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====<s>Races</s> Species==== Races no longer provide stat boosts, likely WOTC's attempt to decouple genetic lineage and ancestries from influencing how a character is built. At least this makes the message clear as opposed to the way they did it in Tasha's, which reeked of having it both ways. *'''Humans''' are now even stronger than ever, not only gaining the extra skill, but also taking the Variant Human's extra feat as well as gaining <s>Inspiration</s> Heroic Advantage on a long rest. Humans also can be medium or small size as they now acknowledge dwarfism is a thing. **Curiously, Half-Elves and Half-Orcs are gone, but that's because the document explicitly tells you that you can make any scion of two Humanoid races by taking the crunch of one of the parents and fluffing the visual aspects however you prefer - the given example is the child of a Gnome and a Halfling, using the latter's rules with the former's pointed ears (That is, until Jeremy Crafword stated that they removed the half-races because the term is [[derp|"inherently racist"]]). *'''Ardlings''' are pretty much furry [[Aasimar]], being resistant to radiant damage and having limited flight. There are different subraces, but all that changes are which spells they learn as innate spells as they level up. *'''Dragonborn''' remain the same as they have been in the CRB with some of the updates Fizban's provided. Sadly, the subrace variations didn't seem to make it, as they gain no other abilities and all breath weapons now spread out in cones. *'''Dwarves''' lost their subraces but remain pretty strong despite it. While they retain their resistance to the poisoned condition and tool proficiencies, they now improve their HP by 1 each level and have a limited form of Tremorsense as opposed to the situational skill bump Stonecunning used to have. *'''Elves''' remain pretty much the same as ever. High Elves now lost their weapons training, Drow lost their day-blindness and Wood Elves lost their hiding perk, but now all three of them have innate cantrips and spells as they level up. This is particularly effective for the High Elf as they can swap out their innate cantrip with each long rest. *'''Gnomes''' as a whole didn't get changed but the subraces did. Forest Gnomes' ability to talk to animals is now a spell-like ability that can only be used a few times a day while Rock Gnomes now have two innate cantrips at the cost of their situational skill perk. *'''Halflings''' have also lost their subraces, but gained advantage on Stealth checks on top of all their other abilities. *'''Orcs''' are available, retaining their MotM abilities. *'''Tieflings''' are the only race to have outright lost stuff even when compared to their CRB selves. Gone is the default fire resistance and innate spells besides the Thaumaturgy cantrip. While there are subraces available, they only provide new innate spells, including a cantrip and a thematically-linked resistance, intended to represent which underworld they descended from.
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