FF Races

= Au Ra = ''The curved horns and beautifully-patterned scales of the Au Ra often invite speculation that they are descended from dragons. This has long been disputed, with scholars citing distinct differences between the two as evidence against this. The enhanced hearing and spatial recognition granted by their horns are traits not found in draconian horns, and the extreme sexual dimorphism seen in the race is also widely unseen in dragons.''
 * Ability Score Improvement: You can increase one ability score by 2, or two ability scores by 1 each.
 * Echo Location: As long as you do not have the deaf status, you know the location of any creature within 30 feet of you unless the creature is hidden from you.
 * Keen Hearing: You make Wisdom (Perception) checks with advantage if the check relies on hearing or sound.
 * Powerful Build: You count as one size larger when determining the weight you can push, drag, or lift.
 * Sensitive Hearing: You make saving throws against the deaf status with disadvantage if the point of origin for the effect or spell is within 15 feet of you.

Raen
''The Raen have embraced a life of tranquillity and solitude, long abandoning the nomadic lifestyle of their ancestors to settle in deep valleys within mountainous reaches. Only on rare occasions will one emerge from the valley mists to seek adventure in realms afar.''
 * Additional Language: You know one additional language of your choice.
 * Augury: Once per day, you can commune with powers greater than yourself. You can spend 1 minute casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, to receive an omen from a powerful entity about the results of a specific course of action that you plan to take within the next hour. The DM chooses from the following possible omens: weal *(good results), woe (bad results), weal and woe (mixed results), nothing (neutral results). The result doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
 * Polite Society: You have proficiency with the Persuasion skill.

Xaela
''The Xaela are free spirits who roam the vast lands in close-knit tribes hunting, gathering, and warring as their ancestors have for countless generations. Every year, most (though not all) Xaela tribes meet upon the battlefields and engage in a battle for supremacy, with the tribe that claims the Ovoo (a magical marker that indicates the centre of the field) being declared the victor. Whichever tribe member personally claims the Ovoo is declared Khagan of the tribes, which affords them and their clan many benefits.''
 * Martial Training: You are proficient with light armour and medium armour.
 * Savage Attacks: You can add one additional damage die to weapon attacks that score a critical hit.
 * Zealous Faith: You have proficiency with the Religion or Survival skill (your choice).

= Elezen = ''The Elezen are a characteristically tall people, long of limb and slender of build. They are also possessed of a somewhat extended lifespan in comparison to the Hyur. The Elezen once claimed sole dominion over Eorzea, their presence predating that of the other races, and, as such, developed a heightened sense of honour and pride.''
 * Ability Score Improvement: You can increase one ability score by 2, or two ability scores by 1 each.
 * Aetherfont: You have a +1 bonus to MP regeneration.
 * Great Pride: You have advantage on Charisma saving throws against spells.

Duskwight
''The Duskwight Elezen have spent centuries in the peace and seclusion of Eorzea's caves and caverns. They have developed an acute sense of hearing, capable of detecting the faintest of sound. The uncanny awareness this grants has proven advantageous in the field of hand-to-hand combat. Many of the reclusive Duskwight resort to robbery and pillaging to survive, earning them the scorn of their woodland relatives.''
 * Dark Sight: Dim light and darkness does not cause you to make Wisdom (Perception) checks with disadvantage.
 * Keen Hearing: You have advantage on Wisdom (Perception) checks that rely on hearing or sound.
 * Subtle Step: You are proficient with the Stealth skill.
 * Underground Walker: You have advantage on Wisdom (Survival) checks in relation to caves or underground areas.

Ishgardian
Description here.
 * Keen Sight: You have advantage on Wisdom (Perception) checks that rely on sight.
 * Dragonblood: While below half your maximum HP, you regenerate 1 HP at the start of each of your turns.
 * Iceborn: You have resistance to ice damage, and exposure to critically cold climates does not give you the exhausted status.
 * Weapon Training: You are proficient with any three simple or martial weapons of your choice.

Wildwood
''For eons, the Wildwood Elezen have lived in the safety of Eorzea's lush forests. They have an excellent sense of sight—a contributing factor in their unparalleled expertise as archers. With the formation of the realm's governments, many Wildwood were drawn either to the exhilarating cosmopolitanism of the urban centres or the simple nomadism of the plains.''
 * Keen Sight: You have advantage on Wisdom (Perception) checks that rely on sight.
 * Twelveswood Native: You are proficient with the Animal Handling skill.
 * Weapon Training: You are proficient with shortbows and longbows.
 * Wild Walker: You have advantage on Wisdom (Survival) checks in relation to woodland or forest areas.

