Contents:
- Subclasses - Page 1
- Races - Page 13
- Custom Lineages - Page 16
- Racial Feats - Page 29
- General Feats - Page 30
Subclasses
Barbarian: Path of the Maenad
The Maenad are Women Wanderers of nature and enjoyers of earthly pleasures. Crossed, they are more savage than the typical Barbarian, but as an ally they will be the best help.
Maenad channel powers from their holy patron, any god of chaos or pleasure, to protect their allies. Users of Abjuration and necromancy, they use more of the Weave while in their rage.
Spellcasting
Starting when you choose this path at 3rd level, you are granted a small piece of divine power to work into spells.
Path of the Maenad Spellcasting
| Barbarian Level | Cantrips | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 2 | 3 | 2 | — | — | — |
| 4th | 2 | 4 | 3 | — | — | — |
| 5th | 2 | 4 | 3 | — | — | — |
| 6th | 2 | 4 | 3 | — | — | — |
| 7th | 2 | 5 | 4 | 2 | — | — |
| 8th | 2 | 6 | 4 | 2 | — | — |
| 9th | 2 | 6 | 4 | 2 | — | — |
| 10th | 3 | 7 | 4 | 3 | — | — |
| 11th | 3 | 8 | 4 | 3 | — | — |
| 12th | 3 | 8 | 4 | 3 | — | — |
| 13th | 3 | 9 | 4 | 3 | 2 | — |
| 14th | 3 | 10 | 4 | 3 | 2 | — |
| 15th | 3 | 10 | 4 | 3 | 2 | — |
| 16th | 3 | 11 | 4 | 3 | 3 | — |
| 17th | 3 | 11 | 4 | 3 | 3 | — |
| 18th | 3 | 11 | 4 | 3 | 3 | — |
| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 3 | 13 | 4 | 3 | 3 | 1 |
Cantrips.
You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Spell Slots
The Path of the Maenad Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield of Faith and have a 1st-level and a 2nd-level spell slot available, you can cast Shield of Faith using either slot.
Spells known of 1st level or Higher
You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and necromancy spells on the cleric spell list.
The Spells Known column of the Path of the Maenad Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or necromancy spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Holy Symbols
If a spell or effect you wish to use requires a holy symbol (including as a spellcasting focus), you can use one of the normal ones, or if you have prepared ahead of time, a holy symbol depicted on your body, such as tribal paint or a tattoo, can also work for this, though it must be fully exposed if you have to show it for the spell or effect.
Battle Caster
Normally when raging, it is impossible to focus well enough to cast spells or maintain concentration. For you, it is not impossible, it is just more difficult.
In order to cast a spell while raging, you must use a spell slot of one level higher to cast the spell. This does not give you the benefits of casting at a higher level. You can still upcast, but the needed slot will still be one higher (for example, casting Cure Wounds using a 3rd level slot while raging only heals 2d8 not 3d8). This extends to cantrips, meaning they require a slot of 1st level or higher in order to be cast.
You can cast and maintain spells that require concentration while but the concentration ends at the start of your next turn if you are raging.
Finally, casting a spell keeps your rage going like attacking or taking damage does normally.
Healer
While known for being wild and vicious, Maenads are also generous healers. As a bonus action, you can heal another creature you are touching by spending a hit die. Roll the die. They recover a number of hitpoints equal to the result plus your Constitution modifier. You can spend a number of hit dice equal to your proficiency bonus per bonus action. You cannot use this ability if you have no unspent hit dice.
Channel Rage
At 6th level you gain the ability to call on the gods for temporary aid. Choose a cleric domain. You can use the Channel Divinity associated with that domain, or the additional option below. You can use Channel Rage once, regaining the use after a long rest.
Channel Rage: Protective Anger
As a reaction to a creature you can see making an attack or casting a spell, you call upon the gods to protect you and your friends. Choose any number of creatures within 30 feet of you (including yourself), and choose a damage type: Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, or Thunder. Those creatures gain resistance to that damage type until the start of your next turn.
Furious Casting
Also starting at 6th level you can add your rage damage bonus to any spells you cast while raging that require you to roll damage or healing or both (though for both you must choose if it applies to the damage dealt or the healing done). If the spell includes multiple projectiles, the damage apples to each projectile.
Improved Battle Caster
Starting at 10th level, you no longer need to use a spell slot of 1st level or higher to cast cantrips while raging.
Secondly, choose 2 spells you know of 1st or 2nd level. You no longer need to use a spell slot one level higher to cast the spell while raging. Additionally, every time you rage, you may cast one of those spells at 2nd level without using a spell slot.
Finally, you can now continue concentrating on spells longer in combat. At the start of your turn, if you are concentrating on a spell while raging, make a DC 10 concentration save in order to continue concentrating.
Ready for Battle
At 14th level, if you enter a rage and have no spell slots remaining, you regain 2 first level spell slots.
Additionally, you've gotten more used to casting spells while raging. When casting a spell, you can choose to cast it using its normal spell slot instead of the higher one normally required for you. You can do this a number of times equal to you proficiency bonus, regaining all uses after a long rest.
Finally, if you cast a spell on your turn with a casting time of 1 action while raging, you may make a single melee weapon attack as a bonus action.
Bard: College of Steps
| Bard Level | Feature |
|---|---|
| 3rd | Quick Feet, Dancing Style |
| 6th | Two to Tango |
| 14th | Signature Dance, Cheering of the Crowd |
Quick Feet
When you choose this College at 3rd level, you learn to make use of your agility and coordination. While you are not wearing armor or a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier and your speed increases by 10.
Dancing Style
Starting at 3rd level you can lace your dancing steps with arcane energy. Choose two styles from the list on the following page. You learn two additional dances each at level 6 and level 14. You may change your chosen dances when you gain a Bard level or gain an ASI. As an action you can spend a use of Bardic Inspiration to enter a dance and gain the benefits it provides. You cannot dance while wearing armor or shield. You exit the dance if at the end of your turn you are unable to move, after one minute, or if you choose to end it at the start of your turn as a free action.
Alluring Improv
All eyes are drawn to you as you dance provocatively. If a creature that can see and hear you makes an attack or casts a spell that could target you or include you in its area of effect, it must make a Wisdom saving throw against your Bard spell save DC. If it fails it must target you or include you in the area of effect. On a success it can act however it wants. This counts as a Charm for the purposes of resistances and immunities.
Bolstering Bolero
Your fast motions and strong words fills your allies with vigor. Choose a number of creatures less than or equal to your Charisma modifier within 30 feet and roll the Bardic Inspiration die you spent to dance this. They each gain temporary hit points equal to the result plus your Charisma modifier. They go away when this dance ends.
Divining Disco
A hyper drive rave that opens up your senses. For the duration, you are under the effects of the Detect Magic and See Invisibility spells. In addition you can end the dance early to cast Find Traps without using a spell slot.
Fire Dance
You conjure burning sticks and twirl them about, including the flames in your display of precision and daring. Creatures within 5 feet have disadvantage on attacks to hit you. When you are hit by a melee attack, as a reaction, you may spend and roll a Bardic Inspiration die to deal fire damage equal to the result to the attacker. Doing this ends the dance immediately after.
Focusing Flamenco
A slower dance of twirls and poses. You may make concentration saves using your Charisma modifier instead of Constitution. If you roll a concentration saves, you may roll the bardic inspiration die used to start this dance and add the result to your save. You can do this after rolling the save but before the results are determined. Adding the inspiration die ends the dance immediately after.
Lap Dance
An extremely lewd dance meant to bring out the desires in males but it can work on others too. If you spend your turn within 5 feet of a creature and do not attack it, it has disadvantage on grappling you and cannot push or pull you against your will and its speed is reduced by half. You may also spend and roll a Bardic Inspiration die. Attack rolls from that creature are reduced by the result until the start of your next turn, though this ends the dance.
Manuvering Minuet
You move about, and bring a friend along with you. When you move, you may include another creature that is within 5 feet of you during your movement. They may use their reaction to move up to their speed after you move.
Pasodoble
A war dance full of strength and precision. You may add your Charisma modifier to weapon attack rolls instead of Strength or Dexterity. When you hit with a weapon or spell attack, you may roll the Bardic Inspiration die used to enter this dance and add the result to the damage dealt. Doing this ends the dance immediately after.
Rising Rhythms
Your feet seem to move faster and faster. If you use your action to disengage, you may dash as a bonus action and until the start of your next turn, you are not hindered by nonmagical difficult terrain.
Two to Tango
Starting at 6th level, you can teach others your steps quickly. When you enter a dance, you may spend an additional Bardic Inspiration die and choose a humanoid creature of your choice within 15 feet. They gain the benefits of the dance, for as long as you maintain the dance. If either of you choose to end the dance, it ends for both of you. In addition when learning a new dance Style you may choose the additional ones below.
Coordinated Cha - Cha
This two person dance must be performed with a dancing partner. The two of you move together in flowing moves with sudden bursts of speed. As long as both of you are within 5 feet of each other, you can each perform the Help action as a bonus action on each of your own turns (no holding the action) if you target the other. Additionally either of you may choose to roll the Bardic Inspiration die and add it to both the attack and damage roll for a single weapon attack. Doing this ends the dance immediately after.
Encouraging Errenzhuan
A twirling of fans or cloths, twirled in time, typically with two performers, that is very inspiring. Any ally within 10 feet of a dancer performing this dance can add half the dancer's proficiency bonus rounded down to any checks or saves where they are not adding their own. In addition a dancer can end the dance early to roll the Bardic Inspiration die and add it to the check or save (Proficiency bonus can still be applied) made by a single creature within the current range of the effect.
Heroes' Waltz
A powerful marching dance that fends off bad luck. You and every friendly creature within 15 feet adds your Charisma modifier to any saving throws they make. In addition, you can end the dance early to allow one creature within the range of the effect to re-roll a saving throw it just made and choose the result to take.
Signature Dance
By 14th level, you've decided on a favorite dance. Using that dance no longer costs a use of Bardic Inspiration for you to dance it. If the dance calls for you to roll the die for an additional effect, you roll one without costing a use of Bardic Inspiration. It still costs one to bring in another creature. You may change this chosen dance when you gain a Bard level.
Cheering of the Crowd
Also at 14th level, you've learned to draw power from your audience. For every friendly creature within 15 feet that can see you, add 1 to the result of any Bardic Inspiration rolls you make.
