Legacy System
Racial system for worlds where there's either one race,
or too many to count
Legacy System
Instead of races, Ethernet of Keys setting will use the Legacy System, in which players get to pick their racial traits in small packets, depending on their personal history and life. This post features a modified human from the PHB as a base for the statistics all humans share, expanding on them afterwards using the Legacy System.
To introduce the Legacy system briefly, it is a highly adaptable system ideal for single-race low magic settings, single-race no magic settings, or settings so high on magic it would be silly to try and document all the races to find there. You can find the list of pros and cons of this system on my blog.
This system should not be used with official races, or most other homebrew races.
Base Statistics
Regardless of your Legacy choices, most of the humans share the following traits:
Age. Humans reach adulthood in their late teens and live less than a century.
Size. Humans range widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and one extra language of your choice.
Legacy
Players are usually considered human in this setting and thus can't really fit all into one neat race that gets a +1 to every stat, or gets a feat for free. Instead, the players get 6 legacy points to spend when creating a character. They can take any of the following Legacy options by spending the said amount of legacy points on them. You can take each Legacy option only once, unless the option's description says otherwise.
Major Ability Score Improvement
Cost: 2 legacy points
One ability score of your choice increases by +2.
Minor Ability Score Improvement
Cost: 1 legacy point
One ability score of your choice increases by +1. If you did not take the Major Ability Score Improvement, this option can be taken up to six times, choosing a different ability score each time.
Amateur Craftsman
Cost: 1 legacy point
You have proficiency with artisan's tools (tinker's tools), and you add double your proficiency bonus to checks using your proficiency with tinker's tools. Using those tools, as part of a short rest you can spend 10 gp worth of materials to construct a Tiny device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing
it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
Alarm. This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.
Automated Toy. This toy is an animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Calculator. This device makes doing sums easy.
Clock. This watch keeps accurate time, and it can be used to measure time.
Flashlight. You can use your bonus action to turn this device on or off. When it is turned on, it shines a bright light in a 15-foot cone and a dim light for an additional 15 feet.
Lighter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Player. When opened, this device plays a single song at a moderate volume. The player stops playing when it reaches the song's end or when it is closed.
Armored Sport
Prerequisite: STR
Cost: 1 legacy point
You are proficient in light and medium armors.
Athletic
Cost: 1 legacy point
You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift. Additionally, your unarmed strike uses a d4 for damage.
Climber
Cost: 1 legacy point
You have a climbing speed of 30 feet and you’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to extremely cold climates, and suffer no penalties caused by them.
Fine Tuned Senses
Prerequisite: WIS
Cost: 1 legacy point
You always know which way is north, and you always know the number of hours left before the next sunrise or sunset. Additionally, if you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
Incredible Memory
Prerequisite: INT
Cost: 2 legacy point
You can perfectly recall anything you've seen or heard within the past month. Additionally, you gain proficiency in one of these skills of your choice: Arcana, History, Nature, Technology. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
Nimbleness
Prerequisite: DEX
Cost: 1 legacy point
You can move through the space of any creature that is of a size larger than yours. Additionally, you can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Poison Resistant
Cost: 1 legacy point
You have a resistance against poison damage.
Quick
Cost: 1 legacy point
Your base walking speed increases by 5 feet. Your speed is not reduced by wearing heavy armor.
Relentless Endurance
Prerequisite: CON
Cost: 1 legacy points
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Savage Might
Cost: 2 legacy points
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally, when you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Short Stature
Cost: 0 legacy points
Your size is Small instead of Medium, and your base walking speed is 25 feet.
Skilled
Cost: 1 legacy point
You gain proficiency in one skill of your choice and in one tool set or language of your choice. Alternatively, you can gain proficiency in any combination of four tool sets or languages. You can select this option multiple times. Each time you do so, you must choose different proficiencies.
Sprinter
Cost: 1 legacy point
Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Swimmer
Cost: 1 legacy point
You can hold your breath for up to 15 minutes, and you have a swimming speed of 30 feet. Furthermore, you have advantage on any Strength (Athletics) checks made to swim in difficult conditions.
Weapon training
Cost: 1 legacy point
You gain a proficiency in one martial weapon and two simple weapons of your choice. You can select this option multiple times. Each time you do so, you must choose different weapons.
Arcane Calls
Whether you were born with it, in contact with magic long enough, or contracted the magic in some other way, you are now innately magical. You can choose up to two of the following arcane calls when creating a character. After picking at least one arcane call, you automatically gain the Arcane Fate option for free.
