Humans are the dominant species in the inner kingdoms. You know what a human is.
Size: medium
Speed: 30 feet
Ability scores: +2 to one of choice or +1 to two of choice.
Proficiencies:
Any 3 skills or tools.
Determination - You can gain advantage on a roll once per rest.
Bonus feat - You gain 1 extra feat of your choice at lvl 1.
Dwarves are a shorter and stockier race that inhabits the realms between. Dwarves live relatively long lives, where they spend many years with their kin with interruptions to venture out into the larger world, with a propensity for living underground, or on the foothills of mountains, or even betwixt large chasms or cliffs. Dwarves tend to prioritize utility, harsh lessons, and practical skills.
Size: medium
Speed: 25 feet
Ability scores: +2 con and +2 to either str/wis/int.
Proficiencies:
Light armor
Light shields
tool
2 skills
Choose two:
Drunkard - Gain a +1 bonus to strength. Receive a -2 penalty to strength every rest so long as you do not have a drink. You gain a +1 bonus to checks made to start a riot or fight.
Dwarven craftsmanship - Gain a +1d4 bonus to tool checks. Once per long rest, when creating an item, you can increase one of its properties by +1.
Dwarven fortitude - resistance to poison and advantage on all saves against being poisoned. You gain +1 health per level, including at lvl 1.
Dwarven sturdiness - So long as you have at least 1 rest dice, your armor provides you with an additional instance of block at the start of combat.
Dwarven table-manners - Gain a +1 bonus to persuasion, intimidation, and insight checks.
Dwarven weapon training - Gain proficiency with 2 weapon groups that are either melee or crossbows.
Heavy hauling - Reduce bulk from armor and items by 1. Armor does not reduce your movement speed. Gain advantage on all checks made to carry heavy objects.
Ironbeard - You gain a +1 bonus to AC and block checks.
Tunnel sight - Gain darkvision at a range of 30 feet. Gain a +1d4 bonus to checks made to find hidden passages and doors.
Dragonborn, often deemed Drakonids, Serpentine, or People of the serpent, are the descendants of a cult that sought to transform themselves by imbibing the blood and hearts of dragons. They appear as large scaled bipedal beings with serpent eyes and fangs. While the ritual of ascension was lost, their descendants still live on with the gifts of scales and fire-breathing. Dragonborn settlements are rare and far from society. The mentality of the dragonborn is twisted from the transformation, with many of them either descending into fits of rage and anger, or lacking stronger positive emotions and having a greater desire for wealth and power, or even some cases resulting in feral Drakonids. Many do venture out into the world, but tend to live solitary lives, which causes many of the inner kingdoms to be weary of their presence.
Size: large
Speed: 30 feet
Ability scores: +2 con, -2 to cha, +2 to another.
Proficiencies:
1 from athletics, survival, nature, history, intimidation, or arcana.
1 weapon group of choice.
Fire breath: You can spend 1 rest dice to breathe fire in a (5ft + 5ft per con bonus) cone. Creatures struck must make a dexterity save, taking 1d6 fire damage per proficiency bonus, and 1d6 fire damage per 2 character levels on a failed save, and half damage on a successful one. The DC is equal to 8 + proficiency + con bonus. After use, you must roll a 1d8 chance dice at the start of every next turn, regaining use of the ability on a 2 or lower.
Large lizard: You gain a -1 penalty to AC and have your maximum block reduced by 1. You can wield large agile and light weapons as normal, and can wield large one-handed or versatile weapons that are neither light nor agile as normal two-handed weapons.
(Large weapons have their damage dice size increased by 1 seize category.)
Choose two:
Scaled beast - You gain damage reduction 1.
Dragon heart - Your rest dice maximum is increased by 1.
Drake claws - Your unarmed strikes deal slashing damage. Your unarmed damage dice are increased by 1 size category.
Wyvern shriek - You can use fire-breath to deal sonic damage to all creatures within a radius equal to fire breaths range. The save is changed to con instead.