Sorcerer: Gigglemancer
When you were younger, or just recently, the quill of a demon got stuck in your flesh and left behind a little parasite. You've formed a tentative deal with the quill, where it gets to tempt you to do things and you get magic.
Gigglemancer Features
| Level | Feature |
|---|---|
| 1st | Gigglemancer Quirk, Funny Spells, Demonic Knowledge, Demonic Quill |
| 6th | Gigglemancer Quirk, Abyssal Resilience |
| 14th | Gigglemancer Quirk, Call forth Demons |
| 18th | Gigglemancer Quirk, Abyssal Acceptance |
Qigglemancer Quirks
The demonic influence has manifested in a physical way. At first level, you choose one of the following. Whenever you gain a new feature in this subclass (Levels 6, 14, and 18) you may choose an additional trait.
- Tiny Wings. You have a pair of tiny imp wings sprouting from your back. They're too small to provide any sort of lift.
- Hell Hand. The skin of one of your arms is turned into a rock like material. You can still use the limb as you normally would though your sense of touch through it is greatly reduced. This can also happen to a leg or tail if you have one.
- Tail. You gain a scaly tail with a demonic spade at the end. It is not prehensile. Alternatively you could have a tail that forks halfway down its length with a tapered point at both ends.
- Doubletalk. Something has happened to your throat so when you speak, it is as if two distinctly different voices are speaking, though they both say the same thing.
- Indistinct. When in dim or dark light or in weather that causes vision to be heavily obscured, you appear blurry. Your aren't harder to spot but your features become much harder to discern than the situation would cause.
- Eye see you. Your eyes become unusual for your race. Perhaps like cat eyes, or blind eyes, or goat eyes, or even mollusk eyes. You can choose to have no eyes but still see as though you had them. You do not gain any protection from blinding effects.
- Wrong Light. Your shadow is inverted, so it goes towards the light source, not away.
- Horns. An even number of horns from 2 to 6 have grown from your head. They're too fragile to be used as a weapon.
- Scent. You constantly give off a distinct odor, such as brimstone or burnt sugar. Alternatively, you are instead always surrounded by a cloud of small flies.
- Handy. You have an extra digit on each hand and foot. They can be extra thumbs or not, your choice.
- Burning Hooves. Your feet have become hooves (cloven or not). Whenever you stand for a length of time, they leave behind a print of char on whatever surface they were on. This does not damage that surface beyond dirtiness nor can it cause fires.
- Scary Bits. Something about your genitals (or breasts if you have them) is strange or unusual which makes them rather intimidating to ordinary people. Perhaps they have rough looking bumps or ridges, or what look like teeth. Perhaps they are ridiculously oversized. Perhaps they are in different places than is normal for your kind.
Funny Spells
Starting at 1st level, the spells Chaos Bolt and Tasha's Hideous Laughter are added to your spell list. Both are sorcerer spells for you and do not count against the number of sorcerer spells you know.
You also learn the Vicious Mockery cantrip. On your turn, if you cast an enchantment or illusion spell of first level or higher, as a bonus action you can also cast Vicious Mockery.
Finally as a side effect, all of your vocal spell components include some degree of laughter.
Demonic Knowledge
Also at 1st level, you can speak, read, and write Abyssal. You also count as a Fiend in addition to your other types. Finally you have advantage on charisma checks to interact with a demon that is not already hostile to you.
Demonic Quill
Since becoming infected, your quill is constantly tempting you to do things. Work with your DM to determine your quill's goals. At any time you are awake, your DM may decide to have the quill tempt you to perform an action it wants that is in line with its goals. You may make a Charisma saving throw, with the DC equal to 5 + your Sorcerer level, to resist the temptation. You can choose to just do the action if you wish.
If you fail the save, you must attempt the action. If you fail to perform the action, or still refuse, the quill punishes you. The DM chooses the punishment, though it cannot be something that directly harms anyone else, nor can it kill you, drops you to 0 or fewer hit points, or leaves you incapacitated for more than 1 minute. Typical punishments include causing you unavoidable damage, expending spellslots or sorcery points for no benefit, or disadvantage on your next few rolls. If you succeed in the action, the DM can reward you. Typical rewards include healing you a bit, restoring some expended spellslots or sorcery points, or advantage on your next few rolls.
Whatever happens with the temptation, after you resist, succeed, or fail, the quill becomes quiet and your DM cannot use it again until you finish a long rest.
Abyssal Resilience
Beginning at 6th level, you manifest more demonic characteristics. When you finish a short or long rest, choose one of the following: cold, fire, lightning. You gain resistance to the chosen type until you next finish a short or long rest. You may choose to forgo this choice each rest, to instead manifest a large pair of demonic wings from your back. While you have the wings, you have a fly speed equal to your walk speed. If you have the Tiny Wings quirk, they can either grow to this size for the duration, or you just have two pairs.
Call Forth Demons
Beginning at 14th level your quills allow you to call on your demonic allies. You learn the Summon Lesser Demons spell and it does not count against the number of sorcerer spells you know. For you, you can choose what sort of demon you summon, though the DM must approve your choice, and you still roll for CR/quantity. The summoned demons will not be automatically hostile to you or any other Gigglemancer but they also will not obey you and will become hostile if you attack them. The rest of the spell works as normal.
You also learn the Summon Greater Demon spell and it does not count against the number of sorcerer spells you know. When the demon attempts to break free at the end of its turns, if it would succeed, you may, as a reaction, spend sorcery points equal to its CR (minimum 1) to force it to reroll and take the lowest result.
Abyssal Acceptance
Beginning at 18th level, when you choose a demonic characteristic with Abyssal Resilience, you may choose two instead.
Additionally, you can spend 10 sorcery points to cast the Gate spell without material components, but when you cast it this way you are restricted to the Abyss if you are in the material plain, and the material plane if you are in the Abyss. Also your body is now considered native to the Abyss, for the purposes of any spells or effects that reference native planes.
Additionally, when you are reduced to 0 hit points, your body explodes. All creatures within a 20 foot radius that isn't behind full cover must make a dexterity saving throw against your spellcasting ability modifier, or take xd6 damage where x is the number of sorcery points you have remaining (minimum 1), and you choose the damage type from among those you are currently resistant to with Abyssal Resilience (or Fire if you have chosen none). After this, you are restored to life with one hit point and one sorcery point on the spot you died on. Once this ability triggers this way, it will not trigger again for one month.
Finally, as an action you can deliberately cause these explosions. You can spend any number of sorcery points to cause a 10 foot radius explosion. The damage is xd6 where x is the number of sorcery points spent, and you choose the damage type from among those you are currently resistant to with Abyssal Resilience (or Fire if you have chosen none). You are not exempt from the damage, nor are allies.
The explosion does not count as a spell for the purposes of Metamagic.
Drider Patron
Your patron is Lolth, the queen of spiders, or another extremely powerful drider.
Drider Features
| Warlock Level | Feature |
|---|---|
| 1st | Expanded Spell List, Blessing of Lolth |
| 6th | Poisoning Beauty |
| 10th | Blessing of Lolth improvement, Spider's Protection |
| 14th | Form of Lolth |
Expanded Spell List
Lolth lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spell |
|---|---|
| 1st | Beast Bond (spiders only), Snare |
| 2nd | Animal Messenger, Web |
| 3rd | Bestow Curse, Conjure Animals |
| 4th | Freedom of Movement, Giant Insect |
| 5th | Dominate Person, Insect Plague |
Blessing of Lolth
At 1st level, you are blessed by the Spider Queen (or your petron) in the ways of poisons. You gain the following abilities:
- You gain proficiency in the poisoner’s kit.
- During a long rest, you can use a poisoner’s kit to create poisons. You can create a number equal to your INT modifier (minimum 1) per long rest. These poisons consume kits, and when a kit is consumed it can no longer be used. Some require multiple kits. You gain access to them at higher Warlock levels.
- You gain additional poison options, as per the table below. The save for the poisons, or any others you make is your spell DC.
- Your poisons retain potency when applied for up to 1 hour.
- Your poisons do not count as magic for the purposes of resistances, vulnerabilities and immunities.
- You learn the Primal Savagery cantrip.
After 10th level, if a creature successfully saves against one of your poisons, they take half damage, or 1d4 poison damage if it doesn't deal damage.
Poisoning Beauty
Starting at 6th Level, your beauty is supernatural. As a bonus action, pick a creature you can see that can see you. That creature must succeed on a CHA saving throw (vs your spell save DC) or be charmed by you. While charmed it gains vulnerability to poison damage. This effect lasts for up to 1 minute or until the creature takes damage. You can use this ability a number of times equal to your CHA modifier + half your warlock level (minimum 1), regaining all use after a long rest.
Spider's Protection
Starting at 10th Level, Lolth provides you with her protection. You gain advantage on saving throws against poisons and poisons afflicting you last half as long. In addition you can cast Alarm and Snare as rituals, conjuring the components as needed (the string and rope for the spells are silk). Finally, as part of a long rest, you can conjure up to 50’ of rope or string made of silk.
Form of Lolth
Starting at 14th Level, you have earned Lolth’s true favor. As an action on your turn, you can transform your legs into a spider torso and abdomen, in an arachnified transformation . You can maintain this state until you dismiss it as an action, or are reduced to 0 hit points. For the duration, you gain the following benefits:
-
You are always under the effects of the Spider Climb spell and are not slowed by magical or nonmagical spiderwebs.
-
You can cast Web as a bonus action, without material components, without using a spell slot, once per minute.
-
You gain a bite attack you are proficient in (1d6 + STR piercing, + 1d6 poison) and if you take the attack action you may make a bite attack in addition to the normal number of attacks you can make.
-
You can secrete venom to coat weapons as an action. The coating deals poison damage equal to your CHA modifier (minimum 0), lasts for up to 10 minutes, and can coat a number of weapons equal to your CON modifier (minimum 1). If applied to ammunition, 20 units of ammunition equals one weapon for coating.
-
Your size class increases one level.
Most sentient creatures will react to this form with fear and/or hate and are very likely to attack on sight.
