Godfall Legacy System

by Edian

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Godfall Legacy System

Homebrew

All content herein is subject to change.

Credits

Written by Mike Hughes, Julia Watson-Foster
Art by jinxiaodi, Lap Pun Cheung, Livia Prima, Goran Josic, Dangercook
Legacy Original Concept by Prophecy Breaker, /u/darude11

Legacy System

While some of the core races of Otera still exist in small pockets, many centuries of close proximity in Solace have led to an intermixing of the races unusual to most campaign settings. As such, players have the option of either playing one of this setting’s standard core races or picking their own racial traits using a unique Legacy system point-buy. While most mixed race characters from the city have at least some noticeable trace of human blood in their veins, you’re free to flavor your character’s mixed racial background however you like (within reason and the dictates of the campaign setting) based on the racial traits you choose.

Base Statistics

Regardless of your Legacy choices, citizens of the city share the following traits (unless a trait you purchase says otherwise):

Age. You reach adulthood in their late teens and live less than a century.

Size. While your height and build can span a range from barely 4 feet to well over 6 feet tall, regardless of your position in that range, your size is Medium

Type. Your type is Humanoid and you must be bipedal in form.

Speed. Your base walking speed is 30 feet.

Languages. You know Common and one extra language of your choice.

Legacy Traits

In addition to the base statistics listed above, players get six Legacy points to spend when creating a character using this method. You can take any of the following Legacy options by spending the indicated amount of Legacy points on them up to your max of six. You can take each Legacy option only once, unless the option's description says otherwise.

Some of the Legacy traits may list an ability score as one of its prerequisites. This means that in order to be able to take this trait, you must have a Minor or Major Ability Score Improvement, with which you have chosen that ability score.

Major Ability Score Improvement

Cost: 2 legacy points


One ability score of your choice increases by +2. This trait may only be taken once.

Minor Ability Score Improvement

Cost: 1 legacy point


One ability score of your choice increases by +1. If you took the Major Ability Score Improvement, you may not take this option to further improve that same ability score. This option can be taken up to six times, choosing a different ability score each time.

Bioluminescent

Cost: 0 legacy points


You give off a soft glow, sheding bright light in a 5-foot radius and dim light for an additional 5 feet.. You take a -2 penalty to stealth and disguise checks.

Brave

Cost: 1 legacy point


You have advantage on saving throws against being frightened.

Cat's Claws

Prerequisite: Natural Weapons (Claws) Cost: 1 legacy point


Immediately after hitting a target with an unarmed strike using your claws you can try to grapple the target as a bonus action. Additionally you may use your claws as a set of Thieves' Tools to pick locks and are considered proficient when doing so.

Climber

Cost: 1 legacy point


You have a climbing speed equal to your walking speed.

Constricting Tail

Prerequisite: Natural Weapons (Tail)
Cost: 1 legacy point


As an action you can make a special attack with your tail. If this attack hits it deals bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can't constrict another target. Once you have used this trait you can't use it again until you finish a short or long rest.

Cunning

Cost 2 legacy point


You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Dark Vision

Cost: 1 legacy point


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 shades of gray.

Superior Darkvision

Prerequisite: Dark Vision trait
Cost: 1 legacy points


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.

Expert Forgery

Cost: 1 legacy point


You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.

Feline Agility.

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.

Elven Seasons

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.

Fleet of Foot

Cost: 1 legacy point


Your base walking speed increases by 5 feet.

Fury of the Small

Prerequisite: Short Stature
Cost: 1 legacy point


When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.

Grovel, Cower, and Beg

Prerequisite: Short Stature
Cost: 1 legacy point


As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.

Hammering Horns.

Prerequisite: Natural Weapons (Horns) Cost: 1 legacy point


Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can attempt to shove that creature with your horns using your reaction. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 5 feet away from you. In addition, immediately after you use the Dash action on your turn and move at least as far as your speed, you can make one melee attack with your horns as a bonus action.

Hungry Jaws

Prerequisite: Natural Weapons (Teeth)
Cost: 1 legacy point


In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier + Level (minimum of 1), and you can't use this trait again until you finish a short or long rest.