= Hyur = ''Boasting the largest population in Eorzea, the Hyur came from neighbouring continents and islands in three great migratory waves bringing along a sophisticated technology and complex ethos tempered by the breadth of the outside world. They rapidly became a driving force behind cultural progress, and are now attributed with spearheading advances in Eorzean civilization. One of the Hyur's strengths is the staggering variety of languages and social institutions they exhibit, accounting for their conviction in individual freedom, though also resulting in a lack of solidarity and group cohesion.''
 * Ability Score Improvement: You can increase one ability score by 2, or two ability scores by 1 each.
 * Bonus Trait: You can choose a trait to learn (excluding the Ability Score Improvement trait).
 * Racial bonus here

Garlean
''Garlemald was a small, remote nation which held little more than a fraction of the northlands. But with the revolutionary advancements in technology and dramatic restructuring of the military, Garlemald soon established itself as one of the most formidable forces in all of Eorzea. These men and women have an inability to wield magic in any form, but make up for it with martial skill.''
 * Academic Training: You are proficient with the History and Insight skills.
 * Engineer Training: You have advantage on skill checks related to operating machines or vehicles.
 * Magick Ineptitude: You cannot expend MP by any means, even if an effect or feature would suggest otherwise.
 * Martial Mastery: You are proficient with all armour and all weapons.
 * Spatial Awareness: As long as you do not have the blind status, you know the location of any creature within 30 feet of you unless the creature is hidden from you.

Highlander
''The Highlanders have a long tradition of inhabiting Eorzean mountainous regions, particularly Gyr Abania and its proud city-state of Ala Mhigo. Compared to their Midland brethren, the Highlanders are larger in build. Although Highlanders were originally common in Ala Mhigo, the state's conquest by the Garlean Empire has driven them all across Eorzea in great waves of refugees.''
 * Racial bonus here
 * Physical Superiority: You are proficient with the Athletics skill.

Ishgardian
Description here.
 * Iceborn: You have resistance to ice damage, and exposure to critically cold climates does not give you the exhausted status.
 * Weapon Training: You are proficient with any three simple or martial weapons of your choice.

Midlander
''The Midlander clan comprises over half of the total population of Eorzean Hyur. They have established themselves throughout every city in the realm and lead lives as diverse as their heritage, though they are marginally more common and prominent in Gridania than elsewhere. Trained in letters from infancy, the Midlanders are generally more educated than many of the other races and clans.''
 * Racial bonus here
 * Focused Education: You learn two languages of your choice, and are proficient with Calligraphy Supplies.

= Lalafell = ''The Lalafell were originally a group of agriculturalists inhabiting the fertile islands of the south seas. With the introduction of transmarine commerce, they soon found their way to Eorzea via trade routes. They are now one of the more populous races and are well established throughout the region, though they remain averse to cold climates. The short, rotund builds of the Lalafell belie an incredible agility, and their seemingly feeble legs are capable of carrying them long distances over any terrain. Many among them are also known for possessing highly developed and cunning intellects.''
 * Racial bonus here
 * Racial bonus here

Dunesfolk
''Perhaps the most distinctive aspect of Dunesfolk culture is its traditional dwellings—structures affixed to the backs of large beasts of burden. The luminous eyes of the Dunesfolk are the result of a glossy, protective layer which covers the pupil, an evolutionary response to the glaring sunlight of their home region. Many individuals wear a small gemstone on their forehead, representing their zodiacal sign. Dunesfolk have a particularly wide variation in skin tone.''
 * Affluence: You make Charisma checks with advantage to haggle prices.
 * Dune Sight: You have advantage on saving throws against the blind status.

Plainsfolk
''The flat landscapes of the Plainsfolk's home islands are dotted with the clan's traditional thatched huts, beneath which lie intricate networks of underground passageways. Their distinct hair coloration—a myriad of earthy and grassy tones—mimics their native environment, and their long, pointy ears are said to be able to detect the faintest scampering of the prairie's various fauna. Their skin tones tend generally toward the fairer, lighter side of the spectrum, though as with many races this is not universal.''
 * Racial bonus here
 * Racial bonus here

= Miqo'te = Description here.
 * Racial bonus here
 * Racial bonus here
 * Racial bonus here

Seeker of the Moon
Description here.
 * Racial bonus here
 * Racial bonus here

Seeker of the Sun
Description here.
 * Racial bonus here
 * Racial bonus here

= Roegadyn = Description here.
 * Racial bonus here
 * Racial bonus here
 * Racial bonus here

Ancestry Here
Description here.
 * Racial bonus here
 * Racial bonus here

Ancestry Here
Description here.
 * Racial bonus here
 * Racial bonus here