Additional Poison Options
| Level | Kit Cost | Poison Name | Poison Effect |
|---|---|---|---|
| 1st | 0.1 | Basic Poison | Deals 1d4 poison damage. |
| 1st | 0.1 | Weakening Poison | Inflicts the Poisoned condition for 1 minute. |
| 6th | 0.5 | Advanced Poison | Deals 1d6 poison damage. |
| 6th | 0.5 | Heavy Poison | Reduces the creature's movement speeds by 10 for 1 minute (Cannot reduce it below 5.) |
| 6th | 0.5 | Shocking Poison | Inflicts Stun until the end of the creature's next turn. The creature then gains immunity to this poison for 1 hour. |
| 10th | 1 | Blinding Poison | Inflicts 1d4 poison damage and blinds the creature for 1 hour. |
| 10th | 1 | Hazardous Poison | Deals 2d6 poison damage. |
| 10th | 1 | Sleep Poison | If the creature's current HP is lower than 4 times your Warlock level, it falls asleep. Otherwise nothing happens. |
| 10th | 1 | Slow Poison | Deals 1d4 poison damage every minute for 1 hour. |
| 14th | 1.5 | Deadly Poison | Deals 3d8 poison damage. |
| 14th | 1.5 | Double Poison | Does nothing on the first dose. On the second dose, deals 9d6 poison damage. There is no time limit between doses. |
| 14th | 1.5 | Fatal Poison | Deals 1d4 poison damage every 2 minutes until cured or the creature dies. |
| 14th | 1.5 | Paralyzing Poison | The creature is afflicted by the paralyzed condition for 1 minute. The creature gains advantage against the same poison for 10 minutes. |
Drider Patron Exclusive Invocations
Spider Eyes
Prerequisite: Drider Patron
You grow an extra pair of eyes. This gives you advantage on all vision based perception checks, and advantage to resist forms of non-magical blindness.
Spinnerets
Prerequisite: 12th level, Drider Patron
Your body has become more spiderlike, allowing you to produce your own silk. You can produce silk in the form of a 50’ rope or 500’ of string during a short rest, and during a long rest, create a net of silk. This net has half the weight of the standard one and imposes disadvantage on escape rolls. Also if you have weaver’s tools and are proficient with them, you can use silk to create a square yard of fabric (worth 10gp), or a set of fine clothes, or any similar cloth based object your DM approves of. Doing so takes 10 days minus your dex bonus (minimum 1). Finally you require double the normal food.
Sticky Hands
Prerequisite: 5th level, Drider Patron
You can cast Spider Climb at will on yourself without expending a spell slot. Also you have advantage against being disarmed.
Sticky Spells
Prerequisite: Drider Patron, Eldritch Blast cantrip
When you hit a creature with Eldritch Blast, you can make a space 15x15 centered (it’s space and those immediately adjacent) on the creature into difficult terrain until the start of your next turn
Passenger Patron
You have formed a pact with a strange entity. It might be a being made of slime, or a writhing mass of eldritch tentacles, or an extraplanar insect, or something else. Work with your DM to decide what sort of being is appropriate. This being has great power but is vulnerable in this world and so has made its home inside your belly, offering you power in exchange for carrying it and protecting it.
Passenger Features
| Warlock Level | Feature |
|---|---|
| 1st | Expanded Spell List, Host of your Patron |
| 6th | Home of your Patron |
| 10th | Spread the Hoard |
| 14th | One with your Patron |
Expanded Spell List
Starting at level 1, your Passenger lets you choose from this list when you learn a warlock spell. They are warlock spells for you. Each Passenger personality gets its own additional spells. Many spells may have a slightly different appearance due to their source (slimy conjurations, summoned creatures covered in tentacles, or insectile buzzing are some examples).
| Spell Level | Spell |
|---|---|
| 1st | Chromatic Orb |
| 2nd | Enhance Ability |
| 3rd | Phantom Steed |
| 4th | Grasping Vine |
| 5th | Creation |
Host of your Patron
At 1st level, your Passenger takes up residence inside your body. While inside you, it shares your senses, seeing, hearing, tasting, feeling what you feel but it does not control your body. It is large, weighing 20 pounds and taking up one cubic foot of volume though it can distort its shape somewhat. It stays primarily in the abdomen, generally inside a womb if you have one, or it will make a pocket inside you to inhabit if you don't have one. It won’t move around when you are in public unless you convince it to. This weight hinders balance and motion.
The Passenger is a separate creature from you, and counts as being inside full cover and unseen so it generally cannot be targeted directly, you will be hit first since it is inside you. It has 1 + your CON modifier HP at level 1 and gains that much again each time you gain a Warlock level. If it somehow dies and you don’t, you lose all warlock levels and class features. Gaining a new Passenger means starting over. You gain the following traits:
-
Your speed is reduced by 5 (minimum 5).
-
Your belly appears quite swollen. It is impossible to hide and you need to get any outfits modified to fit you. (Varying cost, see page 144 of the PHB)
-
If you drop to 0 HP and are not instantly dead, you are automatically stabilized. If you are already at 0 HP and are hit, you then make death saving throws as normal.
Roll or choose from the table below to determine the general personality of your passenger. It can always hear you speaking, and can reply vocally if it wants. It can speak any languages you know. People will instinctively hate and/or fear your passenger so talking to it in public may cause trouble for you.
Home of your Patron
Starting at 6th level, you have gotten used to your Passenger. Your speed is no longer reduced. You can hide its size temporarily, appearing normal, but doing so is extremely uncomfortable. In addition, your Passenger has grown strong enough to extend part of it outside your body, or make temporary changes to your body, to aid you (with possible examples provided). It can provide one of the following benefits at a time. You can change the benefit as a bonus action.
- It changes your skin (coats you with slick slime, or makes your joints more flexible), giving you advantage to escape grappling effects
- It changes your hands (coats them with sticky slime, or tiny suction cups or microscopic hairs), making it impossible for you to be unwillingly disarmed
- It changes your feet (coats them in rubbery slime, or alters the joints), doubling your jump height and distance
- It causes your body to emit pleasant pheromones.
- It changes your genitals in some way to better suit it. It might give you a pseudo-cock, or enlarge your chest to give you breasts, or change their appearance in some way. The change doesn't change your sex or fecundity.
Spread the Hoard
Starting at 10th level, your Passenger has gotten more comfortable reshaping itself inside your body. It can completely hide its size without serious discomfort, making its presence undetectable to casual scrutiny. If your Passenger wants, it can spawn full offspring of itself. It can do so once every 6 months (starting from the date your character first accepted this patron). The offspring cannot survive outside of a host for more than 1 hour and shares the personality of yours but is always subservient to yours. Each Passenger inside you beyond the first imposes a -5 speed penalty (minimum 0 speed) and having more than 2 imposes disadvantage on acrobatics checks. You cannot hide them beyond the first.
Each Passenger inside you beyond the first, or those alive in other hosts, provides you with temporary hit points equal to your proficiency bonus, up to a total equal to your total hit points. The other host(s) gain temporary hit points equal to your proficiency bonus. These refresh after a long rest.
The hosts do not need to be willing. If they choose to, if they are not a Warlock already, when they level up, they can gain Warlock levels, even if they do not meet the normal multiclass requirements, but they can only become Passenger Warlocks. If your passenger dies, you can retain or regain your power with one of the offspring.
One with your Patron
Starting at 14th level, you become fully in tune with your Passenger. It grants you a new ability based on its personality. These are listed on the next page, with the personality types and expanded spell options.
Passenger Personality Table
| Roll (D6) | Personality | Expanded spell options (level Order) |
|---|---|---|
| 1 | Benevolent. Your Passenger just wants to help you, and the world. It will encourage you towards good aligned actions. | Purify Food and Drink, Warding Bond, Spirit Guardians (Appear as the same sort of being as your passenger), Resilient Sphere, Mass Cure Wounds |
| 2 | Malevolent. Your Passenger tolerates you but hates others. It will encourage you towards evil aligned actions. | Inflict Wounds, Acid Arrow, Elemental Weapon, Vitriolic Sphere, Destructive Wave |
| 3 | Curious. Your Passenger wants to experience as much of this unfamiliar world as it can. It is not necessarily wise to safety so it may encourage risky choices. | Identify, Detect Thoughts, Clairvoyance, Divination, Legend Lore |
| 4 | Domineering. Your Passenger wants to take over the world. It will try to make you do only what it wants, and to make you spread its power even to the unwilling. | Find Familiar, Tasha’s Mind Whip, Animate Dead, Dominate Beast, Dominate Person |
| 5 | Fearful. Your Passenger is on the run from something. It may or may not tell you what. It will try to stay hidden and unnoticed. | Longstrider, Pass Without trace, Meld into Stone, Greater Invisibility, Passwall |
| 6 | Perverted. Your Passenger is here because they are a horny pervert. They want to give pleasure and multiply, using you and anyone else willing. | Ceremony (Or Beast Bond), Multiplication, Fast Friends (Or Create Food and Water), Gender Bend, Complete Pregnancy |
| Personality | Ability |
|---|---|
| Benevolent | You give off an aura of rejuvenation. Whenever a creature within 30 feet regains hit points from a spell or ability that involved a dice roll, it regains additional hit points equal to your CHA modifier. In addition, when a creature performs a rest within 30 feet of you, it rolls hit dice with advantage during a short rest and regains all spent hit dice with a long rest. |
| Malevolent | Whenever you deal damage with a touch spell, you can regain half the damage as healing. You can do this a number of times equal to your CHA modifier |
| Curious | Your knowledge expands. If you spend a short rest holding a single book, except spellbooks, your Passenger will absorb the contents, learning all it contains. As long as you can communicate with your Passenger, you have a perfect memory. |
| Domineering | You seem to demand obedience. Any creature charmed by you that escapes the charm effect, suffers a painful headache from doing so. Until the end of their next turn, they have disadvantage on all checks and attacks and move at half speed |
| Fearful | You gain an aura of ‘unimportance’. Your presence will generally go unnoticed in public areas when you are with people. You will only be noticed by allies, or those who have you pointed out by others, or if you make an attack or cast a spell or touch someone. You will also be noticed if you attempt to enter a private area and the guards can see you or if you are with fewer than 3 allies or neutral parties. You are not invisible, most will just not notice your presence. |
| Perverted | Your Passenger has learned to reshape your body. It can’t mimic bone, but it can mimic soft tissue, allowing for a wide variety of appearance modifications though it can’t change your size, or give you new limbs. These modifications feel like real flesh and can even appear to change your gender. In addition, you become highly fecund if you weren’t already. If you were, you gain a permanent +5 bonus to fertility rolls. It takes time to change your appearance so you can only do so during a long rest. |
Passenger Patron Exclusive Invocations
Breeder Body
Prerequisite: 12th level, Passenger Patron
Your Passenger and you have decided you’d make an excellent baby rider factory. Your Passenger can now divide twice as often, as long as you have at least three inside you. You do not start suffering speed penalties until you have more than four inside you. There is no limit to the number you can have inside you at once, although if you exceed your carry capacity you will be unable to move. Your body takes on a permanent milf shape.