Hybrid Nature

Cost: 0 legacy points


You have two creature types: humanoid and one of Beast, Dragon, Elemental, Giant, Monstrosity or Plant. You can be affected by a game effect if it works on either of your creature types.

Keen Smell

Cost: 1 legacy pint


You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on smell.

Lashing Tail

Prerequisite: Natural Weapons (Tail)
Cost: 1 legacy point


Immediately after a creature within 5 feet of you deals damage to you with a melee attack, you can use your reaction to make an unarmed strike against that creature with your tail.

Leaper

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.

Long-Limbed

Prerequisites: Cannot have the Short Stature trait
Cost: 2 legacy point


When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Long-Lived

Cost: 1 legacy point


Descended from one of the more long-lived races, you can expect to live a longer lifetime than the average citizen. You reach adulthood at the same rate as other Legacy characters, but after that you age more slowly and can expect to enjoy a natural lifespan of between 150 to 200 years. Additional you gain proficiency in the History skill.

Manta Glide

Prerequisites: Hybrid Nature
Cost: 1 legacy point


Your ray-like wings can slow your fall and allow you to glide. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.

Lithe Grace

Cost: 2 legacy points


You gain a +1 bonus to AC while you aren't wearing medium or heavy armor and aren't using a shield.

Natural Armor

Prerequisites: Hybrid Nature
Cost: 2 legacy points


Your skin is tougher than the average person, whether from scales, thick hide, a hardy shell, or some other means of protection. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor 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.

Natural Weapon

Prerequisite: Hybrid Nature
Cost: 1 legacy point


You have natural weapons of your choice--either horns, teeth, a tail, or claws which you can use to make unarmed strikes. Attacks made with them may use either your Strength or Dexterity modifier and deal 1d6 + your Strength or Dexterity modifier piercing, slashing, or bludgeoning damage as appropriate to the type of natural weapon selected.

You must state which one of the body part listed above you've selected when you take this trait.

Nimbleness

Prerequisite: Short Stature 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.

Poisonous Fangs

Prerequisite: Natural Weapons (Teeth)
Cost: 1 legacy point


If you hit with your bite attack your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage.

Powerful Build

Cost: 1 legacy point


You count as one size larger when determining your carrying capacity, inventory slots, and the weight you can push, drag, or lift.

Prehensile Tail

Prerequisite: Hybrid Nature
Cost: 1 legacy point


Through extensive training, you've learned to make the most of your unusual anatomy. Your long and rather thick tail is not strong enough to make attacks or wield a weapon or shield, but you can grasp things and manipulate small objects (including thieves’ tools) with it. Your tail also grants you advantage on Dexterity (Acrobatics checks), as well as Strength (Athletics) checks made to climb.

Relentless Endurance

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 Attacks

Cost: 1 legacy point


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.

Stone’s Endurance

Cost: 1 legacy point


You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Strong Ancestry

Prerequisite: Cannot be purchased with points gained through the retirement system.
Cost: 1 legacy point


Though your blood is mixed your family line has strong ties to one of the common races. Choose one race (excluding Tiefling, Dragonborn, and Tradeforged), ignore any racial prerequisites requiring the chosen race when selecting a feat or attuning to an item.

Swimmer

Cost: 1 legacy point


You can hold your breath for up to 15 minutes, and you have a swimming speed equal to your walking speed. Furthermore, you have advantage on any Strength (Athletics) checks made to swim in difficult conditions.

Trunk.

Prerequisite: Hybrid Nature
Cost: 1 legacy point


You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

Versatile

Cost: 1 legacy point


You gain proficiency in a skill of your choice. Additionally, you learn a language of your choice or become proficient with a tool of your choice. You can select this trait twice, choosing a different skill and language or tool each time.

Arcane Calls

Whether you were born with it, came in contact with a source of arcane energy long enough, or contracted your magic in some other way, you are now innately magical. You can choose up to two of the following arcane calls when buying your Legacy traits. Additionally you may only choose 1 trait that gives resistance to a damage type.

