Homebrew
You are a Humanoid. You are also considered an elemental for any prerequisite or effect that requires you to be an elemental.
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 discern colors in that darkness only as shades of gray.
You have a natural resistance to cold damage due to your profoundly thick fur.
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature.
If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn’t taken a turn yet in the current combat.
Homin Clan Trait
Your clans combat training runs deep in your bloodline and heritage to the point where from a young age you begin to master a weapon combat form to survive tribe hunts. You have the mastery property with a Simple or Martial weapon of your choice.
Forged in the fires of early conflict, the Homin were once deployed as frontline soldiers during the kingdom’s wars with Firaj. Though peace has returned, they have never forgiven Eratob for treating them as weapons. These Marguul are covered in jet-black fur with obsidian claws, and beneath it, their skin is ashen white—like scorched earth beneath soot. Honoring a code of strength and vigilance, Homin clans continue to train rigorously, preparing for the day their homeland might once again be threatened.