Hive Body
Prerequisite: 5th level, Passenger Patron
Your Passenger has decided to start a hive, and your body is the perfect incubator for it. It begins rapidly dividing off offspring or laying eggs that hatch into offspring. Your patron creates a number of offspring each day equal to your Charisma modifier, plus one additional offspring for every 10 (rounded down) already exist inside you. Each offspring weights 1 oz and takes up 1 cubic inch of space. There is no limit to the number of offspring you have in your body at once, but their weight is counted against your carry limit so you may be unable to move if you have too many at once. Unlike your Passenger, they can never reshape themselves to hide their size.
They can survive inside your body just like your host does, until released. As an action on your turn, you can expel 50 offspring to form a swarm (stats below). You cannot use this feature if you don't have at least 50 offspring to expel. The swarm is loyal to you, and takes its turn immediately after you do and cannot be taken back once released. As a bonus action on your turn, you can command any swarms you have. After 24 hours, the swarm will lose what connection it had to you and disbands into the wild.
Spawn Swarm
Medium swarm of tiny aberrations, unaligned
- Armor Class 12 (natural armor)
- Hit Points 5 + five times your warlock level (the swarm has a number of Hit Dice [d8s] equal to your warlock level)
- Speed 20 ft, climb 20 ft
STR DEX CON INT WIS CHA 3 (-4) 13 (+1) 10 (0) 1 (-5) 7 (-2) 1 (-5)
- Damage Resistances bludgeoning, piercing, slashing
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses blindsight 60ft, passive Perception 8
- Languages understands the languages of the host but can't speak or read
- Challenge 1/2 (0 XP)
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny spawn. The swarm can't regain hit points or gain temporary hit points.
Wall Climb. The Spawn Swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 4d4 piercing damage, or 2d4 piercing damage if the swarm has half of its hit points or fewer.
Starting at 11th level, the swarm deals an additional 4d4 damage with its attacks, or an additional 2d4 damage if the swarm has half its hit points or fewer. Starting at 17th level, this increases to an additional 8d4 damage, or 4d4 if the swarm has half its hit points or fewer.
Inside and Out
Prerequisite: 15th level, Passenger Patron
Your Passenger feels even more comfortable covering parts of your exterior. You may choose two of the Home of your Patron bonuses at a time, though you can only change one at a time, in addition to the options below:
- It coats your body in a thin, non newtonian film that protects you from some harm. Your unarmored AC is now 13 + your DEX modifier. You can wield a shield and still gain this benefit.
- A membrane covers your face, keeping you from breathing in any airborne toxins. It also allows you to talk clearly while under water and offers protection from hard vacuum. It doesn't provide oxygen.
- It can separate out tiny offspring, a number equal to your proficiency bonus. They can relay sound from you to the slimes and the same back and are small enough to be placed in an ear without notice. They are like tiny radios. They allow communication, within a range of 500 feet. The sounds the slimes produce are only loud enough to be heard when in the ear.
- Slick slime or mucus coats the bottoms of your feet, reducing friction, allowing you to move faster. On your turn, you may move up to twice as far as normal, but only in a straight line and only while walking. Other forms of movement do not gain any benefit.
- Membranes extend from your arms or out of your back that can catch the air. You can use your reaction to reduce any falling damage you take by an amount equal to five times your Warlock level, and land on your feet.
Merged Nerves
Prerequisite: Passenger Patron
Your passenger has melded into your body, becoming one with you. It can never be removed without killing both you and it now, and no longer counts as a separate creature. It has no HP of its own; instead your HP maximum is increased by 1 + your CON modifier per Warlock level. Its mass no longer hinders you, so any speed penalties and swelling effects are negated, though this does not negate the effects of additional Passengers. Finally, you and your Passenger can now communicate silently, mind to mind.
Third Arm
Prerequisite: Passenger Patron
Your Passenger has gotten much stronger, and can now reach out of you, extending a limb from your body or retracting it as needed. It responds fully to your will. It can carry a third object, or help you carry a two handed weapon while you use a shield. It does not inherently give you extra attacks in combat.
Offspring Boon
Prerequisite: 12th level, Passenger Patron
Your Passenger and its offspring now provide a bonus based on its personality:
| Personality | Bonus |
|---|---|
| Benevolent | Any living creature with your Passenger or its offspring recovers 1 hit point every 30 minutes. |
| Malevolent | As an action, you can cause an offspring to harm the host. As long as they are within sight and within 100 feet, you can order them to deal 1d4 damage to their host. Starting at level 14, you regain hit points equal to half the damage dealt. |
| Curious | While another creature with an offspring is within 100 feet, you may communicate with it telepathically. As an action you can see through that creature’s eyes and hear what it hears, gaining the benefits of its senses. During this time you are deaf and blind to your own senses. |
| Domineering | You can attempt to bend those with offspring to your will. If you give a command to a creature that can hear you with an offspring, it must make a WIS save against your spell save DC. If it fails, it must comply with the command. Suicidal commands give advantage to the save.You can do this a number of times equal to your proficiency bonus, regaining uses after a long rest. |
| Fearful | Any creature with an offspring is unable to willingly reveal its existence to anyone without an offspring or the original Passenger. |
| Perverted | At will, you can cause arousal in any one with an offspring, and can alter their fertility from infertile to highly fecund though this will reset to normal if they are out of your sight for at least a day. Sensitivity is greatly raised in all. |
General Warlock Invocations
All is Venom
Prerequisite: 7th level
When you cast a spell that deals damage, you can have that spell deal poison damage instead. In addition, if a spell you cast deals poison damage, the damage is increased by your CHA modifier.
Arcane Gunslinger (UA modification)
Prerequisite: Pact of the Blade
You can create a pact weapon that is a Simple or Martial Firearm and you can transform a magical Firearm into your pact weapon. The weapon still requires ammunition.
Superior Arcane Gunslinger
Prerequisite: 9th level, Pact of the Blade
You can use your pact firearm as a spellcasting focus for your warlock spells.
In addition, the weapon counts as a magic weapon with a +1 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
Finally, if it is an energy weapon, it no longer requires a battery.
Ultimate Arcane Gunslinger
Prerequisite: 15th level, Pact of the Blade
You can use your pact firearm as a spellcasting focus for your warlock spells.
In addition, the weapon counts as a magic weapon with a +2 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
Finally, your pact firearm requires no ammunition at all (nor allows it), and deals force damage with its shots instead of its normal type.
Races/Subraces
Aquatic Kobold
Ability Score Increase. Remove the Strength -2 (if you haven't already). Constitution +1.
Lost Traits. These kobolds do not have the Grovel, Cower, and Beg, Pack Tactics, Darkvision, or Sunlight Sensitivity traits.
Aquatic Adaptation. These kobolds have gotten used to life in the water. Their horns and tails sport fins, their fingers and toes are webbed, and they have gills. They have a swimming speed of 35. They can also breathe water and air equally easily.
Aquatic Kobold training. You have proficiency with the spear, trident, and net.
Language of the Sea. You can speak, read, and write Aquan.
Glowing Spots. These kobolds do not see well in the dark but they do not need to as they bring their light with them. These kobolds have incorporated luminescent bacteria into their bodies. They form large patches around their eyes forming eye spots that make their eyes appear much larger than they actually are, which can sometimes scare away predators. The patches are always glowing and provide 15 feet of dim light at all times, unless the kobold's head is covered. With some effort, the kobold can change the color with which their spots glow to any visible hue, independently of each other but they always glow regardless of color. This takes a long rest to do
Chwinga
History
Chingwas are are tiny, shy elemental spirits that can be found in remote locations all across the multiverse. They tend to inhabit natural places that are untouched by civilization. They protect such places, considering themselves custondions of it.
They are however, endlessly fascinated and curious about the trappings of civilization and will often follow people or stow away on ships. If they like a creature, they will try to help them in small secret ways.
Appearance
Chwingas are between 6 inches and a foot tall, and resemble tiny animated dolls of varying colors, with masks for faces. No two masks are alike and sometimes resemble animal faces. THeir hair is wild and unkempt
Chwinga Names
Chwinga have no names for themselves, though sometimes others give them names.
Chwinga Traits
Your Chwinga character has the following racial traits.
ASI. Your dexterity score increases by 2. Your Intelligence, Wisdom, or Charisma score increases by 1.
Age. Chwinga come into being spontaneously in the right natural conditions, and have no obvious aging. When they die they become some form of natural debris like a petal, puddle, pebble, a cloud of spores, a dodecahedron made of woven grass or anything else you decide.
Size. You are very small. Your size class is tiny.
Size Modifier = 1d8
Height = 5 inches + your size modifier in inches
Weight in pounds = 0.5 + ( 1d4 * your size modifier)
Speed. You have a walking speed of 20, a climbing speed of 20 and a swimming speed of 20.
Languages. You have no mouth so you cannot speak, though you can read and write common. If a spell requires a vocal component, you're able to cast it without needing to speak.
Creature Type. You are an Elemental and a Humanoid. If a spell or effect would affect either type, it affects you.
Unusual Nature. You do not require air, food, or water. You can absorb a liquid like a potion to benefit from the effects but pouring it on your body (or having it poured on you). Eyeless. Chwinga have no true eyes, though parts of their masks may resemble eyes. This does not mean they're unable to see. They see clearly in all directions all the time but only to a range of 60 feet, beyond which their vision is very blurry. You are considered to have 60' of blindsight, though you can discern color and other details within that range, but have disadvantage on attack and perception rolls for things outside of that range.
Natural Magic. You're able to channel your connection to nature into magic to help people. Whenever you finish a long rest, choose one of the following: contracept, druidcraft, guidance, mending, message, or prestidigitation. You are able to cast the chosen spell without material or vocal components. For you, you can mentally think of the words for the message spell.
Starting at 3rd level you can choose up to two spells, and your choices are expanded to include: air bubble, animated image, heart's desire, minor air bubble, or pass without trace. However these spells can only be cast once per day, regaining the use after a long rest, though they may be cause using any spell slots you have.