When you learn a new cantrip through an arcane call you’ve chosen, you must choose one of the following ability scores: Intelligence, Wisdom or Charisma. The chosen ability score is your spellcasting ability for the cantrips you gained through your racial features. Furthermore spells granted through legacy features are considered innate and do not require material components.

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 Latency

Cost: 1 legacy point


You know the mage hand and message cantrips.

Aquatic Origin

Cost: 1 legacy point


You can breathe both air and water, and you know the shape water cantrip.

Bewitching Gaze

Prerequisite: Enchanting Soul
Cost: 1 legacy point


Choose one of the following spells: cause fear (as a 2nd level spell), charm person (as a 2nd level spell), detect thoughts, suggestion, zone of truth. When you reach third level, you can cast the chosen spell once per day as described. The ability score you chose for your Enchanting Soul cantrip is your spellcasting ability for this spell.

Blindsight

Prerequisites: Blind
Cost: 2 legacy points


You gain Blindsight with a radius of 10 feet.

Breathless

Cost: 1 legacy


You do not need to breathe.

Chromatic Shifting

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, As an action, you can shift your appearance causing you to blend into your surroundings. This lasts until you take another action. While this is active, you are considered lightly obscured, and can hide from a creature even when they have a clear line of sight to you. Wisdom (Perception) checks to find you that rely on vision are made with disadvantage.

Cold Adaptation

Cost: 1 legacy point


You have resistance against cold damage, and you know the ray of frost cantrip.

Corrosive Touch

Prerequisite: Vitriolic Pith
Cost: 1 legacy point


Whenever you make an unarmed attack you can choose to deal 1d6 + Constitution acid damage instead of the normal damage for an unarmed strike. Additional if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Additional you can destroy, partially destroy, or melt a hand-sized hole in an object that you are able to stay in contact with long enough, as per the DM’s discretion.

Deathguard

Prerequisite: Grim Fate
Cost: 1 legacy point


Choose one of the following spells: cure wounds (as a 2nd level spell), gentle repose, healing word (as a 2nd level spell), lesser restoration, or protection from poison. When you reach third level, you can cast the chosen spell once per day as described. The ability score you chose for your Grim Fate cantrip is your spellcasting ability for this spell.

Earthborn

Prerequisite: Earthly Form
Cost: 1 legacy point


Choose one of the following spells: earth tremor (as a 2nd level spell), Maximilian’s earthen grasp or spider climb. When you reach third level, you can cast the chosen spell once per day as described. The ability score you chose for your Earthly Form cantrip is your spellcasting ability for this spell.


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

Cost: 1 legacy point


You have resistance against lightning damage, and you know the shocking grasp cantrip.

Enchanting Soul

Cost: 1 legacy point


You have a resistance against psychic damage, and you know the friends cantrip.

Etherstep

Cost: 1 legacy point


As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest.

Feyborn Seasons

Prerequisite: Etherstep
Cost: 1 legacy point


Descended from a chaotic eladrin ancestor, the changeable rhythms of the seasons color your personality and moods, and even your fey gifts. When finishing a long rest, choose what season your character is currently embodying (as per the season descriptions for the Eladrin elf subrace in Mordenkainen’s Tome of Foes). Upon reaching third level, you can apply an additional effect corresponding to your current season when you use your Etherstep feature. If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. Additionally, you may use your Etherstep ability again after a short or long rest.

Autumn. Immediately after you use your Etherstep, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.

Winter. When you use your Etherstep, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Spring. When you use your Etherstep, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

Summer. Immediately after you use your Etherstep, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

Fortune’s Child

Cost: 2 legacy points


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.

Flameborn

Prerequisite: Flaming Soul
Cost: 1 legacy point


Choose one of the following spells: Aganazzar’s scorcher, burning hands (as a 2nd level spell), flaming sphere, heat metal, hellish rebuke (as a 2nd level spell), pyrotechnics, scorching ray, searing smite (as a 2nd level spell). You can cast the chosen spell once per day as described. The ability score you chose for your Flaming Soul cantrip is your spellcasting ability for this spell.

