Custom Lineage, Revamped

by Pimplup

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Custom Lineage
—Revamped—

Tasha's Cauldron of Everything provides a way to customize your appearance and traits, but to some its scope is too limited. Feel free to use this document to expand the racial options available at your table.

Points

You have 15 points to spend on various racial features, described below. The cost of each feature is a number of points denoted in bold after the feature description.


Size / Base Speed

Your size is Small. Your walking speed is 25 feet. (0)

Your size is Medium. Your walking speed is 30 feet. (2)


Ability Score Increase

Increase your ability scores by choosing one option from the table below.

For example, you can spend 3 points to increase one ability score by 2 and then increase two other ability scores by 1, or you could spend 12 points to increase one ability score by 2 and then gain one feat of your choice for which you qualify.


bonuses point cost ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎
+2 / +1 0
+1 / +1 / +1 0
+2 / +1 / +1 3
+1 to all ability scores 4
+2 / +2 5
+1 / +1, gain a feat 11
+2, gain a feat 12

Traits

Skilled. You gain proficiency with one skill of your choice. (2)

You can select this trait twice.

Skill Enhancement. Choose one skill (3) or tool (2). Whenever you make a skill check with the skill or tool you chose, you can roll 1d4 and add it to the check.

You can select this trait twice.

Weapon Training. You gain proficiency with one type of martial weapon of your choice. (1)

Armor Training. You gain proficiency with light armor. (4)

Fleet of Foot. Your base walking speed increases by 5 feet. (2)

Nimble Climber. You have a climbing speed equal to your walking speed. (1)

Aquatic Adaptation. You have a swimming speed equal to your walking speed, and you can breathe air and water. (1)

Flight. You have a flying speed equal to your walking speed while you aren't wearing heavy armor. (10)

Darkvision. 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 grey. (2)

Superior Darkvision / Sunlight Sensitivity. 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 grey.

You have disadvantage on attack rolls and 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. (-1)

Natural Weapons. Part of your body (e.g. your bite, claws, hooves, talons) is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning/piercing/slashing damage (your choice) equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (1)

Natural Armor. When you aren't wearing armor, your AC is equal to 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. (5)

Fey. Your creature type is fey, rather than humanoid. Magic cannot put you to sleep. (1)

Construct. Your creature type is construct, rather than humanoid.

You are immune to disease, and you have advantage on saving throws against being poisoned and resistance to poison damage. You don't need to eat, drink, or breathe, and you can benefit from healing spells (such as cure wounds) that normally don't affect constructs.

You don't need to sleep, and magic can't put you to sleep. When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious. (4)

Damage Resistance. You have resistance to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, Psychic, Radiant, or Thunder. (3)

You can select this trait twice, granting yourself resistance to two damage types.

Resistant. You have advantage on saving throws against being charmed, frightened, or poisoned (your choice). If you choose poisoned, you also gain resistance to poison damage. (1)

You can select this trait multiple times.

Predominant Race. Choose 1 race for which to qualify for racial feats. This race must match your size. (1)

Languages. You can speak, read, and write Common and one other language of your choice. (0)

Well-versed. Choose 2 of the following benefits: (1)

  • You gain proficiency with one simple weapon of your choice.
  • You gain proficiency with one tool of your choice.
  • You learn to speak, read, and write in one additional language of your choice.
  • You count as one size larger when determining your carrying capacity and the weight you can push or drag.
  • You live twice as long as an ordinary human does.
  • Through sounds and gestures, you can communicate simple ideas to beasts.

Half-feat. Choose 1 feat that allows you to increase an ability score by 1. (Charger, Grappler, Savage Attacker, and Skulker are also valid choices.) You gain all the benefits of this feat except for the ability score increase. (6)

Magical Traits

Racial Legacy. Pick one 1st level and one 2nd level spell from any class's spell list. When you reach 3rd level, you can cast the 1st level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the 2nd level spell once with this trait and regain the ability to do so when you finish a long rest. You can also cast these spells using any spell slots you have.

Your spellcasting ability for these spells matches the spellcasting ability of the class you chose. (3)


Magic Resistance. You have advantage on saving throws against spells and other magical effects. (6)

Marked. You possess a mark that enhances your magical capability. You gain the Spells of the Mark feature from a marked race of your choice. (These can be found in Eberron: Rising from the Last War.) (4)

Cantrip. You know one cantrip of your choice. The cantrip, spellcasting ability, and point cost are determined by the table below.

cantrip spellcasting ability point cost
acid splash Int/Cha 2
blade ward 1
booming blade 3
chill touch Int/Cha 2
control flames 1
create bonfire Int/Wis/Cha 2
dancing lights 2
druidcraft 2
eldritch blast Cha 4
fire bolt Int/Cha 3
friends Int/Cha 1
frostbite Int/Wis/Cha 2
green-flame blade 3
guidance 4
gust 1
infestation Int/Wis/Cha 1
light 2
lightning lure Int/Cha 1
mage hand 3
magic stone Int/Wis 2
mending 2
message 2
cantrip spellcasting ability point cost
mind sliver Int/Cha 3
minor illusion Int/Cha 3
mold earth 1
poison spray Int/Wis/Cha 1
prestidigitation 2
primal savagery Wis 2
produce flame Wis 2
ray of frost Int/Cha 2
resistance 1
sacred flame Wis 2
shape water 1
shillelagh Wis 3
shocking grasp Int/Cha 2
spare the dying 2
sword burst Int/Cha 1
thaumaturgy 2
thorn whip Int/Wis 2
thunderclap Int/Wis/Cha 1
toll the dead Int/Wis/Cha 3
true strike 1
vicious mockery Cha 2
word of radiance Wis 1
Made by Nate Wilson
Cover art by Kurolines – kurolines.artstation.com
Page 2 drawing by Everwho – deviantart.com/everwho
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