Starting at 5th level you can change your choices after a short rest.
Natural Shelter. You are able to hide normal things found in nature such as a rock, tree, bush, or a fresh water source. You can do this any time you take the hide action. While inside you cannot be attacked or targeted by anything, though your shelter can be destroyed and your blindsight is reduced to 30 feet. If your shelter is destroyed with you in it, you are stunned until the end of your next turn. Exiting takes an action.
Very Small. You are very, very small. You are unable to use heavy weapons at all in combat, and have disadvantage with all weapons that are not light. Your carry capacity is 1/4th what it would be for a medium creature. For you, armor costs half as much and weighs one quarter the normal weight. You can share the space of any Medium or larger creature even if it is hostile to you.
Lunar Dragonborn
An additional option for dragonborn. This replaces Damage/Draconic Resistance trait and breath weapon(s). You do not count as a chromatic, metallic, or gem type dragonborn.
Cold Breath. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 cold damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Moon Glow. Thanks to your connection to lunar objects, you are able to see in non magical darkness. You can see in dim light as if it were bright light and darkness as if it were dim light up to a range of 60 feet. Your lunar ties make your darkvision unusual; everything you see in darkness is in a shade of blue.
Unusual Nature. You do not require air. However you cannot use your breath weapon or cast spells with vocal components without it.
Solar Dragonborn
An additional option for dragonborn. This replaces Damage/Draconic Resistance trait and breath weapon(s). You do not count as a chromatic, metallic, or gem type dragonborn.
Photonic Breath. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation ofa magical mote of radiant energy. The mote travels to a point up to 60 feet away that you can see, then blossoms into a 5-foot-radius sphere centered on that point. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 radiant damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Star Child. You're able to channel the power of the sun through your body. As a bonus action you can cause your entire body to glow with bright light for a distance of 20 feet and dim light for a further 20 feet. You can end the effect as a bonus action. The glow doesn't automatically stop if you are rendered unconscious but it does stop if you die.
Unusual Nature. You do not require air. However you cannot use your breath weapon or cast spells with vocal components without it.
Nelf (An Elf)
Becoming a Nelf. Any subrace of elf can become a Nelf by various means, such as demonic influences, potion accidents, or other effects. You can start as a Nelf or change your subrace to it if you gain a tail. As part of becoming a nelf, you grow a tail. It can have any appearance you wish though its initial coloration matches the hair on your head. Your tail is not prehensile.
Ability Score Increase. Whatever your original elf subrace granted as an ASI is removed and your Charisma score increases by 1.
Spells. If you have any spells you gained from any source other than a class Spellcasting or pact magic feature, you use Charisma for your spellcasting ability instead of what it normally uses.
Nature. The nature of your tail has changed your biology. If your tail is demonic, you count as a Fiend in addition to your normal creature types. If it is furry or scaled (non draconic), you count as a Beast in addition to your normal creature types. Work with your DM if your tail is none of these options.
Features. Pick the features of any other elf subrace, or if you already have one, keep them. You have the features of that subrace except any ability score increases.
Reigar
History
Reigar do not trust each other, and generally don't pay attention to the universe at large. They tend to be solitary but sometimes they find reason to travel with companions, perhaps as part of some greater project.
Because of their isolated nature, not much is known about them. It is known they only live in wildspace and the Astral Sea, as they destroyed their own homeworld in an event called the Master Stroke.
Reigar support art above everything else, and consider warfare to be a high if not the highest form of art. They commit violence with the intent of making something beautiful.
Appearance
Reigar are tall, androgynous folk who evolved from a species of cephalopods into a humanoid shape. They have bioluminescent freckles and the ability to change the coloration of their skin. Their hair varies but is generally a mix or shade of red, yellow and/or green. A cloud of glowing, colorful motes that change color in random patterns, called a Glory or Halo surrounds them, offering some protection from attacks.
Reigar value self-expression and artistry. THey are known to use lots of jewelry, tattoos, make-up, hair styles, and other forms of self decoration, with no distinction between sexes.
Reigar Names
Reigar are too rare for naming conventions to be known. In the rare event a Reigar child is born, the parents generally pick a name from a culture that has recently interested them.
Reigar Traits
Your Reigar character has the following racial traits.
ASI. Your charisma score increases by 2.
Age. Reigar reach maturity at age 20 and can live up to 100 years, though as they tend to inhabit the Astral Sea, they can be much older.
Size.
Size Modifier = 2d10
Height = 5 feet + 6 inches + your size modifier in inches
Weight in pounds = 130 + ( 2d6 * your size modifier)
Speed. Your speed is 30. You have a swim speed of 30.
Languages. You know common, celestial, and one other language of your choice.
Creature Type. You are a Celestial and a Humanoid. If a spell or effect would affect either type, it affects you.
Rainbow Skin. As an action, you may alter your hair and skin color to anything you can imagine. This can include bioluminescent patches which give off 5 feet of dim light. You cannot use this to blend in with your surroundings due to your Glory.
Glory. You have a halo of twinkling, colorful motes of light around you all the time. You may use your charisma modifier instead of your dexterity modifier when determining your armor class.
Talarith. Every reigar has their own personal talarith. A talarith can be any sort of jewelry you want (bracelet, broach, diadem, necklace). While you wear it, any weapon you wield deals extra damage equal to your charisma modifier, in force damage. If your talarith is destroyed, you can make a new one by making or otherwise obtaining a piece of jewelry and enchanting as though it were an uncommmon magical item.
Starting at 5th level you are able to use your talarith to summon a golem duplicate of yourself in an open space within 5 feet of you. This takes an action to do and the golem gets half of your current hit points (if you have an odd number remaining you keep the 1 extra hit point) and your hit point maximum is reduced to half (rounded up) while the golem exists. The golem obeys you utterly and can do anything you do, sharing resources like spell slots and feature uses. It has the same statistics you do except it is a construct. It does not have a talarith of its own but it does have a conjured duplicate of any weapons or armor you have.
The golem moves immediately after you. If you are rendered unconscious or otherwise unable to give orders, the golem will attempt to protect you as best it can.
After 1 hour or if it is reduced to 0 hit points, the golem and everything conjured with it vanish into motes of light. You can only have one golem at a time and you can use this feature once, regaining the use after a long rest.
Wemic
Appearance
Wemic are reminiscent of centaurs but with the body of a large feline instead of a horse.
Wemic Traits
Your Wemic character has the following racial traits.
Ability Score Increase. Dexterity +2
Age. They age at the same rate as humans
Size. They are Medium.
Size Modifier = 1d8
Height = 5 feet + 8 inches + your size modifier in inches
Weight in pounds = 400 + ( 2d10 * your size modifier)
Speed. Your speed is 35 ft
Languages. You can read, write, and speak Common and one additional language.
Feline build. Wemic are not sturdy enough to carry creatures on their back. A Wemic can sometimes employ a burst of speed by spend a bonus action to dash. This tires them out. They cannot do this again until the spend at least one turn not moving.
Claws. Their claws are dangerous weapons. They are natural weapons that deal 1d4 + STR or Dex slashing damage.
Pounce. If you move at least 25 feet straight towards a target and jump at it, if you make an attack with your claws and it hits, they must make a DEX save (DC = 8 + proficiency bonus) or fall prone.
Subraces. You are one of the following breeds of Wemic: Cheetah, Jaguar, Lion, Tiger
Custom Lineages
Half Lineages
Some might want to make a slight tweak to their character, to make them more unique and fitting to them. These are some half lineage options to allow changes to the standard races without totally erasing their identity. They also lead to a change in your height and weight but not your size class, which is outlined below.
Ability Score Decrease. To balance out these half lineages, decrease one of your ability scores by 1. This can be done before or after applying the ability score increases from your race.
| Half Lineage | Height Change | Weight Change |
|---|---|---|
| Cyborg | Base | 2x base weight mod dice |
| Lamia | 1/2 base + 1d3" per year | Base + 1d4 lb per inch |
| Mer | Base | Base |
| Taur | Base + 2d6" | If small: + 100 lb, If medium: + 500 lb |
| Winged | Base | 0.75 * Base |
Cyborg
Cyborgs are those who have either elected to have part of their body replaced, or have had body parts replaced due to disease or injury, by machinery or magical contraptions. These replacements generally serve the same purpose as that body part did, though it might do more.
Lost Features. Cyborgs are very complex beings and as such, require a sphere of medium or high technology to fully function.
While in a sphere of low technology, your cyborg parts will be able to perform whatever basic function the body part they replace would do, but with none of the added benefits, meaning all the other features of this half lineage provide no benefits and should be treated as though they don't exist, while in such a sphere.
Cyborg Enhancement. Your cyborg part has given you extra abilities. Choose any two of the Reforged's Specialized Design traits. They should reflect the parts of your body that have been replaced machinery. You can also choose this additional option:
- Air Recycler. Your lungs have been replaced with a handy machine that keeps your blood oxygenated and filters out carbon dioxide and some other poisons. You do not need to breathe, though you still can if you choose to. You are immune to poisons and diseases that must be breathed in.
Lamia Body
The lamia body means your lower body, from the waist down is replaced with the body of a snake, changed in size to match that of the upper body. Most lamia have a human like upper body, but not all of them. You gain the following traits.
Lost Features. If your base race has any features dependent on your lower body, they may be lost as logic dictates.
Growing. Your snake body continues to grow over your lifetime.
Upon reaching adulthood (assume 18), they are around 10' long. They can raise no more than 50% of their length up, if trying to stand upright, unaided.
They grow 1d3 inches per year they are alive. Once they exceed 20 feet, they follow barding prices for armor but the armor weight only doubles. After 40', their armor costs and weighs 3 times normal. After 60' they are classified as large and suffer a -5 speed penalty. Their armor costs and weighs 4 times normal. After 80' it costs and weighs 5 times normal. At 100' they are classified as huge, their armor costs and weighs 6 times normal and have a maximum speed of 20'.
No matter their size, they can always fit through 5' by 5' spaces as they remain thin. For every 20' of length (do not round), you require an additional ration worth of food.
Regardless of how or when you became a lamia, you cannot start longer than 18 feet in length.
Speed Burst. By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn
Legless. Lamia have no legs or feet, so are unable to wear footwear of any kind, including magical ones.