Flaming Soul

Cost: 1 legacy point


You know the control flames and produce flame cantrips. Additionally, you have resistance against fire damage.

Grim Fate

Cost: 1 legacy point


You know the spare the dying cantrip. Furthermore, you have advantage on saving throws against diseases and poisons.

Healing Hands

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.

Light Bringer

Cost: 1 legacy point


You know the word of radiance cantrip and your choice of either the dancing lights or light cantrip. Additionally, you have resistance against radiant damage.

Magical Trickster

Cost: 1 legacy point


You know your choice of two of these three cantrips: minor illusion, prestidigitation and thaumaturgy.

Nature’s Ally

Prerequisite: One with Nature
Cost: 1 legacy point


Choose one of the following spells: animal friendship (as a 2nd level spell), animal messenger, barkskin, beast sense, ensnaring strike (as a 2nd level spell), or spike growth. When you reach third level, you can cast the chosen spell once per day as described. The ability score you chose for your One with Nature cantrip is your spellcasting ability for this spell.

One with the Storm

Prerequisite: Electric Ardor or Thunderborn
Cost: 1 legacy point


Choose one of the following spells: fog cloud (as a 2nd level spell), shatter, thunderwave (as a 2nd level spell), witch bolt (as a 2nd level spell). When you reach third level, you can cast the chosen spell once per day as described. The ability score you chose for your Electric Ardor or Thunderborn cantrip is your spellcasting ability for this spell.

Pestilent Soul

Prerequisite: Poison Resistant
Cost: 1 legacy point


Choose one of the following spells: blindness/deafness, protection from poison, ray of enfeeblement, ray of sickness (as a 2nd level spell). When you reach third level, you can cast the chosen spell once per day as described. Choose INT, WIS or CHA for your spellcasting ability for this spell.

Poison Resistant

Cost: 1 legacy point


You know the poison spray cantrip. Additionally, you have a resistance against poison damage.

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.

Radiant One

Prerequisite: Light Bringer
Cost: 1 legacy point


Choose one of the following spells: branding smite, color spray (as a 2nd level spell), faerie fire (as a 2nd level spell), guiding bolt (as a 2nd level spell), or moonbeam. When you reach third level, you can cast the chosen spell once per day as described. The ability score you chose for your Light Bringer cantrip is your spellcasting ability for this spell.

Rapid Evolution

Cost: 2 legacy points


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. Once you use this feature, you can't use it until you finish a long rest.

Shapeshifter

Cost: 2 legacy points


As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you've never seen, and you revert to your natural form if you die. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change.

You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment doesn't change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.

Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Shadow Blessing

Prerequisite: Etherstep
Cost: 1 legacy point


Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

Silent Speech

Cost: 1 legacy point


You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

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 are acutely aware of any pain, injury, illness, or fear they experience. 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 your reaction to take make a single attack against that target. When you use this feature, your twin may not use their reaction on your next turn to make this additional attack.

Spirit of the Trickster

Prerequisite: Magical Trickster
Cost: 1 legacy point


Choose two of of the following spells: charm person, color spray, disguise self, silent image, sleep, snare, tasha’s hideous laughter. You can cast each of these two chosen spells once per day. The ability score you chose for your Magical Trickster cantrips is your spellcasting ability for these spells.

Spirit of the Wind

Cost: 1 legacy point


You have advantage on saving throws against being knocked prone, and you know the gust cantrip.

Thunderborn

Cost: 1 legacy point


You have resistance against thunder damage, and you know the thunderclap cantrip.

Tremorsense

Prerequisites: Blind
Cost: 2 legacy points


You gain tremorsense with a radius of 15 feet.

Vitriolic Pith

Cost: 1 legacy point


You have resistance against acid damage, and you know the acid splash or primal savagery cantrip.

Vocal Descent

Prerequisites: Cannot have the Mute drawback.
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.

