Warforged
Medium
30 ft
Unknown
Tending toward law and neutrality
AC +1
Damage Resistances poison
Condition Immunities disease, sleep

Constructed Resilience You have advantage on saving throws against being poisoned
You don't need to eat, drink, or breathe.

Sentry's Rest When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.

Integrated Protection You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. While you live, the armor incorporated into your body can't be removed against your will.
Aarakocra
Medium
30 ft, fly equal to walking
Flight You can't use this flying speed if
you're wearing medium or heavy armor.

Talons You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Wind Caller Starting at 3rd level, you can cast the gust of wind spell with this trait, without requiring a material component.
Once you cast the spell with this trait, you can't do so again until you finish a long rest.
You can also cast the spell using any spell slots you have of 2nd level or higher.
Intelligence, Wisdom, or Charisma is your spellcasting ability for when you cast gust of wind with this trait (choose when you select this race).
Aasimar (Fallen)
Small or Medium
30 ft

Damage Resistances necrotic, radiant
Darkvision 60 ft
Light Bearer You know the light cantrip.

Healing Hands As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.

Necrotic Shroud As a bonus action, tarting at 3rd level, you can unleash the divine energy within yourself, causing your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily.

Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

Until the transformation ends, 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 a spell. The extra damage equals your proficiency bonus.

Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest.