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## Draglen Draglen are small draconic creatures. They form very strong bonds with those they consider part of their clan and tend to suffer from anxiety when alone. ### Draglen Traits **Age.** Draglen reach adulthood at age 6 and can live up to 120 years. **Speed.** Your base walking speed is 30 feet. **Creature Type.** Dragon. **Size.** Draglen are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small. **Low-Light Vision.** You can see in dim light as if it were bright light. **Ancestral Resilience.** You have resistance to your choice of acid, cold, fire, lightning or poison damage. **Scamper.** If an enemy that is your size or larger ends its turn within 5 feet of you, you may use your reaction to move 5 feet. This reactive movement doesn’t provoke opportunity attacks. **Draglen Unity.** If you end your turn within 5 feet of an ally of your size or larger, and the ally isn't incapacitated, You gain the following benefits until the end of your next turn. * You gain a +1 bonus to Armor Class. * You have advantage on Saves against being frightened.
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## Dragonborn ### Dragonborn Traits **Age.** Young dragonborn age slowly. They live to be around 250. **Low-Light Vision.** You can see in dim light as if it were bright light. **Size.** Dragonborn stand between 6 to 8 feet tall. Their bodies weigh between 180 and 375 pounds. Your size is Medium. **Creature Type.** Dragon and Humanoid. **Speed.** Your base walking speed is 30 feet. **Powerful Build.** You are considered one size larger for all purposes except occupied space. **Draconic Scales.** Your base 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. **Draconic Ancestry** You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. ##### Draconic Ancestry | Dragon | Damage Type | Save | |:----|:----|:-------------| |Black or Bronze | Acid| Dex. save| |Blue or Copper | Lightning| Dex. save| |Green or Lead | Poison| Con. save| |Red or Gold | Fire| Dex. save| |White or Silver | Cold| Con. save| **Breath Weapon.** You can use your action to exhale destructive energy in your choice of a 30-foot line that is 5 feet wide or a 15 foot cone. When you use your breath weapon, each creature in the area of the exhalation must make a Save, the type of which is determined by your draconic ancestry. The DC for this Save equals 8 + your highest Mod + your PB. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. Once you use this trait, you can’t do so again until you finish a Rest. **Draconic Resistance.** You have resistance to the damage type associated with your draconic ancestry. \pagebreakNum ## Elves Long-lived beings that trace their origin to the feywild, the elven people left (or were expelled) from their homeland to live in the Material Plane. ### Elf Traits **Age** Although elves reach physical maturity at about the same age as humans and typically live around 200 years. **Creature Type.** Humanoid and Fey. **Size.** Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. **Speed.** Your base walking speed is 35 feet. **Fey Ancestry.** You have advantage on Saves you make to avoid or end the captivated or charmed condition on yourself. **Quick to Rise.** You don’t need to sleep and you can finish a short rest in 4 hours. **Playful Exchange.** Starting at 3rd level, you can use your bonus action to swap places with a creature or object within one size category of you within 30 feet that you can see. A creature must succeed on a Cha Save to resist this effect and can choose to fail it. An object must not being worn or carried and cannot be affixed to something else. You can use this trait a number of times equal to your PB, regaining all expended uses when you finish a long rest. Int, Wis or Cha is the ability for this trait (your choice). **Tricksy skills.** You know one cantrip of your choice from the Sorcerer or Bard spell lists. Use your highest ability score as the spellcasting ability for this trait. #### Variant: Hanri (Half-Human) The union of a human and an elf creates a hanri who mixes the traits of both parents. To create a elven-based Hanri, choose an elf Subrace, then replace the **Playful Echange** trait with the **Stronger Together** Trait. \pagebreakNum
## Human ### Human Traits **Age.** Humans reach adulthood in their late teens and live less than a century. **Creature Type.** You are a Humanoid. **Size.** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. your size is Medium. **Skilled.** You gain proficiency in one skill and any combination of two tools or languages of your choice. **Speed.** Your base walking speed is 30 feet. **Stronger Together.** You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your PB. You regain all expended uses when you finish a long rest. Starting at 3rd level, choose one of the options below each time you take the Help action with this trait. ***Fortitude.*** You and the creature you help gain a number of temporary HP equal to 1d6 plus your PB. ***Endurance.*** You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn. ***Feint.*** Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute. #### Variant: Hanri (Half-Elf) The union of a human and an elf creates a hanri who mixes the traits of both parents. To create a human-based Hanri, replace your **Stronger Together** trait with the **Playful Exchange** trait.