Draconic aspect - Choose a damage type: fire, cold, lightning, acid, poison. Fire breaths damage is increased by 1d6, and half the damage dealt is changed to the chosen damage type. You gain resistance to the chosen damage type.
Serpent eyes - Gain perfect darkvision, gain a +2 bonus to perception checks, and gain a +2 bonus on checks made to follow tracks and detect hidden creatures.
Elves are a long lived race that has lost its origin to time, but retains many well honed instincts from a time long gone, as well as other more adapted-traits. They tend to either settle among the other races, such as humans or dwarves, or to found isolated settlements. Their mind and nature lends them well to the pursuit of knowledge, but their adaptability makes elves one of the most prominent elder race to spawn various offshoots. As a result, elves have long-since divided themselves more by blood than by banner, oath, or border.
Size: medium
Speed: 35 feet
Ability scores: +2 dex and +2 to another.
Proficiencies:
Any 2 skills.
1 language.
Tracing - Your rest dice maximum is increased by 1.
Choose one:
Arcane intuition - You learn 1 arcane cantrip of your choice. You use your highest mental ability score as the casting attribute. Upgrade the cantrip in on the following ways at 1st, 5th, and 9th level: increase any associated duration by 1 turn, increase any associated DC by 1, gain a +1 bonus to any associated attacks, or grant it a new upgrade from it's own list
Attuned form - You can wear an extra ring and an extra medallion. You gain a +1 bonus to interact with magical items.
Eladrii descendant - You gain a +1 bonus to strength. You possess horns and thus cannot wear helmets not made for you. You can spend 1 rest dice to gain a 1d6 bonus to a strength or dexterity check.
Fae luck - You can reroll an ability check or chance dice twice per rest.
Elven marksmanship - Your ranged attacks add your intelligence modifier to the amount of damage dealt.
Fae-blooded - You gain a +2 bonus to charisma. You can use charisma for your nature checks.
Heavy soul - You gain a +1d6 bonus to saves made against necromancy, transmutation, enchantment, and illusion type magical spells and abilities.
Moon-blooded - You can see perfectly in the dark, and your rest dice maximum is increased by 1.
Noble-line - Gain proficiency with two weapon groups of choice. Learn an extra language. Gain proficiency with a tool, game set, and instrument of choice. Gain a +1 bonus to persuasion. Learn a divination, illusion, or enchantment cantrip and use charisma as the casting modifier.
Outcast house descendant - You gain proficiency with 2 skills of choice, 1 weapon group, and with 1 tool. Learn a minor hex and upgrade it once uppon reaching 2nd character level.
Shadow-lineage - You gain proficiency with all agile weapons. You can use dexterity as the casting modifier in place of charisma or intelligence for cantrips, spells, scrolls, and wands. Gain 160 ft of darkvision.
Sun-blooded - You gain +4 max HP. The DC of your spells and the block dc of your attacks is increased by 1. Healing you give and receive is increased by 1.
Tiefling - Learn an occult cantrip of choice. Use your int or charisma as the casting modifier. Upgrade the cantrip in one of the following ways: Deal an extra 1d4 damage of choice, reduce casting time from an action to a bonus action, reduce casting time from bonus action to move action, or double range.
Firbolgs are a large, relatively long lived, and pleasant race that trace their history back to the fall of giants, though much of this is only partially retained in song and oral tradition. Firbolgs generally tend to prefer their own kind to others, not due to disdain but from aversion to trouble. Firbolgs do not create new settlements, and instead tend to inhabit old hidden Firbolg groves and rarely wander out into the world. Most smaller firbolgs tend to pass as large rugged or odd humans or half-elves, with a wise attitude, though for the larger members of the race it becomes apparent that they are something else. Firbolg attitudes tends to lead them to live lives of homesteading or slow but masterful craftsmanship, which often makes them unaware of current events in the outside world.
Size: Large
Speed: 25 feet
Ability scores: +2 str, +2 con, +1 to two others.
Proficiencies:
1 of survival, medicine, nature, or history.
1 skill or tool of choice.
1 language.
Gentle giant - You gain a -1 penalty to AC and 1 less base block from dex(min 0.) You can wield large one handed weapons as though they were two-handed medium weapons.