When you learn a new cantrip through an arcane call you choose, you must choose one of the following ability scores: Intelligence, Wisdom or Charisma. You must use the chosen ability score as a spellcasting ability for the cantrips you gained through the racial features. If you ever gain levels in warmage class, you must use the same spellcasting ability for it.
Some of the calls may list an ability score as one of its prerequisites. This means that in order to be able to take this call, you must have a Minor or Major Ability Score Improvement, with which you have chosen that ability score.
Arcane Fate
Prerequisite: At least one arcane call
You are not seen as fully human anymore, and thus can be treated by some with suspicions. You gain disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks against such individuals. At DM's discretion, anyone's opinions on those with arcane calls may shift over time either way.
Unusual Appearances
Those who have been called by magic usually develop physical features that set them apart from regular humans. It could be something small as eyes of unnatural color or pointed ears, or something as big as having wings on your back or your hair being a small flame instead. Players are free to take inspiration from other settings and encouraged to come up with their own distinguishing looks, as long as they provide no mechanical benefits beyond those outlined in the Arcane Calls.
Aquatic Origin
Cost: 1 legacy point
You can breathe air and water, and you know the shape water cantrip.
Breathless
Prerequisite: STR and CON
Cost: 1 legacy
You do not need to breathe.
Brisk Figure
Prerequisite: DEX
Cost: 1 legacy point
Your base walking speed increases by 10 feet. This arcane call can't be taken if you have already taken the Quick option.
Chromatic Shifting
Prerequisite: CON or WIS
Cost: 1 legacy point
You can use your bonus action to change the appearance of your skin and the equipment you are wearing or carrying to be of any color or number of colors arranged in a pattern. This effect lasts until you use this ability again, or dismiss the effect (no action required).
Additionally, you can concentrate for one minute to blend into your environment. While you remain motionless, you gain advantage on Stealth checks made to hide. You may attempt to hide even if you have no cover or obscurement. You can't use this ability to hide while you are being directly observed.
Cold Adaptation
Cost: 1 legacy point
You have resistance against cold damage, and you know the ray of frost cantrip.
Earthly Form
Cost: 1 legacy point
You know the mold earth cantrip. Additionally, you can move across difficult terrain made of earth or stone without expending extra movement.
Electric Ardor
Prerequisite: CON
Cost: 1 legacy point
You have resistance against lightning damage, and you know the shocking grasp cantrip.
Enchanting Soul
Prerequisite: CHA
Cost: 1 legacy point
You have a resistance against psychic damage, and you know the friends cantrip.
Etherstep
Prerequisite: WIS
Cost: 1 legacy point
As a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see. Once you use this feature, you can't use it again until you finish a long rest.
Everchanging
Prerequisite: varies
Cost: varies
Choose two Legacy options for which you fulfill prerequisites, at least one of which is an arcane call. You can't choose Spellbound Twin arcane call as either of these. Choose which one represents the Sun, and which one represents the Moon. When the Sun is visible in the sky, you gain features of the Sun's Legacy option, and when the Moon is visible in the sky, you gain features of the Moon's Legacy option.
This feature counts as one arcane call. Its cost is equal to the sum of both Sun and Moon legacy option features minus 1. You need to fulfill prerequisites of both Sun and Moon legacy option features to be able to pick this feature.
Faeblooded
Prerequisite: CHA
Cost: 1 legacy point
You have advantage on saving throws against being charmed, and magic can't put you to sleep. Furthermore, you don't need to sleep. Instead, you meditate deeply, remaining semiconscious for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that others would from 8 hours of sleep.
Flaming Soul
Cost: 2 legacy point
You know the control flames and produce flame cantrips. Additionally, you have resistance against fire damage.
Fortunate
Prerequisites: INT and CHA
Cost: 1 legacy point
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Grim Fate
Prerequisites: CON
Cost: 1 legacy point
You know the spare the dying cantrip. Furthermore, you have advantage on saving throws against diseases and poisons.
Heaven Blooded
Prerequisites: WIS or CHA
Cost: 1 legacy point
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. Additionally, you have resistance against radiant damage.
Leaper
Prerequisites: STR
Cost: 1 legacy point
Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start. Also, when determining fall damage that would be dealt to you, treat any fall as if it were from 10 feet less than the actual height, to a minimum of 0 feet.
Light Bringer
Cost: 1 legacy point
You know the word of radiance cantrip and your choice of either dancing lights or light cantrip.
Magical Trickster
Prerequisites: INT, WIS or CHA
Cost: 1 legacy point
You know prestidigitation and thaumaturgy cantrips.
Mental Connector
Prerequisites: INT or WIS
Cost: 1 legacy point
You know the mind meld* and telepathic lash* cantrips.
