Fayre(Freya)

Nature:

 * Child of Nature: You have proficiency in the nature and animal handling skill. These Fayre can gain energy from local plants, sunlight or moonlight replacing the need for food and water. These Fayre may still eat and may need to if there is no sources to gain energy from. In addition druids are allowed to teach you there secret language or you may bring it as the chosen language this race provides.
 * Good-Natured: As an action on your turn, you can cause yourself or a creature you touch to regain hit points equal to 1d8 + your Wisdom modifier. This trait has no effect on undead or constructs. You can use this trait a number of times equal to half your proficiency bonus (rounded up), after which you must finish a long rest before you can use it again.

Deep Core:

 * Superior Darkvision: Living beneath the surface of the Twilight World, little light reaches their home. You can see in dim light within 120 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 shades of gray.
 * Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
 * Feared Under Dwellers: You gain Proficiency to Intimidation, and you have advantage on Intimidation against other races from the Deep Core

Aquatic:

 * Water Loved: You gain a Swim speed equal to your walking speed and you can breath underwater Resistance to cold and Pressure
 * Water Healing:. You can enchant water with your healing arts and make it able to mend wounds. You can spend 1 minute enchanting a vial, roughly 4 ounces, of regular water, making a special salve. This water restores 2d4 hit points to a creature that applies it to wounds. It has no effect on constructs or undead. Administering the potion takes an action. Once you have created a potion using this trait, you cannot do so again until you have finished a long rest. The potion spoils after 24 hours, losing its healing effect and turning back to normal water. The potion's healing increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 15th level (8d4).

Shadow:

 * Deathly: You have advantage on saving throws against being frightened and resistance to necrotic damage, but vulnerability to radiant damage.
 * Ghastly Transposition: You can cast the misty step spell once. When you have finished a short or long rest, you regain the use of this spell.
 * Extraplanar: Your home plane is considered Shadowfell.

Fire:

 * Burning Passion: You know the control flames cantrip. Charisma is your spellcasting ability for it.
 * Blazing Aura: As a reaction, you may deal 1d6 fire damage to every creature within 5 feet of you. you can use this a number of time equal to your proficiency bonus you gain uses of this every Short Rest/Long Rest
 * Fiery Skin: Creatures have disadvantage on grapple checks when trying to grapple you, and you have resistance to fire damage, but vulnerability to cold damage.

Snow:

 * Icy Blood: You have advantage on saving throws against being petrified and resistance to cold damage, but vulnerability to fire damage.
 * Perfect Freeze: You know the frostbite cantrip. Charisma is your spellcasting ability for it.
 * Cold-Hearted: You are used to frigid temperatures. As such, you are acclimated to extreme cold, as described in chapter 5 of the Dungeon Master's Guide, and you ignore the effects of difficult terrain caused by ice and snow.

Stars:

 * Astral Protection: You have advantage on saving throws against being stunned and resistance to psychic damage, but vulnerability to poison damage.
 * Astral Arcana: You can cast the Windborn Weapon cantrip Charisma is your spellcasting ability for it.
 * True Sight: you gain the ability to use True sight a number of time equal to your proficiency bonus per long Rest