Natural Attack. You can use your constricting serpentine body to make a special unarmed strike. If you hit with your constrict attack, you deal 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.
You must be 10' long to constrict a Small or smaller creature, 15' long to constrict a Medium creature, 20' to constrict a Large creature, 40' to constrict a Huge creature, and 100' long to constrict a Gargantuan creature.
Mer Body
Mer are races adapted for life under the ocean. Their lower body, from the waist down is replaced with the body of a fish or aquatic mammal, though their upper body begins where the head of the fish or aquatic mammal would be. Regardless of the animal chosen, its size is changed to fit with the size of their upper body. You gain the following traits.
Lost Features. If your base race has any features dependent on your lower body, they may be lost as logic dictates. Your walking speed is reduced to 25.
Aquatic. You are able to breath air and water and you have a swim speed equal to your walking speed.
You also choose one of the following two options for your lower body:
Fins. As a bonus action while you are at least partially submerged in water, you can transform your lower body from legs into a fish or aquatic mammal tail. You can transform your tail into legs as a bonus action.
While your legs are transformed into your fins, your walk speed is reduced to 20 and you are always considered prone when trying to move on dry land. Your swim speed becomes 40.
When you take the dash action on your turn, your swim speed is increased by 10 until the end of your turn.
Tentacles. You have a set of eight tentacles instead of your legs. While your height remains the same as determined by your base race, you find it hard to stand fully upright while on land, so will appear to be about 2/3rds as tall. You have a swim speed of 30. You have a climb speed of 25.
When you hit with an unarmed attack, you can immediately attempt to grapple the creature you hit as a bonus action. Because you are using your tentacles to grapple, you do not need a hand free, though you can only grapple one creature with your tentacles at a time. Any more and you will have to use your hands.
Taur Body
The taur body half lineage means your lower body, from the waist down is replaced with the body of a quadrupedal animal, except your waist begins where its neck would be. Horses are of course the most common animal, but you can go with any quadruped that your DM approves of. Regardless of the animal chosen, its size is changed to fit with the size of their upper body. You gain the following traits.
Lost Features. If your base race has a speed higher than 30, it is decreased to 30. If you have any other features dependent on your lower body, they may be lost as logic dictates. Any lower body clothing will need to be modified or designed to fit you, and you may be unable to wear certain magical garments, subject to DM ruling.
Fast. Your extra legs and body shape allow you to move faster. Your speed is increased by 10.
Taur Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. You count as mounted for the Lance's special property but not for any other feature or abilities.
Additionally, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. You follow barding prices and weights regarding armor.
Finally, if you wish, you can act as a mount for others or can even pull a cart or wagon. You do not have to follow their directions like a trained mount would, but you count as one for the purposes of any features or effects they have. Any rider(s) count against your maximum carrying capacity and affect you just the same.
Natural Attack. If your race has a feature that gives them an unarmed strike attack, you can choose to replace it with this, otherwise you cannot take this trait.
Your feet (paws, hooves, etc) can be use to make unarmed strikes. If you hit with them, they deal 1d6 + your strength modifier bludgeoning, piercing, or slashing damage (you choose when you create your character).
Winged
Sometimes you just want to fly like an eagle. Winged have a pair of large wings on their back. They could be bird like, insect like, bat like, pterodactyl like, or something else, scaled to fit your body, though they are always rather big, to support your weight. You gain the following traits.
Lost Features. Due to the large wings on your back, non magical clothes you find will need to be modified to fit you. This can be done with weaver's tools, or by paying an NPC 1/10th the value of the clothes to do it for you. The same goes for non magical armor, requiring smith's tools or paying an NPC.
Flight. Because of your wings, you have a flying speed equal to your walking speed. To use this speed you cannot be heavily encumbered (though you may always use them to slowfall). Heavily encumbered means that the total weight of all the belongings on your person, plus the weight and gear of anyone you are trying to carry exceeds (your Strength score x 10) lbs.
You also choose one of the following three features:
Dive Attack. If you are flying and fly 30 feet straight at a target then hit them with a melee weapon attack, the attack deals an extra 1d6 damage to the target.
Elemental Air Infusion. You know the Gust cantrip and for you the somatic components can be handled just by your wings.
Hawkeyed. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls (though the maximum range still applies).
Full Lineages
Integia
Some folks have become modified, through magic or scientific experiments to gain more insect like properties, typically resulting in a large stinger where a tail might be, and wings to lift them into the air. They may have chitin covering part of their body. Despite their insectile features they still retain enough of their original appearance that anyone can tell they are not a pure insect.
ASI. If you are replacing your race with this lineage, do not make any changes. If you are not, your Charisma score increases by 2 and you can increase any other score by 1.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages. Sylvan is recommended.
Creature Type. You are a Beast and a Humanoid
Size. You are Medium or Small. You choose the size when you gain this lineage.
Speed. Your base walking speed is 30 feet.
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Intimidation is suggested but not required.
Bug Life. As an integia, you have gained a variety of new abilities and physical traits. You gain a Hive Role from the list below and two Variable Traits from the list on the following page.
Hive Role.
Different bugs have different purposes in a hive. You choose yours by choosing one of the following features:
Breeder. You were made for expanding the hive efficiently. Your fecundity is high if it wasn't already. You no longer experience any form of morning sickness, and you suffer none of the Strength or Constitution penalties (the Dexterity ones still apply). See the Variable Mothers explanation at the end of this lineage.
If you lay eggs, your clutches now become (your % chance for multiples / 5), rather than rolling. You generate this many eggs each day, and lay this many each day, but the clutch time remains the same (so for example if you have a clutch time of 5 days, you'll have 5 days worth of eggs inside you at any given time). For every 1000 eggs (rounded up) in your body at the same time, your speed is reduced by 5 and your HP maximum is increased by 1 x your level. You cannot choose a clutch time/clutch size combination that results a speed of less than 5.
If you have live births, you are now able to get pregnant even if you already are, with no limit, though only one pregnancy check is made per sexual encounter. Instead of the normal pregnancy speed penalties, for each pregnancy in the second trimester, your speed is reduced by 5, and for each pregnancy in the third trimester, your speed is reduced by 10 (minimum speed 0). Your HP is increased by 1 x your level for each concurrent pregnancy you have.
Harvester. By eating high sugar things you can convert them into honey. Each day you can convert a number of pounds of sugar and sweet foods equal to your Constitution score into half as many pounds of honey, stored in your body. You can also choose to turn existing body weight into honey, though this may cause you long term harm. You can secrete or otherwise expel (how is your choice) this honey for others to consume, or into a container if you prefer. You're also immune to any side effects of weight gain effects until you are rendered immobile by it.
Hunter. You are best for laying sticky traps to capture prey. You can cast the Web spell without material components and without using a spell slot (if you do not have a spellcasting ability modifier, the DC is 8 + your proficiency bonus + your choice of your Intelligence, Wisdom, or Charisma modifier). You can cast it once this way, regaining the use after a short rest or you can cast it using any spell slots you have, though it never needs material components for you. Finally if you are able to take a Warlock Invocation, you can take ones with the Drider Patron prerequisite even if that is not your patron.
Queen. You were made to be obeyed. Non magical insects are not automatically hostile to you even if they are hostile to your party. You can use Animal Handling checks to control insects and you have advantage if the insects you are attempting to control match the type of insect you are like. You also have advantage on Charisma checks to any insect races or other Integia, except other queens.
Soldier. You were made to fight threats to the hive. Your body has a sturdy exoskeleton. Your AC is 12 + your Dexterity modifier. You can use this to determine your AC even if you wear armor with a lower AC. A shield's benefits apply as normal when you use your natural armor.
Worker. Your job is to move and build. You gain the Powerful Build feature. Additionally, for you Forced March does not start applying until after 12 hours.
Variable Traits
The following traits all have options within them, allowing you to better customize your Integia. You can choose one Extra feature and one Mobility feature.
Extra. All Integia have gained additional bodyparts as part of their insectile transformation. This takes a few different forms and you choose this when creating your character:
- Extra Arms. These extra arms help you hold more things. All four of your arms are equally strong and hold weapons as normal, you can just hold more at once. You can use them to perform somatic gestures if they're empty. You do not benefit from holding a shield while wielding a two handed weapon, you do not gain any benefit from wielding multiple shields at the same time, and the extra hands do not grant you extra actions or attacks in combat.
- Extra Legs. These extra legs help you to move more quickly. Any speeds you have or gain in the future except flying and hover speeds are increased by 5.
- Extra Senses. Your eyes are insectile, possibly multi-faceted and allow you to see outside the range of normally visible light. You have a form of truesight, allowing you to see in normal and magical darkness, see invisible creatures and objects, and you have advantage on seeing through illusions, but you can't see through shapeshifting, automatically detect illusions, or see into the ethereal plane. This sense has a range of 10 feet.
- Natural Weapon: Pincher. Some Integia have powerful mandibles sticking out of their jaws that allow them to make powerful bites. You can use these mandibles to make an unarmed strike which deals piercing damage equal to 1d6 + your strength modifier. If you hit, you can attempt a grapple as part of the same attack. You cannot have more than one creature grappled this way at a time, and if you make a pincher attack against any other creature, the grapple is immediately ended. While you are grappling a creature this way, your pincher attacks have advantage against them.
- Natural Weapon: Stinger. Some Integia have a large abdomen extending out from their spine. This is generally quite round and about 2/3rds as big as their torso is by volume. At the end of this abdomen is a stinger which can be used to inject venom into enemies. You can use this stinger to make unarmed strikes which deals piercing damage equal to 1d4 + your strength modifier. When you hit, the target must make a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus), taking 1d4 poison damage and becoming poisoned. The poison lasts for 1 hour but they can repeat the save at the end of each of their turns, ending the effect on a success. If they roll a 1 on the save, roll a d100 and on a 5 or less, they have a severe reaction. They become incapacitated and begin suffocating on top of the other effects. They do not get to make saves at the end of their turns to end the effect; something must rid them of the poison.
Mobility. All Integia have a way of getting around that sets them apart. Some can climb sheer surfaces, while others have wings to help them. In all cases, Integia have the ability to cling to any dry surface, even upside down, though this does not translate into a climbing speed. Choose your form of extra mobility when creating your character:
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Boatman. Your insect is at home in the water. You have a swim speed equal to your walk speed. You can't breathe in water like a fish but you can hold your breath for up to an hour. Finally, your body is naturally buoyant so you will float at the surface of water when not swimming, even if you're unconscious.
