Cala'diel (3.5e Campaign Setting)/Races/Nezumi

This is a 5th edition attempt, I will change it to fit the 5th edition template when I see it.

Nezumi
Timid and full of grace, Tavşan originate from places where no other race would live. Places of beauty, deep within ancient forests or in the plains of the harsh tundra. Tavşan are free spirits and love to be surrounded by nature.

Racial Traits

 * Ability Score Increase. Your Dex score increases by 2.
 * Age. Nezumi live to be around 40.
 * Alignment. Most Nezumi tend to be true neutral.
 * Size. Nezumi are small and thin. Nezumi stand about 3 feet tall and average about 70 pounds. Your size is small.
 * Speed. Your base walking speed is 25 feet.
 * Poison Resistance. You have advantage saving throws for poison, and have resistance to poison damage.
 * Very hard to kill. A roll of a 1 on a death saving throw does not count as 2 failures. It only counts as 1 failure.
 * Darkvision. Accustomed to the twilit forest and night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only in shades of gray.
 * Languages.
 * Subrace. You may select one subrace.

Common Nezumi
Fluff here.


 * Ability Score Increase. Your Intelligence score increases by 1.
 * Nezumi Weapon Training. You have proficiency with the blank, blank, blank and blank.
 * Identify Cantrip. You treat the Identify spell as a cantrip and do not have to use materials to cast it.
 * Magic Item Lore. You have advantage on any Intelligence (History) checks to find details on any magic items or weapons.

Skaven
Fluff here.


 * Ability Score Increase. Your Constitution score increases by 1.
 * Skaven Weapon Training. You have proficiency with the Glaive, Greatsword, Lance, Pike and Spear.
 * Cantrips. You know the Poison Spray and Acid Splash cantrips.
 * Superior Darkvision.
 * Disease Resistance.