Editing Peoples of the Vale

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*Your ''Fury of the Small'' racial power now does an additional +2 damage for each size category the opponent is larger than you.
 
*Your ''Fury of the Small'' racial power now does an additional +2 damage for each size category the opponent is larger than you.
 
*When attacking or casting a spell on a creature whose size is larger than yours, you can choose to either gain advantage on the attack roll, or impose disadvantage on the creature’s save. Once you use this ability, you can’t use it again until you finish a short or long rest.  
 
*When attacking or casting a spell on a creature whose size is larger than yours, you can choose to either gain advantage on the attack roll, or impose disadvantage on the creature’s save. Once you use this ability, you can’t use it again until you finish a short or long rest.  
 
 
'''Poised Steps'''
 
 
<u>Prerequisite:</u> Halfling
 
 
You can use your bonus action to walk with serene grace. Until the end of your next turn you can move across non-magical difficult terrain without expending extra movement.
 
 
 
'''Renewed Breath'''
 
 
<u>Prerequisite:</u> Kobold, Dragon Breath feat
 
 
Your breath weapon gains the Recharge 6 feature. At the start of each of your turns, roll a d6. If the result is 6, you regain the use of your breath weapon. This ability also recharges when you finish a short or long rest.
 
  
  
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*You have advantage on all Investigation and Perception rolls made to detect traps.
 
*You have advantage on all Investigation and Perception rolls made to detect traps.
 
*If you have ten minutes and some basic materials (such as twine, sticks, and a knife), you can set a simple trap. Your trap covers an area no larger than 10’ by 10’ and has a DC (for both detecting and disabling) equal to 8 + your proficiency bonus + your Intelligence bonus. If triggered, your trap deals 2d6 damage to all in the area, with a Dexterity save (DC = 8 + your proficiency bonus + your Intelligence bonus) for half damage. This damage increases to 3d6 at 6th level, 4d6 at 10th level, and 5d6 at 14th level. Once you have used this ability you cannot use it again until you finish a short or long rest.
 
*If you have ten minutes and some basic materials (such as twine, sticks, and a knife), you can set a simple trap. Your trap covers an area no larger than 10’ by 10’ and has a DC (for both detecting and disabling) equal to 8 + your proficiency bonus + your Intelligence bonus. If triggered, your trap deals 2d6 damage to all in the area, with a Dexterity save (DC = 8 + your proficiency bonus + your Intelligence bonus) for half damage. This damage increases to 3d6 at 6th level, 4d6 at 10th level, and 5d6 at 14th level. Once you have used this ability you cannot use it again until you finish a short or long rest.
 
 
'''Tree Hopper'''
 
 
<u>Prerequisite:</u> Woodwalker goblin
 
 
You can use your action to enter a tree and move from inside it to inside another tree within 50 feet. Both trees must be alive and at least the same size as you. You use 5 feet of movement to enter the tree.
 
 
You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability twice, regaining expended uses after a short or long rest.
 
  
  

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