#### Variant: Selkie Selkie are humans who have been blessed by the Goddess Emar with the ability to take the form of a seal. Exchange your **Helping Hands**. trait for the following trait. **Seal Form.** As a bonus action, you can transform into a seal. While in this form you gain the following, * A swimming speed of 50 feet, your walking speed is halved, you can hold your breath for a number of hours equal to your Con Mod (minimum of 1) and you ignore any drawbacks caused by deep underwater environment. * You can see in dim light as if it were bright light. * A slam attack which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d8 + your Mod, instead of the bludgeoning damage normal for an unarmed strike. Dex or Str is your ability Mod for this attack (your choice). * You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. * You choose whether your equipment falls to the ground in your space, merges into your seal form, or is worn by it. Your equipment doesn’t change size or shape to match the seal form, and any equipment that the seal form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. * You can’t cast spells that require components and your ability to speak or take any action that requires hands is limited to the capabilities of your seal form. You leave this form if you choose to do so as a bonus action, if you fall unconscious, drop to 0 HP, or die.
\pagebreakNum ## Ishathk The Ishathk are a race of sapient reptiles, their unique biology has allowed them to adapt to many climates across the world. ### Ishathk Traits **Age.** Ishathk reach maturity around age 5 and rarely live longer than 70 years. **Creature Type.** Beast and Monstrosity. **Size.** Ishathk can vary between 3 and 7 feet tall. You are Medium or Small. You choose the size when you gain this lineage. **Speed.** Your base walking speed is 30 feet. **Adaptive Movement.** You gain your choice of either a climbing speed equal to your walking speed or a swimming speed equal to your walking speed and you can breath air and water. **Flexible Scales.** You have tough, scaly skin. Your AC is 13 + your Dex Mod. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. **Ishathk Adaptations.** The Ishathk have evolved numerous natural to adapt to their environment. Pick two. | | Ishathk Adaptations | |:---:|:-----------:| | | **Autonomous Escape.** If you fail a Str or Dex Save, you can detach your tail and succeed instead. You regrow your tail when you finish a long rest. | | | **Acid Spit** - As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 1d10 acid damage unless it succeeds on a Dex Save against a DC equal to 8 + your Con Mod + your PB. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10) and 17th level (4d10).| | | **Chromatophores.** You can control the color of your skin at your whim, usually to display emotion or blend in with your surroundings. You gain proficiency with Performance. As an bonus action you can carefully match your skin to your surroundings, granting you advantage on Dex (Stealth) checks until you move or your surroundings change.| | | **Elastic Tongue.** As a bonus action you can launch your tongue up to a range of 15 feet, grabbing an object or creature and pulling it up to 15 feet towards you. An unwilling creature can make a Str Save (DC 8 + your Str Mod + your PB) to resist being pulled. | | | **Nocturnal Eyes.** You can see in dim light as if it were bright light. You are proficient in perception.| | || |:---:|:-----------:| | | **Carnivorous Jaws.** Your fanged maw is a natural weapon with the finesse property, which you can use to make unarmed strikes, dealing piercing damage equal to 1d6 + Mod. Once per turn when you hit a creature (that has flesh) with your jaws, you gain temporary hitpoints equal to your Con Mod. | | | **Prehensile Tail.** You can grasp things with your tail. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Str score. You can use it to do simple tasks like lift an object or make an unarmed strike. Your tail 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. | | | **Hard Shell.** You have developed a hardened external shell; it gives you a base AC of 17 (your Dex Mod doesn’t affect this number). You gain no benefit from wearing armor. | | | **Poisonous Blood.** As an action you can spray blood out of your eyes at a creature within 30 feet, which makes a Dex Save against a DC equal to 8 + your Con Mod + your PB. You lose a number of hitpoints of your choice up to your level. On a failure, the target takes that much poison damage, on a success, it takes half. Also, as a reaction when you are hit with a melee attack you can cause the attacker to take poison damage equal to half your level. | | | **Springy Tendons.** Your jump distance is tripled and you do not need a running start for a long or high jump. You are proficient in your choice of Athletics or Acrobatics.| \pagebreakNum
