficiency bonus is doubled or any ability check you make that uses that chosen proficiency.
Fleet of Foot: Your base walking speed increases to 35 feet.
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
The Elven Fey of the Feyspires are all Eladrin. Those captured by the Giants of Xen'drik degenerated into the elves that we all know.
Ability Score Increase: Your Intelligence score increases by 1.
Age: Unlike other elves which have a definitive lifespan, Eladrin are effectively immortal unless killed by an outside source, such as weapon damage, disease, or poison.
Eladrin Weapon Training: You have proficiency with the longsword, shortsword, short bow, and longbow.
Fey Step: You can cast the misty step spell once using this trait. You gain the ability to do so when you finish a short or a long rest.
Mark of Shadow Elf
You possess a Dragonmark and are either an Heir to the Houses of Phiarlan or Thuranni or are an exorciate exiled from your house. You possess the following traits.
Ability Score Increase: Your Charisma score increases by 1.
Natural Talent: You gain proficiency with one musical instrument or the Performance skill.
Gift of the Shadows: When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
Shape Shadows: You know the minor illusion cantrip. Charisma is your spellcasting ability for this trait.
Slip Into Shadows: You can use the Hide action as a bonus action, even if you have no cover or if you're under observation. Regardless of whether you succeed or fail, once you use this ability, you can't use it again until you finish a short or long rest.
Sulatar Drow
A small faction of Drow, the Sulatar have held fast to the traditions of their creators. The Sulatar have access to some techniques and artifacts of the Sulat giants, notably techniques involving the binding of fire elementals.
Ability Score Increase: Your Intelligence score increases by 1.
Age: Drow are short-lived for Elves. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of Xen'drik often claim them before their time.
Firebinder: Starting at 3rd level, a Sulatar Drow can cast the conjure minor elementals spell, always summoning a CR 2 Fire Elemental. The fire elemental is under the drow's control as long as concentration is maintained. If the drow's concentration drops at any point, the elemental will begin to attack the drow. The elemental lasts for one hour unless dismissed while the drow has concentration, or the drow dies.
Sulatar Magic: You know the produce flame cantrip.
Languages: Instead of speaking Common, Drow speak the language of Giants.
After the Elf-Giant War, this Drow subspecies fled underground, taking refuge in Khyber. There they found a source of dark power and bound their clan to it, drawing strength from this mysterious Umbra. These Umbragen are the most advanced of the Drow cultures, but they are locked in a conflict with the horrors of Khyber and they are slowly losing that war.
Ability Score Increase: Your Charisma score increases by 1.
Age: Drow are short-lived for Elves. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of Khyber often claim them before their time.
Superior Darkvision: Your darkvision has a range of 120 feet, instead of 60.
Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
Umbragen Magic: You know the dancing lights cantrip. When you reach 3rd level, you can cast faerie fire once, and it recharges after a long rest. When you reach 5th level, you can cast darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.
Umbragen Weapon Training: You have proficiency with rapiers, shortswords, and hand crossbows.
Languages: Instead of speaking Common, Drow speak the language of Giants.
Ability Score Increase: Your Intelligence score increases by 1.
Valenar Elf: A Valenar elf gains proficiency with the scimitar, double scimitar, longbow, and shortbow.
Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Extra Language: You can speak, read, and write one extra language of your choice (usually Giant).
Ability Score Increase: Your Wisdom score increases by 1.
Valenar Elf: A Valenar elf gains proficiency with the scimitar, double scimitar, longbow, and shortbow.
Fleet of Foot: Your base walking speed increases to 35 feet.
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
The bulk of the Drow are Vulkoori. Their ancestors took refuge in the deep jungles of Xen’drik and developed their own traditions. They are a primitive tribal culture; many focus their devotion on the scorpion spirit Vulkoor, while others revere a pantheon of primal spirits. Some tribes pursue an endless vendetta against the giants, taking vengeance against their ancient oppressors. Others are simply concerned with survival.
Ability Score Increase: Your Constitution score increases by 1.
Age: Drow are short-lived for Elves. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of Xen'drik often claim them before their time.
Vulkoori Elf: A Vulkoori drow gains proficiency with the shortsword, shortbow, and poisoner's kit.
Vulkoori Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Frightful Presence: Each Elf of the drow's choice that is within 30 feet of the drow and aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute. An affected Elf can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If an elf's saving throw is successful or the effect ends for it, the creature is immune to the drow's Frightful Presence for the next 24 hours. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.