Waterborn

Prerequisite: Aquatic Origin or Cold Adaptation
Cost: 1 legacy point


Choose one of the following spells: armor of agathys, create or destroy water, fog cloud or ice knife. When you reach third level, you can cast the chosen spell once per day as a 2nd level spell. The ability score you chose for your Aquatic Origin or Cold Adaptation cantrip is your spellcasting ability for this spell.

Wind Soul

Prerequisite: Spirit of the Wind
Cost: 1 legacy point


Choose one of the following spells: dust devil, gust of wind, levitate, skywrite, or warding wind. When you reach third level, you can cast the chosen spell as described once per day. Alternately, you may choose both feather fall and jump (you may only cast jump on yourself using this feature) and may cast each of these spells once per day starting at first level. The ability score you chose for your Spirit of the Wind cantrip is your spellcasting ability for the chosen spell(s).

Drawbacks

Drawbacks make life as an adventure significantly more challenging. For each Drawback that you take you receive a number of legacy points to spend on Legacy Traits or Arcane Calls. You may gain up to two additional legacy points this way.

Arachnophobia

Compensation: 1 Legacy point.


You are automatically considered to be frightened by any spiders or spider-like creatures.

Arcane Allergies

Compensation: 1 Legacy Point


Choose a school of magic. Whenever a spell from that school of magic effects you, forces you to make a saving throw or is cast within 30 feet of you, your body involuntarily reacts for a time. The effect stacks with repeated exposures. All stacks are cleared when you take a short or long rest.

  • 1 exposure - You begin to sneeze uncontrollably. You incur a -2 penalty to Charisma and Dexterity checks.
  • 2 exposures - Your eyes begin to water and impede your vision. You additionally incur a -2 to all attack rolls and have disadvantage on perception checks.
  • 3 exposures - Your mind becomes foggy as it becomes hard to breathe. You additionally incur a -2 penalty to all saving throws.

You may take this drawback multiple times, selecting a different school of magic each time.

Blind

Compensation: 2 Legacy points


You are permanently affected by the blinded condition. If you have another sense, then you are blind beyond the radius of that sense.

Clumsy

Compensation: 1 Legacy point


You have disadvantage Dexterity (Stealth, Acrobatics, Performance). Dexterity saving throws made to keep your balance or against effects that would leave you prone are also at disadvantage.

Cold Blooded

Compensation: 1 Legacy point


You have vulnerability to cold damage and can not take the Cold Adaptation trait.

Deaf

Compensation: 2 Legacy points You are permanently affected by the deafened condition.

Fearful

Prerequisite: Cannot have the Brave trait. Compensation: 1 Legacy point.


Choose one of the following:

  • Water (swimming or aquatic environment)
  • Heights (flying, mountains, high walls or towers)
  • Darkness
  • Open Spaces (outdoors)
  • Enclosed Spaces (caves, tunnels)

While within an area matching your chosen fear you have disadvantage on ability checks and attack rolls and have disadvantage on saving throws against the Frightened condition.

Frail

Compensation: 2 Legacy points


You have Vulnerability to bludgeoning, slashing and piercing damage and cannot take the Barbarian class.

Gullible

Compensation: 1 Legacy point


You have disadvantage on all insight checks and saving throws against being charmed and have vulnerability to psychic damage.

Illiterate

Compensation: 1 Legacy point


You can not read or write any language. You also can not learn to speak any languages other than common. Your Intellect score is decreased by 2.

Missing Eye

Compensation: 1 Legacy point


You have disadvantage on perception checks, including passive perception, that rely on sight. Additionally you have disadvantage on any attack roll against a target more than 30 feet away.

Missing Hand

Compensation: 1 Legacy point


You are missing a hand, reducing the number of free hands you have to hold/wield/interact with items or make somatic components. You may take this option up to two times.

Missing Leg

Compensation: 1 Legacy point


You are missing part of a leg. You base speed is reduced by half rounding down. You may take this option up to two times.

Mute

Compensation: 2 Legacy points


You can not verbally speak or meet the requirements of spells with verbal components.

Sunlight Sensitivity.

Compensation: 1 Legacy point


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.

 

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