Mind Coiler
Prerequisites: INT or CHA
Cost: 1 legacy point
You know the blind spot* and delusion* cantrips.
Natural Weapon
Prerequisite: STR
Cost: 1 legacy point
You have natural weapons of your choice - horns, fangs, tail, claws, or something else. If you hit using your natural weapons, you deal damage equal to 1d8 + your Strength modifier. The type of this damage is appropriate to the natural weapons.
Nightly Eyes
Prerequisites: WIS
Cost: 1 legacy point
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.
One with Nature
Cost: 1 legacy point
You know the druidcraft cantrip. You can also communicate simple ideas through sounds and gestures with Small or smaller beasts.
Rapid Evolution
Cost: 1 legacy point
After spending 24 hours in extreme conditions such as extreme cold, extreme heat or high altitudes, your body adapts to them to naturally, becoming immune their effects. This lasts until you adapt this way to a different hostile environment.
Additionally, when you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to adapt to it rapidly. Until the start of your next turn, you have resistance to the triggering damage type. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type. Once you use this feature, you can't use it until you finish a long rest.
Shadow Weaver
Cost: 1 legacy point
You know the blind spot* and minor illusion cantrips.
Shapeshifter
Prerequisites: WIS and CHA
Cost: 2 legacy points
As an action, you can assume a different form of a humanoid creature or change back into your true form, transforming your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size
than you, and your basic shape stays the same. However, your equipment does not change with you. If you die, you revert to your natural appearance. Additionally, you have advantage on saving throws against any spell or effect that would alter your form.
Spellbound Twin
Prerequisites: another player with this trait
Cost: 1 legacy point
You become a twin one other player of your choice with this trait, as long as they choose you as a twin with their trait too. As long as they are located on the same plane of existence as you, you can sense their emotional state and know when they get hurt. In addition, you can communicate with your twin telepathically as long as they are within 120 feet of you.
Also, when your twin attacks a creature within 5 feet of you, you may use a reaction to take make a single attack against that target. If you do, your twin may not use its reaction on your next turn to do so.
Spirit of the Wind
Prerequisites: DEX
Cost: 1 legacy point
You have advantage on saving throws against being knocked prone, and you know the gust cantrip.
Technopath
Prerequisite: INT
Cost: 1 legacy point
You know haywire** and on/off*** cantrips.
Telekinesist
Cost: 1 legacy point
You know the mage hand and mystic hand* cantrips.
Thunderborn
Cost: 1 legacy point
You have resistance against thunder damage, and you know the thunderclap cantrip.
Toughened Body
Prerequisites: CON
Cost: 1 legacy point
When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use this AC to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Furthermore, you do not need to eat or drink.
Uncanny Projector
Prerequisite: INT
Cost: 1 legacy point
You know the arcane graffiti** and magic ID** cantrips.
Vitriolic Pith
Prerequisites: CON
Cost: 1 legacy point
You have resistance against acid damage, and you know the acid splash cantrip.
Vocal Descent
Prerequisite: CHA
Cost: 1 legacy point
You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check. You can also choose to make your voice up to three times as loud as normal requiring no action, and you have advantage on saving throws against being deafened. Additionally, you can use your action or bonus action to throw your voice, making it seem like it originates from a point of your choice within 60 feet of you that you can see.
Winged
Prerequisites: STR and DEX
Cost: 2 legacy points
You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.
Cantrips
Cantrips marked * are psionic talents from Psionic Handbook for reasons specific to my setting. They're treated as cantrips that require V and S components, have a range of self and duration of instantaneous unless otherwise specified and have an action cost mentioned in their description.
Cantrips marked ** come from Modern Handbook written by /u/AeronDrake.
Cantrips marked *** come from the Modern Magic UA published by Wizards of the Coast.
At DM's discretion, any cantrip can be changed to any other cantrip in case they do not wish to use the listed resources, or do not own Xanathar's Guide to Everything.
Credits
Cover image is Mage: The Awakening illustration.
Page 3 image by Chacobo.
Page 5 image by LauraBelmont.
Page 7 image by Caterina Kalymniou.
Made by Prophecy Breaker, /u/darude11, with help from Boes, Lendagan, Rhadamanth Nemes, everyone who has responded to the previous version, and folks from Discord of Many Things. Thank you guys! Version 1.1
Huge thanks to the creator of GMBinder Ivel, and to Wizards of the Coast!
Read about the Ethernet of Keys setting and my other homebrews on my blog. My blog also contains an extra Arcane Call that was not playtested yet, and thus not included here.