(Large weapons have their damage dice size increased by 1 seize category.)
Choose one:
Very hearty - You gain +2 health per level, including at lvl 1.
Know other - You can spend 1 rest dice to gain a +5 bonus to an insight checks.
Homebuilder - Your ability scores gain a +2 bonus only during rests. You gain 1 free rest dice to use for rest activities every rest.
Large even for a Firbolg - You can now wield large weapons as normal.
Lumbering giant - Your rest dice maximum is increased by 1. You have 1 extra death save slot. You gain a +2 bonus to strength. Your movement speed is reduced by 5 feet.
In more astute and scholarly circles, the Ginasi is a collective term used for what happens when through either arcane or similar ritual, a sophisticated enough elemental is allowed to persist in the material realm and adapts to the natural cycles of life. It is rumored that they would not be possible without the aid of druids. Most Ginasi seen in the inner kingdoms and lands beyond are the descendants of such creatures, and are as such over time morphed into a more humanoid and understandable form, often appearing as enchanted elves or dwarves. Very few Ginasi lines are found, and no settlements are known. Most ginasi are very individualistic and tend to reside among either traveling bands, or sophisticated urban society. They are still a subject of study.
Size: medium
Speed: 30 feet
Ability scores: +1 to three ability scores of choice.
Proficiencies:
Any 1 skill.
1 language.
Elemental affinity - Choose an energy type: fire, cold, lightning, acid, sonic, or force. You gain resistance to the damage type of choice. You can be healed by spells that heal elementals, even though you no longer truly count as one.
Ginasi lineage - Choose one:
Distant descendant - Gain a feat of choice.
Enchanted birth - As you level up, you gain abilities at their corresponding levels:
You learn a cantrip of choice
At lvl 1 you learn one lvl 1 spell of choice and have an innate lvl 1 spell slot that can be used to cast a spell you know. The spell slot is regained on rest.
At lvl 3 you learn one lvl 2 spell of choice and have an innate lvl 2 spell slot that can be used to cast a spell you know. The spell slot is regained on long rest.
At lvl 5 you learn another lvl 1 or 2 spell of choice. Your lvl 2 spell slot is regained on rest.
Native elemental descendant - Gain immunity to elemental affinity type. Gain darkvision. Gain a +1 bonus to 3 saves of choice, including death saves.
Pactborn - You gain +1 rest dice.
Stoneborn - Your max HP is increased by 5. You gain +1 block at the start of combat.
Ginasi gift - choose one:
Elemental touch - your melee attacks deal an extra 1d4 damage of the type chosen in elemental affinity.
Enchanted flesh - you gain +4 max HP and always gain 1 temporary block at the start of combat.
Arcana-affinity - Either learn a cantrip or upgrade a cantrip you know. Gain 1 arcane ginasi point that can be spent to further upgrade a cantrip when casting it, to upgrade a spell you cast by 1 lvl or a spell slot you intend to use by 1 lvl. The special point is regained every rest.
Dual-elemental - Choose another elemental affinity.
A Griphir is any member of a armed bipedal wingless bird-like people, whos society is split into hosts. Most hosts are clan-based outposts or settlements that are well guarded from outsiders and adhere to codes of honor and tradition. Due to their size and nature, most hosts are isolationist, focusing inwards on hierarcies and contests, though they have a propensity for engaging in the act of trade with friendly outsiders. Their origin is rumored to go back to a previous age in which the original hosts migrated away from a war-torn continent that fell to magic calamity.
Size: large
Speed: 30 feet
Ability scores: +2 to dexterity, +2 to another ability score of choice.
Proficiencies:
1 of survival, accrobatics, athletics, investigation, or insight.
2 languages of choice.
Large bird claws - you can wield large light or agile weapons as though they were medium. You can treat heavy shields as light shields. You cannot wear boots, but you have two extra ring slots.
(Large weapons have their damage dice size increased by 1 seize category.)