## Loxodon ### Loxodon Traits Your Loxodon character has the following racial traits. **Age.** Loxodons physically mature at the same rate as humans, but they live about 225 years. They highly value the weight of Wis and experience and are considered young until they reach the age of 60. **Size.** Loxodon stand between 8 and 9 feet tall. Their bodies weigh between 300 and 450 pounds. Your size is Medium. **Creature Type.** Beast and Monstrosity. **Powerful Build.** You are considered one size larger for all purposes except occupied space. **Speed.** Your base walking speed is 30 feet. **Loxodon Serenity.** You have advantage on Saves against being captivated, charmed or frightened. **Training.** You are proficient with one skill and one tool or weapon of your choice. **Natural Armor.** You have thick, leathery skin. When you aren’t wearing armor, your AC is 12 + your Con Mod. 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. **Trunk.** 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 Str 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 DM might allow other simple tasks to be added to that list of options. \columnbreak
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. **Keen Smell.** Thanks to your sensitive trunk, you have advantage on Wis (Perception), Wis (Survival), and Int (Investigation) checks that involve smell. \pagebreakNum
## Olthix A race of sapient cephalopods, the Olthix have eight tentacled limbs. When out of the water they walk on their four more powerful limbs while the remaining four dexterous limbs act as arms. ### Olthix Traits **Age.** Olthix age quickly reaching adulthood at ten and living around eighty years. **Size.** Olthix range between 4 to 5 feet tall. Your size is medium. **Creature Type.** Aberration and Beast. **Amphibious.** You can breathe air and water **Speed.** Your base walking speed is 25 feet, and you have a swimming speed of 40 feet. **Low-Light Vision.** You can see in dim light as if it were bright light. **Cephalopod Nature.** You can squeeze through a space as narrow as 3 inch wide, provided you are wearing and carrying nothing. **Psionic Mind.** You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language. Your communication doesn’t give the creature the ability to respond to you telepathically. **Tentacles.** You have four tentacle arms. You also have advantage on ability checks you make to initiate or maintain a grapple. While out of the water your tentacles are weakened, in order to wield a weapon or shield you must use two tentacles. \columnbreak
**Olthix Psionics.** You know the *dancing lights* cantrip. When you reach 3rd level, you can cast the *color spray* spell as a 2nd-level spell (appearing as a spray of ink) 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 *invisibility* spell once with this trait and regain the ability to do so when you finish a long rest. These spells require no components. Use your highest ability score as the spellcasting ability for this trait #### Variant: Deep Olthix Some Olthix have adapted to living in the lightless world at the bottom of the ocean, if you wish to play as a Deep Olthix, your **Low-Light Vision** is replaced by the **Darkvision** trait with a range of 120 feet. You gain the following trait. **Bright light Sensitivity.** You have disadvantage on attack rolls, Investigation and Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright light. Targets also have advantage on save throws you would force them to make.
\pagebreakNum ## Plasm Occasionally when a ooze eats a mortal or is exposed to enough psionic energy, it gains sapience and becomes a plasm. ### Plasm Traits **Age.** Plasms lifespan is unknown. **Creature Type.** You are an Ooze. **Size.** You are Medium or Small. You choose the size when you select this lineage. **Speed.** Your walking speed is 30 feet. **Amorphous.** You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on d20 tests made to initiate or escape a grapple. **Low-Light Vision.** You can see in dim light feet of yourself as if it were bright light. **Hold Breath.** You can hold your breath for 1 hour. **Natural Resilience.** You have resistance to acid and poison damage, and you have advantage on Saves against being poisoned. **Shape Self.** As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a individual of your size. As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. You can grasp things with your pseudopd. It has a reach of 10 feet, and it can lift a number of pounds equal to five times your Str 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 DM might allow other simple tasks to be added to that list of options. Additionally you may don or doff armor as an action.