Languages: Instead of speaking Common, Drow speak the language of Giants.
Gnomes originated on the plane of Thelanis, with the other races of the fey. On Thelanis, the gnomes joined the eladrin of the Summer Court. These gnomes inhabited the various eladrin feyspires.
At some point in the past, during one of the frequent coterminous periods between Thelanis and Eberron, a large number of gnomes migrated to Khorvaire. While some of these gnomes spread across the continent, most of these gnomes settled in an area on the southern portion of Khorvaire.
All gnomes share the following traits:
Ability Score Increase: Your Intelligence score increases by 2.
Age: Gnomes mature at the same rate humans do, and most are expected to settle down into adult life by around age 40. They can live 350 to almost 500 years.
Size: Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Speed: Your base walking speed is 25 feet.
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. 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.
Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Languages: You can speak, read, and write Common and Gnomish.
Subrace: Three subraces of gnome exist: Forest Gnome, Mark of Scribing Gnome, and Rock Gnome. Choose one of them for your character.
Ability Score Increase: Your Dexterity score increases by 1.
Natural Illusionist: You know the minor illusion cantrip. Intelligence is your spellcasting modifier for it.
Speak with Small Beasts: Through sounds and gestures, you may communicate simple ideas with Small or smaller beasts.
You possess a Dragonmark and are either an Heir to the House of Sivis or are an exorciate exiled from your house. You possess the following traits.
Ability Score Increase: Your Charisma score increases by 1.
Gifted Scribe: You are proficient with the calligrapher's supplies and the forgery kit. When you make an ability check using either one of these tools, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
Scribe's Insight: You can cast comprehend languages once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for it.
Whispering Wind: You know the cantrip message. Intelligence is your spellcasting ability when casting it.
Extra Language: You can speak, read, and write one extra language of your choice.
Ability Score Increase: Your Constitution score increases by 1.
Artificer's Lore: Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.
Tinker: You have proficiency with artisan 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 your action to dismantle it, at that time, you 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 campire. 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.
At your GM's discretion, you may make other objects with effects similar in power to these. The prestidigitation cantrip is a good baseline for such effects.
Humans come from the continent of Sarlona far to the east of Khorvaire. Roughly 2000 years ago, they traveled west, taking land from the various Goblin and Orc nations until they forged the single massive Kingdom of Galifar that spanned most of the continent of Khorvaire. Thus they are a predominant race on two continents. Humans from either of the two continents are primarily either the standard human type or the feat variant. Dragonmarked individuals are separate types of humans with abilities and magic bestowed on them by their dragonmark.
Choose one of the seven options below: Human, Feat Variant Human, Mark of Handling Human, Mark of Making Human, Mark of Passage Human, Mark of Sentinel Human or Regional Variant Human. If you choose Regional Variant Human, choose a Subrace as well: Aundarian, Brelish, Cyran, Karrnathi, Lhazaarite, or Thranish
All humans share the following traits.
Age: Humans reach adulthood in their late teens and live less than a century.
Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and one extra language of your choice.
Ability Score Increase: Your ability scores each increase by 1.
Ability Score Increase: Two different ability scores of your choice increases by 1.
Skills: You gain proficiency in one skill of your choice.
Feat: You gain one feat of your choice.
You possess a Dragonmark and are either an Heir to the House of Vadalis or are an exorciate exiled from your house. You possess the following traits.
Ability Score Increase: Your Dexterity and Wisdom scores both increases by 1. In addition, one ability score of your choice increases by 1.
Wild Intuition: When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
Expert Handling: You can use the help action to aid an ally animal companion within 30 feet of you, rather than 5 feet of you.
Primal Connection: You can cast animal friendship once with this trait and regain the ability to do so when you finish a short or long rest. Wisdom is your spellcasting ability for this spell.
The Bigger They Are: When you cast a spell that affects only beasts, it also affects monstrosities with an Intelligence score of 3 or lower.
You possess a Dragonmark and are either an Heir to the House of Cannith or are an exorciate exiled from your house. You possess the following traits.
Ability Score Increase: Your Intelligence and Dexterity scores increase by 1. Increase either Intelligence or Dexterity by an additional 1 point.
Maker's Gift: You know the cantrip mending and gain proficiency with one type of artisan's tools.