Choose 1 originator host:
The griphon lord - Your appearance is more that of a brown, wide-beaked griphon. You gain +1 max HP per level, and your rest dice maximum is increased by 1.
The crowfather - Your appearance is more of that of a dark red-eyed crow. You gain a +1 bonus to arcana, investigation, and insight checks. You gain a +2 bonus on checks made to interact with magical items, runes, and arcane devices.
The morning-caller - Your appearance is more that of a rooster or cockatrice-headed being with white or gray feathers. You can heal an extra 1d10 health and restore 1 extra rest dice every rest. Your unarmed attacks deal an extra 1d6 slashing damage.
The serpent-slayer - Your appearance is more that of a hawk-beaked being. You can wield non-light and non-agile large one-handed or versatile weapons as though they were light one-handed weapons or two-handed weapons respectively. You gain +1 block at the start of combat.
The songbird - Your appearance is softer and that of a songbird, and you are small enough to have your size changed to medium. You gain a +1 bonus to charisma and dexterity.
The Stargazer - Your appearance is more owl-like. Gain 120ft of darkvision. You gain a +1 bonus to wisdom. You gain a +1 bonus to saves vs spells and magical effects.
A half-elf is the descendant of partial elven parentage, either through sheer luck or more strange means(and in some cases arcane experimentation) as typically the races cannot interbreed. Half-elves are in many aspects similar to humans, though to many elves they appear perpetually to retain the mindset of elven youth. Their mentality places them somewhat at odds with their much shorter lifespan, leading half-elves to often pursue excellence, glory, or adventure.
Size: medium
Speed: 30 feet
Ability scores: +2 int and +1 to any other
Proficiencies:
3 of any skill, tool, language, instrument, or weapon.
expertise with 1 skill of choice.
Striving nature - You have 2 striving dice. You can spend a striving dice to add a +1d3 bonus to any d20 roll, damage roll, healing roll, or duration roll you make. Points are fully regained every rest.
Whenever you spend rest dice, you regain 1 striving dice. You cannot have more than 2.
Half-orcs are the long descendants of the old great clans that were once the slave followers of a now-dead god of war. They have since been scattered throughout the world into many different tribes, clans, and bloodlines. Some tend to still follow the old ways, living in isolate and warring clans on the edges of civilization while retaining a more savage look, or even selecting kin based on visceral appearance, whereas some have since integrated into either human or dwarf society. They tend to lead lives that require great toughness and strength.
Size: medium
Speed: 30 feet
Ability scores: +2 str and +2 to either dex/con/wis
Proficiencies:
1 tool.
1 weapon group choice.
1 of athletics, survival, intimidation, or deception
Choose three:
Civilized clan - Gain proficiency with a skill and language of choice.
Dark sight - You gain darkvision out to 90 feet.
Fearless - You gain advantage on all saves made against fear and terror effects. If another effect would also grant you advantage against fear effect, roll an extra d20.
Fighting spirit - Once per long rest, you can spend a rest dice when being reduced to 0 hp. If you choose to do so, you are instead reduced to 1 hp.
Half-orc fortitude - Gain a +2 bonus to constitution saves and rolls.
Nocturnal - Gain a +1 bonus to skill checks that you are proficient with during night or darkness.
Snout - Gain the strong scent ability. You gain advantage on all perception and investigation checks involving smell.
Stubborn - Once per rest, you can spend a rest dice when rolling any d20 check with disadvantage to reroll the lowest die.
Tough hide - Reduce all incoming damage by 1.
Wandering clan - You learn 2 languages and gain a +1d4 bonus to survival checks.
Warrior clan - Gain proficiency with a two-handed weapon, a light weapon, a reach weapon, a ranged weapon, a thrown weapon, and a shield of choice.
Kobolds are a race of small lizard-like humanoids with lean and lanky limbs. They tend to exist on the fringes of the inner kingdoms and other high society, since for many of them, the concept of money is still a new invention. Some of the kingdoms and settlements see them as a pest, while some tend to keep them as either pets or slaves. Kobolds tend to live in caves or underground lairs. Various historians speculate that kobolds were granted the gift of language and thus do not deserve it. Kobolds mentality is all over the place and it is generally unclear what lives they lead, how long they could live given perfect circumstances, and how their societies are structured.