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## Raeftir Raeftir are made up of thousands of meter-long worm-like creatures called Raefs who meld together to form a sapient being. ### Raeftir Traits **Size.** You are Medium or Small. You choose the size when you select this race. You weigh between 100 and 350 pounds. Raeftir range between 2-7 feet tall. **Creature Type.** You are a Aberration. **Speed.** Your base walking speed is 30 feet. **Low-Light Vision.** You can see in dim light feet of yourself as if it were bright light.. **Age.** Raef do not die of old age, but after around a hundred years a Raeftir colony grows too large and splits into several new Raeftir. **Diffuse Self.** As a gestalt of many, you are resistant to assaults on your mind. When you make a Cha, Int or Wis Save, add a 1d4 to the roll. **Extremeophile Nature.** You are immune to the effects of extreme cold and extreme heat as described in the DMG. **One from Many.** If you are not incapacitated, you can reshape your body to give yourself a head, one or two arms, one or more legs, and makeshift hands and feet, or you can revert to a shapeless mass (no action required). Additionally you may don or doff armor as an action. \columnbreak
**Disentangle Form** As a bonus action or as a reaction when you would take damage, you disentangle yourself to your composite raef, tenuously holding onto your sense of self acting in a swarm. * You gain resistance to single target damage. * You gain vulnerability to area of effect damage. * You can move through another creatures space without using any extra movement. * You can occupy another creature's space and vice versa. * You are immune to the grappled, prone and restrained conditions. * You gain a burrow speed equal to your walking speed. * You can fit through a gap as small as 1 inch wide if you are not carrying anything. * You can only take the dodge, disengage, dash or hide actions. You reform after 1 minute or earlier as a bonus action. You can use this trait a number of times equal to your PB, and you regain all expended uses when you finish a long rest. #### Variant: Deepwell Raeftir Some Raeftir are more keenly adapted to living underground. Your **Low-Light Vision** is replaced by **Darkvision** with a range of 120 feet. You gain the following trait. **Bright light Sensitivity.** You have disadvantage on attack rolls, Investigation and Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright light. Targets also have advantage on save throws you would force them to make.
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## Tabaxi ### Tabaxi Traits **Age.** Tabaxi have lifespans equivalent to humans. **Size.** Tabaxi are taller on average than humans and relatively slender. Your size is Medium. **Creature Type.** Beast and Monstrosity. **Speed.** Your base walking speed is 30 feet. **Low-Light Vision.** You can see in dim light as if it were bright light. **Feline Agility.** Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns. **Cat’s Claws.** Because of your claws, you have a climbing speed equal to your walking speed. **Natural Weapon.** Your claws are natural weapons with the finesse and light properties which you can use to make unarmed strikes. They deal 1d8 slashing damage on a hit. **Cat’s Talent.** You are proficient in one skill of your choice. \pagebreakNum ## Versatile Lineages Some individuals, are born under strange circumstances, such as a powerful curse, rebirth through undeath or an incursion of extraplanar energies. As these circumstances aren't unique to a single lineages, these versatile lineages are shared by many lineages.
## Element-Touched ### Element-Touchedn Traits Element-Touched are those whose forms and heritage have been shaped by Elemental forces. **Origin Lineage.** You decide your origin lineage upon character creation which helps define your appearance and other traits. Your origin lineage can be any playable race except Fey-Touched, Fiend-Touched, Light-Touched or Soulbound. If your origin lineage had the **Powerful Build,** **low light vision** or **Natural Weapon** traits, then you also gain those traits. **Age.** Element-Touched mature at the same rate as their origin race, but live somewhat longer. **Speed.** Element-Touched speed and additional movement modes are based on the origin lineage. **Size.** Your size and appearance is based on your origin lineage. **Creature Type.** Your creature type is based on your origin lineage. #### Flame-Touched **Fire Resistance.** You gain resistance to fire damage. **Flamejaunt.** As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see that is illuminated by firelight. Once you use this trait, you can’t do so again until you finish a Rest. **Primal Spellcasting.** You know the *produce flame* and *control flames* cantrips. When you reach 5th level, you can cast the *Aganazzar’s scorcher* spell. You can cast this spell once with this trait and regain the ability to do so when you finish a long rest. Use your highest ability score as the spellcasting ability for this trait #### Water-Touched **Aquatic Resistance.** You have resistance to your choice of acid or cold damage. **Amphibious .** You can breath air and water and have a swim speed of 30 feet. **Primal Spellcasting.** You know the *shape water* and *frostbite* cantrips. When you reach 3rd level, you can cast the *create or destroy water* spell. When you reach 5th level, you can cast the *Snilloc's snowball storm* spell. You can cast each of the leveled spells once with this trait and regain the ability to do so when you finish a long rest. Int, Wis or Cha is your spellcasting ability for this trait (your choice). Use your highest ability score as the spellcasting ability for this trait #### Sky-Touched **Aerial Resistance.** You have resistance to your choice of lightning or thunder damage. **Skywalk.** When you move, you can channel the winds to gain a flying speed equal to your walking speed until the end of the current turn. If you are still aloft at the end of the turn with nothing else supporting you, you fall. Once you use this trait, you can’t do so again until you finish a Rest. **Primal Spellcasting.** You know the *gust* and *thunderclap* cantrips. When you reach 5th level, you can cast the *levitate* spell. You can cast each of the leveled spells once with this trait and regain the ability to do so when you finish a long rest. Use your highest ability score as the spellcasting ability for this trait #### Earth-Touched **Earthen Resilience.** You know the *blade ward* cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your PB, regaining all expended uses when you finish a long rest. **Earthwalk.** When you move, you can channel the earth to gain a burrow speed equal to your walking speed until the end of the current turn moving only through earth or stone. You don't disturb the material you move through. If you end your turn inside an object, you take 1d10 force damage and are shunted into the nearest unoccupied space you last occupied. Once you use this trait, you can’t do so again until you finish a Rest.
**Primal Spellcasting.** You know the *mold earth* cantrip. When you reach 5th level, you can cast the *Maximilian's earthen grasp* spell. You can cast each of the leveled spells once with this trait and regain the ability to do so when you finish a long rest. Use your highest ability score as the spellcasting ability for this trait \pagebreakNum
## Fey-Touched Those who have been altered by fey magic are known as Fey-Touched. ### Fey-Touched Traits Fey-Touched share certain traits as a result of their fey nature. **Origin Lineage.** You decide your origin lineage upon character creation which helps define your appearance and other traits. Your origin lineage can be any playable race except Fiend-Touched, Light-Touched, Element-Touched or Soulbound. If your origin lineage had the **Powerful Build,** **Low-Light Vision** or **Natural Weapon** traits, then you also gain those traits. **Age.** Fey-Touched mature at the same rate as their origin lineage. **Speed.** Fey-Touched speed and additional movement modes are based on its origin lineage. **Size.** Your size and appearance is based on your origin lineage. **Creature Type.** Your creature type is based on your origin lineage. **Eerie Token.** As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions: ***Telepathic Message.*** As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words. ***Remote Viewing.*** If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token’s location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed. Once you create a token using this trait, any existing tokens wither to dust. You can use this trait a number of times equal to your PB, regaining all expended uses when you finish a long rest at which point your missing parts regrow. **Fey Magic.** You can cast the *disguise self* and your choice of the *charm person* or *dissonant whispers* spells with this trait. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. Use your highest ability score as the spellcasting ability for this trait
\pagebreakNum ## Fiend-Touched ### Fiend-Touched Traits **Origin Lineage.** You decide your origin lineage upon character creation which helps define your appearance and other traits. Your origin lineage can be any playable race except Fey-Touched, Light-Touched, Element-Touched or Soulbound. If your origin lineage had the **Powerful Build,** or **Natural Weapon** traits, then you also gain those traits. **Age.** Fiend-Touched mature at the same rate as their origin race, but live a a decade or so longer. **Fiendish Resistance.** You have resistance to your choice of cold, fire, lightning or necrotic damage. **Low-Light Vision.** You can see in dim light as if it were bright light. **Speed.** Fiend-Touched speed and additional movement modes are based on its origin lineage. **Size.** Your size and appearance is based on your origin lineage. **Creature Type.** Your creature type is based on your origin lineage. **Infernal Aptitude** When you reach 1st level, choose a cantrip from the **Infernal Spells** Table, you know that cantrip. When you reach 3rd level, choose a 1st level spell from the **Infernal Spells** table, you can cast that spell. When you reach 5th level, choose a 2nd level spell from the **Infernal Spells** table, you can cast that spell. You can cast each of the leveled spells once with this trait and regain the ability to do so when you finish a long rest. Use your highest ability score as the spellcasting ability for this trait ##### Infernal Spells | 1st | 3rd | 5th | |:---:|:---:|:---|:---:| | *minor illusion* | *hellish rebuke* | *darkness* | | *ray of frost* | *ray of sickness* | *crown of madness* | | *mage hand* | *disguise self* | *detect thoughts* | | *vicious mockery* | *charm person* | *suggestion* | | *produce flame* | *armor of Agathys* | *invisibility* | | *thaumaturgy* | *alarm* | *arcane lock* | | *infestation* | *burning hands* | *alter self* | | *frostbite* | *Tasha's hideous laughter* | *enthrall* | | *create bonfire* | *searing smite* | *branding smite* | \pagebreakNum
