You no longer need to move at least 10 feet to perform Long and High Jumps.
You may choose whether a Long or High Jump uses your Strength or Dexterity score for determining height or distance.
You double the distance you would normally leap for both Long and High Jumps, regardless of whether you use Strength or Dexterity.
You may take the Dash Action while gliding to fly an additional distance up to your Movement Speed.
You may change direction freely while Gliding.
You may gain up to 10 feet of altitude once while Gliding before you finish your descent.
Arboreal Acrobat
Prerequisite: None
Benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency in the Acrobatics skill if you do not already have it.
You gain a climbing speed equal to your walking speed.
While climbing, you can use the Dash action as a bonus action.
You can swing from branch to branch, moving up to your walking speed between treetops, even if the distance between the trees exceeds your jumping distance.
Bandit Cunning
Prerequisite: None
Benefits:
Saving Throw Bonus: When you are asked to make a saving throw, you may use your Reaction to add your Intelligence modifier as an additional bonus to the saving throw. Once used, you cannot use this ability again until you have completed a Long Rest.
Combat Assessment: During combat, you can use your Action to make an Intelligence (Investigation) check against any creature you have seen fight. The DC is 10+the creature’s Challenge Rating. On a success, you learn one fact of your choice about the target’s combat abilities from the following options:
One damage Resistance or Immunity
One Condition Immunity
One special ability possessed by the creature that either deals damage or prevents damage
One option under their Attack, Legendary, or Reaction Actions
One special sense they possess
Beat in the Great Rhythm
Prerequisite: None
Benefits:
You learn one cantrip from the druid spell list. Constitution is your spellcasting ability for this spell.
You learn one 1st-level spell from the druid spell list. You can cast this spell once per day without expending a spell slot. Constitution is your spellcasting ability for this spell.
You have advantage on Perception checks made to notice undead and unnatural magical effects.
Choir Member
Prerequisite: None
Benefits:
You gain proficiency in the Performance skill if you do not already have it.
When you make a Charisma (Performance) check involving another willing creature, add double your proficiency bonus to the check.
You can use the Help action at a range of 30 feet as a bonus action, provided the creature you are helping can hear you.
Frost Touched
Prerequisite: None
Benefits:
Increase your Constitution or Wisdom score by 1, to a maximum of 20.
You have resistance to cold damage.
You have advantage on saving throws made to resist the effects of cold weather or freezing temperatures.
You ignore difficult terrain caused by nonmagical snow or ice.
You learn the ray of frost cantrip. Constitution is your spellcasting ability for this spell.
Heavy Glider
Prerequisite: Glide trait
Benefits:
You may glide while holding a Heavy weapon and wearing Heavy Armor, provided you are not Encumbered.
You may choose to land your glide in a space occupied by a hostile creature that is Large or smaller. When you do so, roll an opposed Strength check against the target creature:
Success: You push the creature 10 feet away and knock them Prone.
Failure: You land in the nearest unoccupied space.
Moonlit
Prerequisite: None
Benefits:
Increase your Dexterity, Wisdom, or Charisma score by 1, to a maximum of 20.
While you are in dim light, your movements do not provoke opportunity attacks.
You learn the minor illusion cantrip. Wisdom is your spellcasting ability for this spell.
You gain proficiency in one set of artisan’s tools of your choice.
Choose one set of artisan’s tools with which you are proficient; you add double your proficiency bonus to checks made with them.
Odorous Defenses
Prerequisite: None
Benefits:
You gain proficiency in the Intimidation skill, and you add double your proficiency bonus to Intimidation checks when threatening to use your odorous defenses.
You learn the poison spray cantrip. Constitution is your spellcasting ability for this spell.
Your attacks ignore poison resistance.
Opportunistic Thief
Prerequisite: None
Benefits:
In-Combat Stealing: When a creature fails a Melee Attack Roll against you in combat, you can make a Dexterity (Sleight of Hand) check against a DC equal to 10+the target’s Dexterity modifier. On a success, you may steal any one item that is not currently being held or worn by the target.
Out-of-Combat Stealing: Whenever you successfully use your Sleight of Hand skill outside of combat to steal an object, you may immediately conceal it flawlessly on your person or put another object you possess in its place.
Perfect Landing
Prerequisite: None
Benefits:
Reduce the damage die for fall damage from a d6 to a d4.
You do not fall Prone after taking falling damage.
You do not take damage for the first 30 feet of a fall.
Speech of the Ancient Beasts
Prerequisite: None
Benefits:
Beasts of Large size or larger have a friendly disposition toward you unless you have attacked them.
You have Advantage on Charisma checks made against Beasts of Large size or larger.
You can speak and understand Giant Eagle, Giant Elk, and Giant Owl.
You can be understood by any Beast of Large size or larger, regardless of whether they speak a language. Beasts with Intelligence scores of 4 or lower may only be able to understand simple concepts.
Sun Touched
Prerequisite: None
Benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
When you score a critical hit with a weapon attack, your attack deals an additional 1d10 radiant damage on top of the extra damage from the critical hit.
You learn the light cantrip.
Tunneler
Prerequisite: None
Benefits:
You gain a burrowing speed equal to half your base walking speed.
You gain darkvision with a range of 90 feet.
You have advantage on saving throws made to resist damage and other effects from cave-ins, falling rocks, and other similar damaging effects caused by the natural or magical movement of earth and rocks.
While in spaces one size smaller than you, you ignore the effects of squeezing: you do not need to spend extra movement, you do not have disadvantage on attack rolls or Dexterity saving throws, and attack rolls against you do not gain advantage.
Woodwise
Prerequisite: None
Benefits:
You gain proficiency in either the Survival or Nature skill.
You ignore Difficult Terrain.
You cannot become lost in natural surroundings except by magical means.