Size: small
Speed: 25 feet
Ability scores: +2 dex and +1 to any other
Proficiencies:
1 tool
1 from athletics, survival, or stealth
1 of pickaxes, daggers, or spears
Kobold frailty - Kobolds gain -1 health per level, including at 1st level. This cannot reduce health gained per level below 1.
Nocturnal sight - You have 120 feet of darkvision.
Choose two:
Kobold skittering - Your movement speed is increased by 15.
Prehensile tail - You can always hold on to one object with your tail. You can slap a creature with your tail or attack with a light one-handed weapon it is carrying as a bonus action. A simple slap deals 1 + dexterity bonus damage.
Scaled - You add your constitution bonus to death saving throws. If a critical hit would reduce you to 0 health, it instead reduces you to 1.
Scavenger belly - You cannot be sickened or poisoned, and you take 1 less poison and acid damage
Small and swift - Gain a +1 bonus to AC, dexterity saves, and stealth checks.
Snake fangs - You can spend a rest dice to bite a creature as an action. Make a melee attack, dealing 1d4 + your con bonus piercing damage and 1d4 + your con bonus poison damage. The target must make a constitution save vs a DC of 8 + your proficiency + your constitution bonus. On a failure, they become poisoned for 1 minute.
Thieving kobold - You gain a +1d4 bonus to sleight of hand checks made to steal.
Gnomes are said to originate from a great conflict between their ancestors, a race of dream-eaters, and a deal with a cosmic entity. The outcome appears to be an elf-like being trapped in perpetual youth, with slightly muted emotions. In reality a gnomes appearance is partially magical in nature and their true age can reach several hundred. Their race is cursed to not properly age both in body and mind in exchange for an ancient favor, leading to many gnomes appearing as more careless, unfocused, or apprehensive. Most gnomes remain reclusive and not much is known about any common settlements they have.
Size: small
Speed: 25 feet
Ability scores: +2 to one of dex/wis/cha
Proficiencies:
2 skills of choice
1 tool of choice
Odd luck - you can reroll a d20 roll once per rest.
Clear sight - Gain 60ft of darkvision and a +1 bonus to saves vs illusion and charm effects.
Choose two:
Aura - Gain a +1d3 bonus to saves vs spells and magic.
Bound wisp - You gain a companion wisp that has a float speed of 40ft, 1hp, and can reach up to 40ft from you. It can carry up to 5 pound heavy objects, can illuminate up to a 30ft sphere, and can grant you a +1 bonus to push, climb, and pull checks. It recorporates near you each morning when destroyed, dispelled, or somehow discorporated.
Changeling - Appear slightly more as a dwarf, human, half-elf, or ginasi. You gain a +1d4 bonus to checks made to pass as a youth of that race. You gain an extra language and skill proficiency.
Discorporate - While not damaged since your past turn and not shocked, sickened, or distracted, you can spend 2 rest dice as an action to discorporate, becoming ethereal and invisible for 1d4+1 rounds.
Dream tracing - You may choose to meditate all rest, taking no rest dice action, regaining 2 rest dice at the end of the rest period.
Elder gnome descendant - Every magical item that uses charges has an extra charge for use just by you that is restored every rest.
Jynx - up to 5 times per long rest, you can reroll a d20 or a chance dice roll. This is separate from odd luck.
Lifegiver - You can spend a rest dice to heal a creature for 1d4 + wisdom bonus health, or to cause a small plant or fruit to grow and mature.
Lucky - You can use odd luck twice per rest.
Magical gift - Learn a cantrip or lesser hex of choice. Use wisdom as the casting modifier.
Normalized - You appear more humanlike. Gain resistance to psychic damage.
Partial nondetection - Creatures have a -2 penalty to checks made to find or detect you, both magically and via mundane means.
Paternal gift-rune - Choose a one-handed weapon, gain proficiency with it. It is bound to you and can be recalled as a bonus action. Your arm bears a mark of this. The bound weapon can be exchanged at a cost of 3 rest dice during a rest.
