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Gift of the Svirfneblin lets them cast disguise self at third level and nondetection at fifth level. Gnomish Magic Resistance gives them advantage on any Charisma, Intelligence, or Wisdom saving throws for spells. This can be used a number of times equal to the character's proficiency bonus and recharges on long rest.
Deep Gnome - They have Svirfneblin Camouflage instead of Stone Camouflage, which lets them take advantage on any (Dexterity Stealth) check. These used to be subraces from existing base races in the Player's Handbook, which are now considered full races in Monsters of the Multiverse:
Emissary of the Sea now works on any Beast/Elemental/Monstrosity with a swimming speed. The character may choose Charisma, Intelligence, or Wisdom for the modifier. The Control Air and Water spells can be cast using spell slots the character may have. Survival Instinct has been replaced with Nature’s Intuition, which lets them choose a skill proficiency in Animal Handling, Medicine, Nature, Perception, Stealth, or Survival. Claws now deal 1d6 damage instead of 1d4.
Tortle - They can now be Medium or Small. Cat’s Claws now deal 1d6 damage instead of 1d4. Tabaxi - Tabaxi now have a climbing speed equal to their walking speed instead of 20ft. It also lets them have advantage on skill checks a number of times equal to proficiency bonus, which recharges on long rest. Kenku Training has been replaced with Kenku Recall, which lets them pick any two skills to have proficiency in. Kenku - Kenku can either be Medium or Small. Stone’s Endurance can now be used a number of times equal to proficiency bonus, but it doesn’t recharge on a short rest. Mountain Born now gives Goliath’s resistance to cold damage. Goliath - Natural Athletics and Powerful Build are now one ability, called Little Giant.
Speech of Beast and Land now works on vegetation. Hidden Step can now be done a number of times equal to proficiency bonus, but it no longer restores on a short rest.
Firbolg - Firbolg Magic can now use spell slots to cast detect magic and disguise self, and the character can select Charisma, Intelligence, or Wisdom for the modifier. It can be used once per long rest and later by burning a second-level spell slot. Aarakockra have a new ability called Wind Caller, which lets them cast gust of wind using Charisma, Intelligence, or Wisdom as the spellcasting modifier. The Talons feature now deals 1d6 damage instead of 1d4. Aaracokra - Aarakockra's walking speed is now 30ft, but their flying speed has been dropped from 50ft to match it. These are the races that are connected to one of the four D&D elements: