True Custom Origin

by ChromosomeChorus

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True Custom Origins

Custom Lineage


At your DM's discretion, you may use this optional rule to customize your character's physical traits and cultural heritage in place of using the race rules presented in the Player's Handbook. You can create your lineage using the following rules.

Base Traits

You start with the following base traits.

Ability Score Increase. You can increase one ability score of your choice to increase by 2, and another ability score of your choice to increase by 1. Alternatively, you can increase three different ability scores of your choice by 1.

Type. Your creature type is Humanoid.

Age. You are a mature member of your species and you can live to be up to a 100 years old.

Alignment. You can be any alignment of your choice.

Size. Your size is Small or Medium. Your height can range from 3 to 4,5 feet if you are small, or from 5 to 7 feet tall if you are Medium.

Speed. Your base walking speed is 25 feet if you are Small or 30 feet if you are Medium.

Languages. You can speak, read, and write Common and another language you and your DM agree is fitting for your character.

Character Points

After determining your base traits you can choose the traits of your lineage. You have 20 character points and a list of traits which are detailed under "Lineage Traits", if there is a trait you want your character to have you must spend the number of character points listed on it in order to get it, character points cannot be saved for later, but you needn't spend all of them in order to make your lineage. You cannot choose a trait twice unless otherwise stated.

Lineage Traits


The traits are listed in alphabetical order.

Advantage on Saving Throws (10 Points)

You gain advantage on saving throws with one ability score of your choice.

Aggressive (6 Points)

As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Ambusher (10 Points)

You have advantage on attack rolls you make on your first turn against creatures you have surprised.

Amorphous (8 Points)

You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple.

Amphibious (4 Points)

You can breath both air and water.

Armor Bonus (8 Points)

You gain a +1 bonus to AC.

Armor Proficiency (Varies)

You can spend 6 character points when you gain this trait to become proficient in light armor, 8 to become proficient in light and medium armor, or 10 to become proficient in light armor, medium armor, and shields.

Barbed Hide (6 Points)

Creatures who hit you with an unarmed strike or use touch spells on you take 4 points of piercing damage, they also take this damage at the beginning of their turn if they grapple you or are grappled by you.

Better Ability Score (10 Points)

You can increase one of the ability scores you chose through the ability score increase trait by 2 instead of 1.

Bite (Varies)

You can spend 2 character points to purchase this trait in order to gain a bite as natural weapons which you can use to make unarmed strikes and deal 1d4 + your Strength modifier piercing damage. Alternatively, you can spend 4 character points to have your bite deal 1d6 + your Strength modifier slashing damage. Finally, you can spend 6 points to be able to regain a number of hit points equal to the damage piercing damage dealt + your Constitution modifier when you hit a creature with your bite attack once per short or long rest.

Blindsight (Varies)

You can spend 6 characters point to purchase this feature in order to gain blindsight out to a range of 30 feet, however you are blind beyond that radius. Alternatively, you can spend 12 character points to be able to see beyond the range of your blindsight.

Blood Frenzy (10)

As a bonus action on your turn, you can enter a blood frenzy for 1 minute or until you are knocked unconscious. While you are in this frenzy you gain advantage on all melee weapon attacks you make against creatures who are below their hit point maximum. Once you use this feature you cannot use it again until you complete a long rest.

Burrow Speed (Varies)

You can spend 8 character points when you purchase this trait in order to gain a burrowing speed of 20 feet, which means you can burrow through loose soil and dirt, but not solid rock or stone. Alternatively, you can spend 16 character points to allow you to burrow through solid rock and stone at half your burrow speed.

Breath Control (2 Points)

You can hold your breath for up to 15 minutes at a time.

Breath Weapon (8 points)

When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in a 30-foot line that is 5 feet wide. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 damage of the type you choose when you gain this trait (acid, cold, fire, or lightning) on a failed save, and half as much damage on a successful one. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Camouflage (4 Points)

Choose one type of environment from foliage, snow, or stone, you gain advantage on Dexterity (Stealth) checks made in the chosen environemnt.

Cantrip (6 Points)

You learn one cantrip of your choice from any spell list. You choose your Spellcasting ability for it when you gain this trait from Charisma, Constitution, Intelligence, or Wisdom.

Chameleonic (8 Points)

As an action, you can change the pigment of your hide to match your surroundings granting you advantage on Dexterity (Stealth) checks made to Hide in that environment.

Claws (Varies)

You can spend 2 character points to purchase this trait in order to gain claws as natural weapons which you can use to make unarmed strikes and deal 1d4 + your Strength modifier slashing damage. Alternatively, you can spend 4 character points to have your claws deal 1d6 + your Strength modifier slashing damage. Finally, you can spend 6 points to be able to grapple a creature as a bonus action when you hit a creature with a claw unarmed strike.

Climbing Speed (6 Points)

You gain a climbing speed of 30 feet.

Condition Advantage (6 Points)

You have advantage in saving throws against one of the following conditions: blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned. You can purchase this trait multiple times, gaining advantage in saving throws against a different condition each time you do so.

Condition Immunity (18 Points)

When you purchase this trait choose one of the following conditions: blinded, charmed, deafened, frightened, exhausted, paralyzed, petrified, or stunned; you become immune to the effects of that condition unless they would kill you.

Damage Immunity (18 Points)

You gain immunity to one damage type of you choice from the following list: acid, cold, fire, lightning, necrotic, psychic, radiant, or lightning.

Damage Resistance (6 Points)

You gain resistance to one damage type of you choice from the following list: acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or lightning. You can purchase this trait multiple times, gaining resistance to a different damage type each time you do so.

Darkvision (6 Points)

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.

Different Creature Type (2 Points)

You replace your creature type with one of the following: aberration, beast, celestial, dragon, elementañ, fey, fiend, giant, monstrosity, or ooze.

Different Nature (6 Points)

You don't need to eat, drink, or breath. Additionally, you are immune to disease.

Ethereal Sight (8 Points)

You can see into the Ethereal Plane while you are in the Material Plane and vice versa out to a range of 30 feet.

Expanded Lifespan (2 Points)

You live well beyond the living expectations of most races going on to live a lifespan you choose when you purchase this trait up to 800 years. You are also immune to effects that would age you.

Extra Appendage (Varies)

You can spend 4 character points when you purchase this trait to gain an extra appendage with a reach of 5 feet that you can use to interact with objects, but cannot wield weapons or shields, or perform complicated actions. Alternatively, you can spend 6 character points to gain an additional appendage with the same limitations. Finally you can spend 8 points to allow both appendages to wield weapons and perform complicated actions, this doesn't allow you to make additional attacks or wield shields, but it does allow you to use the larger damage die when wielding a weapon with the versatile trait.

False Appearance (4 Points)

While you are sitting motionless, you are indistinguishable from a regular object or environmental feature you choose when you purchase this trait such as a plant, rock, or toy.

Feat (12 Points)

You gain one feat for which you meet the prerequisites.

Fey Ancestry (4 Points)

You have advantage in saving throws against being charmed and magic can't put you to sleep.

Flight (Varies)

You can spend 8 character points when you gain this trait to gain a flight speed of 30 feet, you can't be wearing medium or heavy armor to use it and you fall if you don't end your turn in solid ground while using it. Alternatively, you can spend 12 character points to be able to stay aloft while using the flight speed. Finally, you can spend 16 character points to be able to wear medium armor while using your flight speed.

Heated Body (10)

A creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d6 fire damage. You can use a bonus action to supress or activate this trait.

Illumination (4 Points)

You shed bright light in a 15-foot radius and dim light for an additional 15 feet. You can snuff out or turn on this light as an action.

Immutable Form (4 Points)

You are immune to any spell or effect that would alter your form.

Improved Speed (Varies)

You can spend 4 character points when you gain this trait to increase one movement speed you have by 5 feet, 6 to increase it by 10 feet, or 8 to increase it by 15, or 10 to increase it by 20 feet. You can purchase this trait multiple times choosing a different movement speed to increase each time you do.

Innate Spellcasting (12 Points)

When you gain this trait choose one cantrip, one 1st level spell, and one 2nd level spell. You can cast the cantrip at 1st level. When you reach 3rd level you gain the ability to cast the 1st level spell, and when you reach 5th level you gain the ability to cast the 2nd level spell. You can cast each of the chosen spells of 1st and 2nd using this trait once each and you regain the ability to do so once you finish a long rest. If you gain the Spellcasting or Pact magic features, you can cast the spells chosen through this trait by spending spell slots granted by those features. You choose the spellcasting ability for these spells when you gain this trait from Charisma, Constitution, Intelligence, or Wisdom.

Integrated Armor (10 Points)

You have a protective shell or carapace that makes you incapable of wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Long-Limbed (8 Points)

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

Magic Resistance (12 Points)

You have advantage on saving throws against spells and other magical effects.

Mimicry (8 Points)

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.

Natural Armor (Varies)

You can spend 4 character points when you gain this feature in order to make your AC equal 11 + your Dexterity modifier while you are not wearing armor. Alternatively, you can spend 6 points to make it 12 + your Dexterity modifier, or 8 to make it 13 + your Dexterity modifier. Finally, you can spend 10 character points to use your Constitution modifier instead of your Dexterity modifier. You can wield a shield and still gain this benefit.

Pack Tactics (10 Points)

You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Poisonous Bite (4 Points)

Any creature you hit with a bite unarmed attack must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 2d4 poison damage and become poisoned for 1 minute. Once you use this trait you cannot use it again until you complete a short or long rest.

Poison Immunity (8 Points)

You are immune to poison damage and the poisoned condition.

Poisonous Skin (8 Points)

Any creature that grapples you, hits you with an unarmed strike, uses a touch spell on you or otherwise comes into direct contact with your skin must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus your Constitution modifier + ) or become poisoned for 1 minute.

A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on the Constitution saving throw against the DC from coming into contact with you or take 2d4 poison damage.
Powerful Build (6 Points)

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

Quick Action (6 Points)

When you purchase this trait you can choose one of the following actions: Dash, Disengage, or Search, you can use the chosen action as a bonus action. You can purchase this trait multiple times, choosing a different action each time.

Rampage (8 Points)

When you reduce a creature to 0 hit points with a melee attack on your turn, you can immediately use a bonus to move up to half your speed and make one melee attack.

Shadow Stealth (6 Points)

You can use the Hide action as a bonus action while you are in dim light or darkness.

Shape Changer (10 Points)

As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.

Sharp Senses (6 Points)

Choose one sense from sight, smell, or hearing, you gain advantage on Wisdom (Perception) checks that rely on that sense. You can purchase this trait multiple times choosing a different sense to gain this benefit each time.

Skill Proficiency (4 Points)

You become proficient in one skill of your choice. You can purchase this trait multiple times gaining proficiency with a different skill of your choice each time you do.

Speak With Small Beasts (4 Points)

Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.

Spider Climb (8 Points)

You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Stench (10 Points)

Any creatures that starts its turn within 10 feet of you must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or become poisoned until the start of its next turn. Once a creature succeeds on the saving throw they are immune to this effect for 24 hours. You can use an action on your turn to suppress or activate this trait, it is also suppressed for 24 hours if you bathe.

Standing Leap (4 Points)

Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.

Superior Darkvision (Varies)

You can spend 8 character points when you purchase this feature to be able to see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light, but you also gain the sunlight sensitivity trait. Alternatively, you can spend 10 character points in order to avoid gaining the sunlight sensitivity trait.

Surprise Attack (10 Points)

If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Swimming Speed (6 Points)

You gain a swimming speed of 30 feet.

Telepathy (10 points)

You can speak telepathically to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. When you speak to a creature in this manner, it can reply to you telepathically.