Magecraft: You can create a temporary magic item out of common materials. Choose a cantrip from the wizard spell list. Describe the item connected to it. As long as you possess the item, you know that cantrip. At the end of a long rest, you can replace it with a new item and select a new cantrip from the wizard spell list. Intelligence is your spellcasting ability for these cantrips.
Spellsmith: You can spend one minute to weave a temporary enchantment into a nonmagical suit of armor or weapon. For the next hour, the object becomes a magic item, gaining a +1 bonus to AC if it is armor or a +1 bonus to hit and damage if it is a weapon. Once you use this trait, you can't use it again until you finish a long rest.
You possess a Dragonmark and are either an Heir to the House of Orien or are an exorciate exiled from your house. You possess the following traits.
Ability Score Increase: Your Dexterity score increases by 2 and one other ability score of your choice increases by 1.
Courier's Speed: Your base walking speed increases to 40ft.
Intuitive Motion: When you make a Strength (Athletics) check or any ability check to operate or maintain a land vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
Orien's Grace: When you use the Dash action, difficult terrain doesn't cost extra movement on that turn.
Shared Passage: As a bonus action you can teleport a distance up to your walking speed, ending in an unoccupied space that you can see. You can bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this trait. Once you use this trait, you can't use it again until you finish a long rest.
You possess a Dragonmark and are either an Heir to the House of Deneith or are an exorciate exiled from your house. You possess the following traits.
Ability Score Increase: Your Strength and Wisdom scores both increases by 1. In addition, one ability score of your choice increases by 1.
Sentinel's Intuition: When you roll for Initiative or make a Wisdom (Perception) check to notice a threat, you can roll one Intuition die, a d4, and add it to the ability check.
Sentinel's Shield: You know the cantrip blade ward. You can cast shield once with this trait and regain the ability to do so after you finish a short rest or long rest.
Vigilant Guardian: As an action, you can designate an ally you can see as your ward. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks made to spot threats to your ward. In addition, when you are within 5 feet of your ward, and that creature is the target of an attack you can see, you can use your reaction to swap places with your ward. When you do, you become the target of the attack.
Considering the vast size of the continent of Khorvaire and the Kingdom of Galifar, it comes as no surprise that humanity in it's mutable nature would distinguish itself into separate cultures.
Ability Score Increase: Two different ability scores of your choice increases by 1.
Skills: You gain proficiency in one skill of your choice.
Subrace: Six Regional subraces of Humans exist: Aundarian, Brelish, Cyran, Karrnathi, Lhazaarite, and Thranish. Choose one of them for your character.
Magical Heritage: You have advantage on all Intelligence (Arcana) checks.
Well Read: You can speak, read, and write an additional language of your choice.
Watchful: You have a +1 bonus to Passive Wisdom (Perception)
Brelish Weapon Training: You have proficiency with axes, glaives, and spears.
Eager: You have a +1 bonus to initiative rolls.
Equestrian. Whenever you make a Wisdom (Animal Handling) check involving horses, you are considered proficient in the Animal Handling skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Though the nation of Cyre has been destroyed, enough of your people exist across Khorvaire to keep the culture alive, including the repatriated settlement of New Cyre in Breland.
Cyran Weapon Training: You have proficiency with longswords, shortswords, and warhammers.
Thronelands: Whenever you make a Charisma (Persuasion) check to interact with other humans, you are considered proficient in the Persuasion skill.
Skilled: You begin with an artisan's tool proficiency of your choice.
Disciplined: You have advantage on saving throws against being frightened.
Karrnathi Weapon Training: You are proficient with the long sword, short sword, long bow, and short bow.
Conqueror: You possess a game set called Conqueror and are proficient in it's use. It's the national game of Karrnath
Seaborn: You have proficiency with vehicles (water). You have advantage on Strength (Athletics) checks for swimming.
Skywatching: You have advantage whenever you make an Intelligence (Nature) check related to weather prediction.
Lhazaarian Weapon Training: You have proficiency with short bows, nets, and tridents.
Long Ride. You can take long rest while riding slowly on horseback and doing nothing else. The horse must follow another horse or be led by someone.
Religiousity: The faith of the Silver Flame is deeply ingrained in Thranish culture. Whenever you make a Intelligence (Religion) check involving the Church of the Silver Flame, you are considered proficient in the Religion skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Sense for Truth. Whenever you make a Wisdom (Insight) check to determine if someone is lying, you are considered proficient with the Insight skill and add your proficiency bonus to the check.