Small and swift - Gain a +1 bonus to AC. Increase movement speed by 5ft.
Strange attunement - You gain an extra ring slot.
Strange senses - You can spend a rest dice as a full round action to feel the world around you, gaining knowledge of the following: How many creatures are within 500 ft, and how many of them are undead, aberrations, beasts, monstrocities, eldrich entities, or fiends. Gain a +1 bonus to perception checks.
While nobody knows the exact origin of Goblins, it is speculated that the goblin race is a cursed iteration of something prior. They live short lives, appear rather silly, act immature or erratically, and their clans and lineages have a severe impact on their intelligence and behavior. Their settlements are chaotic and practically a danger to other societies, and while some goblins appear to have an innate curiosity and drive to approach the other races and their settlements, many goblins simply cannot resist doing mischief and theft. They appear to cherish one-upmanship to an absurd degree, and it is often noted that goblin tribes, groups, and settlements appear to have a specialized "poet" for insults and swearwords. Despite all these drawbacks, goblins appear impeccably survivable when faced with catastrophe or calamity.
Size: small
Speed: 30 feet
Ability scores: +2 to one of dex/int/wis/cha
Proficiencies:
1 of deception, disguise, survival, performance, or stealth
1 weapon of choice
1 of light armor or light shields
Hopeless - You gain a -2 penalty to all intimidation and persuasion check.
Choose two:
Beyond reason - Once per long rest you can reroll any roll resulting in a natural 1.
Big eyes - Gain 60 feet of darkvision, and a +1 bonus to one of perception, investigation, or insight.
Civilized - Gain proficiency with a tool and skill of choice. Reduce your hopeless persuasion penalty to only -1.
Clawed - Your unarmed attacks deal an extra 2 slashing damage.
Punching bag - When receiving a critical hit, you can choose to reduce the damage by half and take 1d3 damage to fatigue.
Tag along - You learn an extra 2 languages but speak them like a goblin would. Gain a +1 bonus to deception.
Tantrum - You can spend 1 rest dice to gain a +1 bonus to attacks and damage, and -1 to all other rolls for 1d6 hours, or until you fall unconscious.
Twitchy - Gain an extra reaction.
Underling - Your rest dice maximum is increased by 1. You can spend 2 rest dice once per rest to remove any penalties or disadvantages on a roll you are making.
Clanker is the term used by arcane scholars to refer to various creatures of seemingly living metal that have shown up in a long past age of warring magic. Most Clankers that are ever found are found "dead" or decaying, though some very talented scholars and craftsmen have been able to "resuscitate" a few. Most Clankers are a threat if ever encountered in the wild, and appear to be irreparably damaged. Due to their limited minds, no Clanker that is not hostile remembers its origin. As such they tend to follow either their "maker", owner, the few people capable of helping and cleaning them, or in some rare cases their "friends". Due to their rarity, many mistake Clankers for golems, though they appear to possess a true mind of their own, even if limited.
Size: medium
Speed: 30 feet
Ability scores: +3 con, -1 int.
Proficiencies:
Mechanics tools
1 skill, tool, or weapon group of choice
Living metal - You are immune to poison damage, and you cannot become sickened or poisoned. You are always considered to be wearing metal armor for the purposes of spells and abilities.
Construct nature - You do not need to eat or drink or sleep. During a short rest, you can spend a rest dice to repair 1d6 + intelligence bonus + constitution bonus health. This requires mechanics tools. Only healing spells, items, and abilities that specifically affect constructs can heal you.
choose one:
Crystal core - Increase your maximum rest dice by 2.
Fortified - Reduce all incoming damage by 1. When an attack would reduce you to 0 health, you can spend a rest dice to make a constitution save vs the damage taken + 8. On a success, you are instead reduced to 1 HP.
Overclocked - Gain an extra reaction. Increase movement speed by 5 feet.
Pattern-seeker - Gain a +2 bonus to perception and investigation checks. Gain darkvision at a range of 90 feet.