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Digger. You insect is known for burrowing. You have a burrowing speed equal to your walking speed, and can burrow through any non-magical material except stone and metal. When you do so, you can choose to leave behind a tunnel that creatures your size or smaller can crawl through or collapse it behind you. In either case, your tunnels greatly disturb the ground you travel through. Finally while burrowing you gain tremorsense for a range of 10 feet.
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Scopulae. Your body lacks wings but instead your limbs end in fine hairs, allowing you to climb almost anything. You have a climbing speed equal to your walk speed and can move up, down, and across vertical surfaces and upside down along ceilings without needing to make any ability checks, as long as at least two of your legs are touching it. You are also not slowed by nonmagical webbing.
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Wings. Many Integia have a set of thin wing membranes on their back they can use to fly. You have a flying speed of 30. To use this speed you cannot be heavily encumbered (though you may always use them to slowfall). Heavily encumbered means that the total weight of all the belongings on your person, plus the weight and gear of anyone you are trying to carry exceeds (your Strength score x 10) lbs.
Variable Mothers.
When creating your character, you decide if you still give live birth or if you lay eggs. They have slightly different fecundity attributes. If you lay eggs, you may choose that this takes the form of an ovipositor that must lay eggs inside a warm body for them to properly develop, or simply laying them on the ground. You can choose the egg size, but generally they should range in size from baseball to watermelon. Live births will be very similar to your base race, though the children may carry some of your Integia traits.
Lineage Feats:
Rapid Mutation. Your insectile nature has changed, perhaps due to environmental pressures, or a latent change that was waiting to manifest. You gain your choice of any two of the following benefits. You can choose the same benefit more than once.
- Increase an ability score by 1
- You gain an additional Extra trait of your choice (you cannot choose the same trait twice except Extra Arms and Extra Legs)
- You gain an additional Mobility trait of your choice (you cannot choose the same trait twice)
Planetouched
Planetouched are individuals or sometimes small racial groups that have a connection to planes other than the material plane. Sometimes this can be due to exposure, or to an unusual coupling. While they may have a more specific origin, they are broken down into the following categories based on what plane they are connected to: The Upper Planes, The Lower Planes, or the Elemental Chaos, which is further broken down into Air, Water, Earth, and Fire.
If you're looking to make an Aasimar, Genasi, or Tiefling but of another race, this is the lineage for you.
For the sake of convenience, they will be given a shorter term, 'plane'-Touched. so Air-Touched, Water-Touched, Earth-Touched, Fire-Touched, Celestial-Touched, Infernal-Touched, or elemental-Touched (for air ,earth, water, and fire). They may also be called 'infused'. The non touched part of their origin may be referred to as their 'base race'.
Appearance and Size
The appearances of planetouched vary wildly based on the type. Follow the normal sizing for your base race. You should consider the following modifications to them (round to the nearest inch/lb).
Air-Touched have traits like: light blue; or pale white skin; white or light blue hair; flesh that feels cool to the touch; a slight breeze in their presence; a voice that can be heard over any nonmagical wind, or any sudden movements by them are accompanied by whistling wind. They are usually 10% taller and lighter than their base race.
Celestial-Touched have traits like: golden, pearly opalescent or topaz eyes; silver hair; emerald or silvery or golden skin; a lack of skin blemishes; feathered shoulders; feathers in or for hair; a ringing voice, or small patches of iridescent scales. They are generally 5% lighter than their base race.
Earth-Touched have traits like: earthlike skin; eyes like black pits or gems; a gravelly voice; large hands or feet or both; iron gray hair;, a metallic sheen to their skin or hair; or sweat mud instead of normal sweat. They are usually 10% shorter and heavier than their base race.
Fire-Touched have traits like: charcoal gray or red skin; red or orange hair that waves like flames; eyes that glow when angry; large red teeth; unusually warm skin; or always smell of smoke. They are ???
Infernal-Touched have a variety of traits based on their specific demonic origin like: pairs of small or large horns (cow or goat); fants or sharp teeth; a forked or extra long tongue; catlike or lizard like eyes; extra digits on hands and/or feet; saytr-like legs; cloven or uncloven hoofs; a single; double; or forked tail; leathery or scaly skin; red, blue, or purple skin; lack a shadow; lack any hair; lack a reflection in some surfaces; spell of brimstone; have extra genitals (different or duplicate including breasts) or beast like genitals. They are usually about 5% taller than their base race.
Water-Touched have traits like: lightly scaled skin; clammy flesh; blue green skin or hair; light blue-black eyes; webbed hands or feet or both; decorative fins for hair or for ears; nonfunctional gill slits; a tentacle like limb; permanently wrinkly skin.
Traits
Ability Score Increase. If you are replacing your race with this lineage, do not make any changes. If you are not:
If your infusion comes from the Upper or Lower Planes, increase your Charisma score by 1.
If your infusion comes from the Elemental Chaos, increase your Constitution score by 1.
Increase any other score by 1.
Age. Generally plane touched reach maturity at the same rate their non plane touched side does, but tend to live a bit longer. On average this is about 50% longer, except for Celestial-Touched who generally live twice as long
Speed. 30 feet
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.
Creature Type. If you are Celestial-Touched you are a Celestial and a Humanoid. If you are Infernal-Touched you are a Fiend and a Humanoid. If you are touched by one of the Elemental planes, you are an Elemental and a Humanoid. If a spell or effect would affect either type, it affects you.
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
You cannot take this legacy if you are an Aasimar, Genasi or Tiefling. If you are somehow forced to, you lose that side and become a human with this legacy.
Planar Resistance. You have resistance to a type of damage related to your origin. Air-Touched have resistance to Thunder damage, Celestial-Touched have radiant, Earth-Touched have Lightning, Fire-Touched and Infernal-Touched have Fire, and Water-Touched have resistance to acid damage.
Planar Infusion.
Your connection to the other plane has given you some special features abilities. You can choose one major trait and one minor trait that you have the prerequisite origin for, or you can forgo the major trait for 3 minor traits. Some traits are only available to certain infusions.
Major Traits
Elemental Form Any Elemental-Touched : Your touch on the Material Plane is rather weak. As reaction to being attacked by a creature you can see, or as an action on your turn, you can weaken that touch even more, and become one with your element for a brief time. This effect lasts until the start of your next turn. If you end this state in a space too big for you, you are shoved out to the nearest open space you can fit, and take 1d10 force damage for every 5 feet you are pushed. You cannot attack, talk or cast spells while in this state, or perform most interactions. After using this trait, you cannot use it again until you finish a long rest. You also cannot use this while on the plane your element is associated with.
During that time you gain specific properties based on your element. All elements gain immunity to nonmagical bludgeoning, piercing, and slashing damage except where specified otherwise.
Air-Touched become a puff of air. You gain a fly speed equal to your walk speed. You cannot be grappled. You can pass through any space air can fit through.
Earth-Touched turn to gravel. You gain a burrow speed equal to your walk speed without disturbing the material you pass through and you gain resistance to all damage types except from adamantine attacks which bypass your resistances and immunities.
Fire-Touched become a bonfire. This behaves like the cantrip Create Bonfire but it covers a 10 foot radius circle centered on you. You cannot be grappled and you cannot move until the effect ends. You have immunity to fire damage.
Water-Touched become a puddle of water. Your walk speed is doubled but you cannot climb at all for the duration. You can occupy up to four congruent 5x5 spaces. Those spaces are under the effects of the Grease spell as long as you occupy them in this state.
Extra Resistant : Your infusion has made you even more resistant. You can choose to gain immunity to the damage type you got resistance to from Planar Resistance or you may choose an additional damage type from this list and gain resistance to that: Acid, Cold, Fire, Lighting, Necrotic, Poison, Radiant, Thunder.
Healing Hands Celestial or Water-Touched : 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.
Planar Aura Celestial, or any Elemental-Touched : Starting at 3rd level, as an action, you can unleash your planar energy on your surroundings. Your appearance may change a bit to reflect your extraplanar heritage. This aura lasts for 1 minute, but ends early if you are rendered unconscious, or if you choose to end it early as a bonus action. When you initiate the aura, you can choose if it surrounds you, or your weapons (or your fists if you use no weapons). If it surrounds you: Any creature, excluding you, that enters a 10 foot radius sphere centered on you or ends its turn there, must make a Constitution saving throw (DC = 8 + your proficiency bonus + the ability score modified by your Touch) or take damage equal to half your level (rounded up). If it surrounds your weapons: once on each of your turns when you make a weapon attack (or unarmed strike), you can deal extra damage equal to your level.
If you are Celestial-touched, the damage is Radiant. If you are Air-Touched is Cold damage. If you are Earth-Touched the damage is Force. If you are Fire-Touched, the damage is Fire. If you are Water-Touched, the damage is Acid.
Planar Magic : Your planar connection gives you access to magic. This is detailed on the last page.
Weakly Touched : You are only lightly connected to that other plane. Work with your DM on this one, to choose one trait from your base race that you lost by taking this legacy. You gain that trait.
Wings Celestial or Infernal-Touched : Wings sprout from your shoulders, giving you a flying speed equal to your walk speed. You can't use your flying speed while you wear medium or heavy armor (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.). You can choose if they are always present, or if you can magically hide them inside your body when you want, changing the state as a free action.
Minor Traits
Amphibious. Water-Touched : You can breath air and water.
Breathless. Air or Celestial-Touched : You can hold your breath indefinitely while not incapacitated.
Complex Origin. : Your family history is very complicated. You can choose any number of appearance traits for a second type of Touched, though they may overlap with the ones you choose for your primary type. This does not give you access to any other features for that infusion.
Darkvision. Celestial, Fire, or Infernal-Touched : 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. If you are Fire-Touched, you see shades of red instead.
Earth Walk. Earth-Touched : You ignore difficult terrain made from earth and/or stone.
Eye for Value. Earth or Infernal-Touched : You have an eye for money. You can inspect a number of gemstones and/or pieces of metal in any combination up to your proficiency bonus, or a single complex item involving many such pieces, as part of a long rest. After that, you know exactly what type of gemstone/metal you studied, and the base value of them. You are also able to determine if they are authentic or not.
