TEXT: Cossum, Human Variant ~ ​The “Empty,” refers not to the people but to the land from which 
  they come: Barren, expired, stripped by hubris and greed. Such places bear toughened but world-weary 
  souls. You may appear old for your age, worn down by the demands of your surroundings. The stress of 
  survival may have made you hard-hearted and pragmatic. On the other hand, perhaps you are overly 
  demonstrative, as you fight tooth and nail for survival, and pursue the fleeting pleasures of an equally 
  fleeting life. 
  Cossum Traits 
  You begin the game with the following traits: 
  Ability score increase: ​Your Constitution score increases by 2 point. You increase one other ability score 
  of your choice by 1. 
  Age: ​The responsibilities of adulthood are pushed on you somewhat earlier than other humans, and the 
  stress of your surroundings decreases your life expectancy by roughly a decade. 
  Alignment: ​Tribes of the Cossum are varied in their philosophy. Some embrace stringent social laws, 
  while others are unruly raiders and barbarians. However, staunch idealism and divisive selfishness seldom 
  find footholds in the waste. 
  Size: ​Your size is medium. 
  Speed: ​Your base speed is 35 feet. 
  Languages: ​You know Common, and one other language. 
  Clan Defender: ​You are proficient with Light Armor, Shields, Simple Weapons, Battle Axes, Pikes, and 
  Scimitars. 
  Tested Mettle: ​You have advantage on Constitution saves related to attacks against you. 
  Wastes Wanderer: ​You are proficient in the Survival skill. 
  Warlike: ​Once per turn, when you roll damage on a melee attack, you may reroll one damage die, but 
  must take the second result. 
  
  Molad, Alternate Subrace ~ ​The fiend-folk. Humans are not the only ones who make deals with 
  devils. Malign spirits haunt cave and glen and every other place mortals tread, and the offspring of such 
  bittersweet dealings show their heritage as blatantly as their Tiefling cousins. Your ancestor may be a 
  dwarf who found more than gold buried in the earth, an elf who wandered into a forest glade better left 
  unexplored, or a gnome whose caravan camped at the wrong crossroads. While your non-fiend heritage 
  may be apparent, it does nothing to mask your horns or tail, your mottled skin, the scent of brimstone. 
  Perhaps you embrace your fiendish heritage, and strive to live up to your extraplanar lineage. Or maybe 
  you try hard every moment to be as non-fiendish as possible. 
  Molad Traits 
  You begin the game with the following traits, using them in place of those granted by a traditional 
  subrace: 
  Ability score increase: ​Your Charisma score increases by 1. 
  Forked Tongue: ​You gain proficiency in the Deception skill. 
  Fiendish Abilities: ​You know the ​Produce Flame ​cantrip. Once you reach level 2, you can cast 
  Expeditious Retreat ​once per day. At 5th level, you can cast ​Misty Step ​once per day. Charisma is your 
  spellcasting ability for these spells. 
   
   
   
   
   
   
   
  
  Ruhain, Variant Subrace ~​ ​Blessed folk, people whose birth or ancestors were marked by 
  benevolent spirits to live consecrated lives. But once marked by the heavens it is difficult to lead a quiet 
  life. Throughout history, Ruhain have risen among different species to battle forces of evil, as the two are 
  inexorably drawn together. The mark of the heavens may be as mundane as a birthmark resembling a 
  god’s symbol, or as magical as a glowing sigil that only appears when it is the Ruhain’s time to reveal 
  themselves. Perhaps the birth itself was momentous: heralded by extraplanar beings, accompanied by a 
  natural wonder or disaster, or visited by a being of great power and benevolence. 
  Ruhain Traits 
  You begin the game with the following traits in place of the traits granted by a traditional subrace: 
  Ability score increase: ​Your Charisma increases by 1 point. 
  Eye of Heaven: ​You gain proficiency in the Insight skill. 
  Warded: ​You gain resistance to both poison and fire damage.  
   
   
   
   
   
   
   
   
   
   
   
   
  
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  mechanics, and spells. 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document 5.1 Copyright 2016, Wizards of  the Coast, Inc.; Authors Mike Mearls, Jeremy 
  Crawford, Chris Perkins, Rodney Thompson,  Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
  Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson 
  Mageblade, Copyright 2017 Ebethan Game Designs 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Ebethan Game Designs/Genetic Instability.pdf