Artificers project - You have three utility slots that can be assigned to three consumables or one use items during a 5 minute period. You can use these tools and consumables as a free action.
Restored by arcana - Learn an arcane cantrip. Use constitution as the casting modifier. Spells that heal elementals can also heal you.
Restored by alchemical infusion - You can splash yourself with healing potions to heal for what the potion would -1.
Revived by occult magic - Increase your maximum rest dice by 1. You can ignore one critical hit per rest, negating the damage.
Reforged by runes - Your maximum block and block per rest is increased by +2. You gain a +2 bonus to block checks.
Rusted submariner - You gain a -5 penalty to movement speed, but gain a +2 bonus to a mental stat, having had a long time to think.
Shadowling refers to any member of the mundane mortal races that, either through magical means, luck, or coincidence, has been born and avoided a supernatural death at childbirth, a great curse, necrotic contamination, or the gift of undeath itself, but at a cost of being changed forever. Shadowlings, sometimes called fetchlings, are grey medium bipedal humanoids, with a grayish-pale skin complexion, and ashen hair, usually with sharpened short ears. Their teeth vary, and some are born with either a mark or a disfiguration in the shape of a rune someplace on their body. They may come from elven, orcish, human, or ginasi origin. They are said to perceive a different color that others do not see. Shadowlings are rare and attitudes towards them are varied. Most shadowlings are either infertile or have a significantly reduced drive to foster offspring, and as such there are no known shadowling settlements.
Size: medium
Speed: 30 feet
Ability scores: +2 to one of dex, con, int, or wis
Proficiencies:
2 skills of choice
Shadowling mark - Your max HP is reduced by 2.
Uncursed - You gain a +1 bonus to saves vs curses, and a +1 bonus to saves vs necromancy and transmutation spells.
Choose 1:
Curse-born - You have 1 less death save, and your rest dice maximum is increased by 2. You gain a +1 bonus to arcana checks.
Frozen heart - You gain resistance to cold damage and a +1 bonus to AC. You have a -1 penalty to persuasion and insight checks.
Hex experiment survivor - You have 1 extra max rest dice. You learn 1 hex that costs 1 rest dice to cast.
Lycanthropy rejection - You gain advantage on saves vs consumables, on scent based checks, and a +3 bonus to checks made to track, pursue, and follow targets. You gain a -1 penalty to mental checks during a full moon or equivalent celestial event ( Negotiate with GM. Depends on setting cosmology. )
Mana contamination - Gain an extra max rest dice. Gain a +1 bonus to saves vs arcane spells. Gain a -1 to saves vs diseases.
Necrotic contamination - Gain resistance to necrotic and poison damage. Reduce healing your receive by 1. Necrotic damage you deal is increased by 1.
Occult birth - Learn an occult or mystic cantrip. You use constitution as the casting attribute for it. Learn an extra language.
Polymorphic shock - You gain +1 to an physical ability score every time you would gain a feat or ability score increase, as well as at lvl 1. You must make saves even vs beneficial transmutation spells.
Rescued by alchemy - You gain resistance to poison and acid damage. -1 max HP. The duration of potion effects for you is increased by 2(turns, minutes, or hours, depending on base duration.)
Saved by order - Learn an oath cantrip. Use wisdom as the casting attribute and upgrade the cantrip to treat your casting modifier as 1 higher. Your amulet slot is permanently occupied with an Amulet of the order that saved you. Creatures have disadvantage on checks made to steal it.
Severed fate - Your uncursed bonus is doubled and also applies to saves vs divination and detection spells.
Shadowling descendant - You gain an extra feat and proficiency with a language and tool of choice.
Soulblight survivor - Your uncursed bonus is increased by 1, you gain resistance to psychic damage. Increase radiant damage you take by 1.
Vampirism rejection - Gain 60ft of darkvision, gain advantage on hearing based checks, gain a +2 bonus to dexterity. You gain sunlight sensitivity.
Wraith-blooded - You gain a -1 penalty to d20 rolls during the day, and a +1 bonus during the night. Uncursed also applies to enchantment and divination spells.