## Light-Touched Those who have been altered by celestial magic are known as Light-Touched. ### Light-Touched Traits **Origin Lineage.** You decide your origin lineage upon character creation which helps define your appearance and other traits. Your origin lineage can be any playable race except Fey-Touched, Fiend-Touched, Element-Touched or Soulbound. If your origin lineage had the **Powerful Build,** **Low-Light Vision** or **Natural Weapon** traits, then you also gain those traits. **Age.** Light-Touched mature at the same rate as their origin lineage, but live around a century longer. **Speed.** Light-Touched speed and additional movement modes are based on the origin race. **Size.** Your size and appearance is based on your origin lineage. **Celestial Resistance.** You have resistance to your choice of necrotic or radiant damage. **Creature Type.** Your creature type is based on your origin lineage. **Healing Hands.** As an action you can touch a creature and roll a number of d4s equal to your PB. The creature regains number of HP equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. **Celestial Revelation.** You know the *light* cantrip. When you reach 3rd level, choose one of the revelation options below. There-after, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you use this trait, you can't use it again until you finish a long rest. ***Necrotic Shroud.*** Your eyes to turn into pools of darkness and ghostly, flightless wings sprout from your back. The instant you transform, creatures other then your allies within 10 feet of you that can see you must each succeed on a Cha Save or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your PB. Your highest ability score is your ability Mod for this trait. ***Radiant Consumption.*** Searing light radiates from your body. For the duration, you shed bright light in a 10 foot radius and dim light for an additional 10 feet, and at the end of each of your turns, other creatures within 10 feet of you takes radiant damage equal to your PB. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your PB. ***Radiant Soul.*** Luminous, spectral wings sprout from your back temporarily. Until the transformation ends, when you move you gain a flying speed equal to your walking speed until the end of the current turn. If you are still aloft at the end of the turn with nothing else supporting you, you fall. Additionally, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your PB.
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## Soulbound Soulbound are the spirits of those who have since died now linked to a vessel allowing them to interact with the the physical world and "live" in a fashion. ### Soulbound Traits **Past life.** You decide your past life upon character creation which helps define your appearance and other traits. Your past life can be any playable race. If your past life had the **Powerful Build,** **Low-light Vision** or **Natural Weapon** traits, then you also gain those traits. **Speed.** Soulbound speed and additional movement modes are based on their past life . **Size.** Your size and appearance is based on your past life. **Born from Death.** You are a Undead. You are resistant to necrotic damage. You are immune to poison damage, disease and the poisoned condition. You do not age. You do not need to eat, breath or sleep. **Necrotic Absorbtion.** You cannot be healed from spells or abilities. Whenever you would take necrotic damage, you can use your reaction to take no damage and instead regains a number of hit points equal to the necrotic damage they would've taken You can use this trait a number of times equal to your PB, and you regain all expended uses when you finish a long rest. #### Fleshbound Your essence has been bound to a corpse brought back to unlife. **Unholy Endurance.** You have advantage on death Saves and critical hits do not cause two failed death saves. **Undying Tenacity.** If you would be reduced to 0 HP and not killed outright or at the start of your turn if you are at 0 HP you regain 1 HP. You can use this trait a number of times equal to your PB, regaining all expended uses when you finish a long rest. \columnbreak
#### Vesselbound Your essence has been bound to a spirit vessel, you appear as a spirit in solid-form. **Spirit Vessel.** Your spirit is bound to a physical vessel, this can be a small or medium object. The vessel has HP equal to 6 times your level, immunity to necrotic, poison and psychic damage and has an AC equal to 10 + your PB. While your spirit is inhabiting the vessel, the vessel floats within your spiritual body and is immune to all damage and effects. When you are reduced to 0 HP you immediately stabilize and your spirit retreats into the vessel leaving it vulnerable to attack. You don't make Death Saves and cannot fail them. You die if your spirit vessel is destroyed. In your vessel you may use the Necrotic Absorbtion trait. **Spiritwalk.** As an bonus action you and anything you are holding or carrying turns intangible until the start of your next turn. You can move through other creatures and objects as if they were difficult terrain. If you end your turn inside a creature or an object, you take 1d10 damage and are shunted into the nearest unoccupied space you last occupied. Alternatively, you can turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your PB, and you regain all expended uses when you finish a long rest.