Tremorsense (Varies)

You can spend 6 characters point to purchase this feature in order to gain tremorsense out to a range of 30 feet, however you are blind beyond that radius. Alternatively, you can spend 12 character points to be able to see beyond the range of your tremorsense.

Tool Proficiency (4 Points)

You become proficient in one tool of your choice. You can purchase this trait multiple times gaining proficiency with a different tool of your choice each time you do.

Web Sense (2 Points)

While in contact with a web, you know the exact location of any creatures in contact with the same web.

Web Walker (2 Points)

You ignore movement restrictions caused by webbing.

Weapon Proficiency (4 Points)

You become proficient in one weapon of your choice. You can purchase this trait multiple times gaining proficiency with a different weapon of your choice each time you do.

Optional Rule: Disadvantageous Traits

At the DM's discretion, players who use the custom linage system instead of choosing a race may also opt to take disadvantageous traits in order to allow them to gain an additional trait from the list of lineage traits. The character point price of the additional trait you gain is determined by the number of disadvantageous traits you choose to gain, by taking one disadvantageous trait you gain one additional lineage trait with a character point cost of up to 4, and by taking two disadvantageous traits you gain one additional lineage trait with a character point of up to 8. You cannot gain more than one additional lineage trait in this manner and you cannot choose a disadvantageous trait more than once unless otherwise stated.

Disadvantageous Traits

The traits are listed in alphabetical order.

Ability Check Disadvantage

Choose one skill when you gain this trait, you have disadvantage on ability checks in which that proficiency would apply.

Antimagic Susceptibility

You become incapacitated while in the area of an anti magic field. If targeted by dispel magic, the you must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. You cannot choose this trait if you have the magic resistance trait.

Condition Susceptibility

When you gain this trait choose one condition from blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, or stunned, you have disadvantage in saving throws against the chosen condition. You cannot choose a condition against which you have advantage or immunity.

Construct or Undead

Your creature type becomes construct or undead when you choose this trait. If you are a construct, you choose the material from which you are made of when you gain this trait.

Damage Vulnerability

When you gain this trait choose one damage type from acid, cold, fire, or lightning, you gain vulnerability to the chosen damage type. You cannot choose a damage type against which you have resistance or immunity.

Decreased Speed

When you gain this trait your movement speed is decreased by 10 feet.

Ephemeral

You cannot wear or carry anything.

Quadruped Build

You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. You cannot wield or carry anything in your hands while walking.

Fear of Fire

If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.

Freeze

If you take cold damage, you partially freeze over and your movement speed is reduced by 20 feet.

Limited Ambphibiousness

You can breath air and water, but must submerge yourself in water every 4 hours or begin to suffocate.

Negative Ability Score

You decrease one ability score of your choice by 1.

Poor Depth Perception

You have disadvantage on attack rolls against a target who is more than 30 feet away from you.

Sunlight Sensitivity

You have disadvantage on attack rolls and Wisdom (Perception) check that rely on sight while you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Water Dependency

If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.

Water Susceptibility

For every 5 feet of movement you move or for every gallon of water splashed on you, you take 1 cold damage. You cannot take this trait if you have any trait that would give you a swim speed or require you to submerge or splash yourself with water to avoid a condition, or grant you resistance or immunity to cold damage.

Optional Rule: Developing Additional Traits

At the DM's discretion, players who use the custom lineage system can also opt to gain a trait at later levels in addition to those they purchased at 1st level. To gain an additional trait a player must finish the character creation process with at least 2 unspent character points, they can then immediately choose to gain one trait at either 3rd or 5th level, the character point cost of this trait is determined by the level at which you choose to gain it, if you choose to acquire it at 3rd level then you can choose a trait with a character point cost of up to 6, and if you chose to acquire it at 5th level the trait can have a character point cost of up to 10. You can also choose to improve one trait that can be upgraded by one step.

Thank you for reading

Hey there, I am ChromosomeChorus, I love homebrewing and making games and I also love sharing what I do with others, I want to thank you for reading this and I hope you enjoyed it.

Cover Art: Wizards of the Coast

 

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