Fast Connection Earth-Touched : On your turn, if you are standing on earth or stone, you can double your movement speed. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Glowing Personality. Celestial or Fire-Touched : As a bonus action, you can choose to begin to glow, emitting bright light in a 20 foot radius and dim light for an additional 20 feet. The effect lasts for up to an hour, or until you dismiss it as a bonus action. As another bonus action, you can dim the light, so you only produce 10 feet of bright light and a further 5 feet of dim light. You emit heat while this effect is active, giving others warmth like a fire, which can help ward off cold weather but will not ignite things. After using this feature, you cannot use it again until you complete a short rest.
Grabby. Infernal or Water-Touched. : You have a tail, or you have a tentacle that isn't taking the place of a normal limb. That extra appendage is prehensile. It does not grant you extra actions in combat, nor can it use a weapon, but it can hold things and interact with some objects.
Holy Feet Celestial-Touched : As a free action at any time when you are not inside a cloud (or fog), you can choose to treat all clouds as solid objects in regards to you and whatever you are wearing. This does not work with fog. You can also end this effect at any time as a free action.
Holy/Unholy Warrior. Celestial or Infernal-Touched : Any creatures you summon via magic, are Celestials or Fiends, in addition to their normal types, respective to your planar infusion.
Ice Walk. Infernal or Water-Touched : You ignore difficult terrain made from ice and/or snow.
Planar Fortitude Celestial, Earth, or Infernal-Touched : Your hit point maximum increases by half your level (minimum 1)
Swimmer. Water-Touched : You have a swim speed equal to your walk speed.
Planar Magic:
Your planar connection gives you access to magic. At 1st level you pick one of the cantrips your infusion grants you, as listed below. At 3rd level, you gain one of the spells from the level 3 list, and can cast it as a 2nd level spell. At 5th level you learn one spell from the final list. You may pick a single spell from a different infusion, for any one of these three choices, as long as it is of the same level.
You can cast each of the spells (except the cantrip) once each, regaining the use after a long rest. The ability score that was raised by your infusion is your spellcasting ability for these spells, unless you have a class that provides one, in which case you use that one instead. You do not need material components for these spells. If the spell is a ritual, you can cast it as many times per day as you wish using the ritual method. You can only change your chosen spell using a player change token.
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Air-Touched Cantrips: Blade Ward, Gust, Message, Thaumaturgy
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Air-Touched Level 3: Catapult, Feather Fall, Thunderwave, Warding Wind
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Air-Touched Level 5: Gust of Wind, Leviate, Misty Step, Skywrite
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Celestial-Touched Cantrips: Guidance, Light, Sacred Flame, Spare the Dying, Thaumaturgy
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Celestial-Touched Level 3: Bless, Cure Wounds, Divine Favor, Searing Smite
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Celestial-Touched Level 5: Arcane Lock, Burning Smite, Find Steed, Find Traps
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Earth-Touched Cantrips: Druidcraft, Lightning Lure, Mold Earth
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Earth-Touched Level 3: animal Friendship, Earth Tremor, Entangle, Hail of Thorns
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Earth-Touched Level 5: Earthbind, Heat Metal, Maximilian's Earthen Grasp, Pass Without Trace
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Fire-Touched Cantrips: Control Flames, Create Bonfire, Fire Bolt, Produce Flame
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Fire-Touched Level 3: Burning Hands, Chromatic Orb, Color Spray, Faerie Fire,
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Fire-Touched Level 5: Flame Arrows, Flame Blade, Pyrotechnics, Scorching Ray
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Infernal-Touched Cantrips: Friends, Minor Illusion, Mage Hand, Thaumaturgy
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Infernal-Touched Level 3: Charm Person, Disguise Self, Hellish Rebuke, Ray of Sickness
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Infernal-Touched Level 5: Crown of Madness, Darkness, Detect Thoughts, Suggestion
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Water-Touched Cantrips: Frostbite, Ray of Frost, Shape Water, Shocking Grasp
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Water-Touched Level 3: Armor of Agathys, Create or Destroy Water, Fog Cloud, Purify Food and Drink
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Water-Touched Level 5: Enlarge/Reduce, Melf's Acid Arrow, Moonbeam, Snowball Swarm
Lineage Feats:
Deeply Touched This feat can only be taken during character creation and you cannot have the 'Weakly Touched' Major Trait.
Your connection to that other plane is stronger than most. You can choose an additional Major trait, or two Minor Traits. You cannot choose the 'Wealy Touched' Trait.
You may also choose this additional Major trait:
Extra Magical. : Your planar magic is extra potent. Instead of choosing one spell per tier, you choose two (and up to two total spells can be from other Touched types). You can cast a spell of each tier twice per long rest, meaning you can cast the same spell twice, or both spells once.
Reforged
Sometimes warforged are created to resemble another type of creature, or sometimes when a being is brought back from the dead, their body is too badly broken and one of machine is created instead. Reforged are Warforged that are sculpted to resemble another race.
Appearance. You resemble any playable race you want, superficially, except Warforged. You have the same size and arrangement of limbs, except you are obviously a construct, and weigh 150 lbs more or twice as heavy as normal (whichever is higher). Your appearance does not directly convey any abilities except that you may take feats that are normally exclusive to that race.
Ability Score increase. If you are replacing your race with this lineage, do not make any changes. If you are not, your Constitution Score increases by 1. You can increase any other score by 1.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.
Creature Type. You are a Construct and a Humanoid. If a spell or effect would affect either type, it affects you.
Size. You are Medium or Small. You choose the size when you gain this lineage, though it must make sense for whatever other race you are resembling.
Speed. You have a walking speed of 30.
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any creature types and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, pick the race (including sub race) you wish to resemble. You gain any speeds it has. Unlike other lineages, you do NOT retain skill proficiencies.
Constructed Resilience. You have been made with remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don't need to eat, drink, or breathe.
- You are immune to disease.
- You don't need to sleep, and magic can't put you to sleep.
- You are infertile.
Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Specialized Design. Pick two of the following traits. You cannot pick the same trait twice. They should be traits available or similar to those offered by your original race or the one you resemble. If you gain spells from a trait, you may use your spellcasting ability from another source if you have that. If you do not, Constitution is your spellcasting ability.
- Armed. Part of your body is a natural weapon. It deals 1d6 + STR or DEX modifier, and deals your choice of slashing, piercing, or bludgeoning damage (you must pick during character creation).
- Armored. You have the Warforged Integrated Protection Feature.
- Bestial. Pick a Shifter Shifting feature of your choice, or a Simic Hybrid 1st level Animal Enhancement. You gain that trait, though it may appear mechanical for you. Or you may choose a Beastfolk Breed trait.
- Breath Weapon. You gain the Dragonborn Breath Weapon feature. You choose the breath type.
- Charger. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one unarmed melee attack, or a natural weapon attack. Your walk speed also increases by 5.
- 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 discern colors in that darkness as shades of gray.
- Disciplined. Pick one of the following conditions or effects. You have advantage on saving throws to resist this condition (or whatever is targeting you has disadvantage to do so): Being Tracked, Blinded, Charmed, Frightened, Illusions, Paralyzed. Or you may choose immunity to being poisoned.
- Dwarven Cunning. You gain the dwarven Stonecunning feature. You also gain proficiency in one of the following artisan tools of your choice: Smith's tools, brewer's supplies, or mason's tools.
- Extra Armor. You have tough, metallic skin. When you aren't wearing armor, your AC is 12 + 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.
- Fast. 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.
- Flexible Design. While made to look like one creature, you were designed with two in mind. Choose a race other than the one you choose for Appearance. You count as both races, for the purposes of speeds, Specialized Design traits, and feat prerequisites.
- Grabbing Appendage. Your design includes an additional limb, in the front or back. It has the same reach you do with a weight limit in pounds equal to five times your Strength score, and an do 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. It can't use weapons (though it may hold them) or use a shield, use magic items or perform somatic spell components. Alternatively, these qualities can be applied to your feet instead of an additional limb.
- Hawkeyed. You gain proficiency in the perception skill and attacking at long range does not impose disadvantage on your ranged attacks.
- Magical 1. You know two cantrips of your choice or you may know one cantrip of your choice and be albe to cast it without material components.
- Magical 2. Once you reach 3rd level, pick any 1st or 2nd level spell. Once you reach 5th level, pick and 2nd or 3rd level spell. If you pick a 3rd level spell it must be of the same school as the spell you gained at level 3. You can cast each spell once, regaining the use after a long rest. You can also cast these spells using a spellcasting or pact magic feature if you have one.
- Magic Resistance. If you are proficient in a saving throw, you make saves of that type with advantage to avoid or resist magical effects.
- Miscellaneous. Pick any Minor Feature trait from: Gargolye, Selaguan. You may choose to only take this Specialized Design trait. If you do, you can pick a Major Feature from one of those races instead or two Beastfolk Breed traits.
- Naga. You have the lower body of a serpent. You can decide how long you are, up to a length of 16 feet. This does not change your size. You can raise no more than 50% of your length up, unaided. You do not grow longer. You also gain the Naga Speed Burst Feature.
- Nimble. You can move through the space of any creature that is of a size larger than yours.
- Pack Tactics. 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.
- Radio Head. You can speak telepathically. You can do so to a number of creatures of your choice up to your Intelligence modifier (minimum 1). You must share a language in order to do so. Whoever you are talking to can communicate back to you telepathically as long as you are both able to see each other. Any creatures who can see any of you that is also telepathic can hear the communication and join it if they wish.
- Resistance. Pick one of the following: Acid, cold, fire, lightning, necrotic, radiant, thunder. You gain resistance to that damage type.
- Skilled. Gain expertise in any skill of your choice or you gain proficiency in any combination of two skills and tools of your choice.
- Strong. You gain the Powerful Build feature.
- Taur. You are designed to be four legged. You gain the centaur Equine Build feature (note the racial homebrew on the server) or you may take the Hybsil Cervidae Build and Trapfinding features.
- Training; Armor. You gain proficiency with Light Armor. If you already have that from another source, you instead gain proficiency in Medium Armor. If you have both from another source, you instead gain proficiency with Shields.
- Training; Weapon. You gain proficiency in up to four weapons of your choice.
- Versatile. You gain a feat of your choice.
- Very Small. You are Tiny, gaining the Pixie Very Small feature. You may choose an additional Specialized Design trait.
- Worldly. You know two additional languages of your choice. One of these may be a race specific language but if it is, it must be from the race you are resembling.
- Other. Work with your DM to pick another feature that suits your base race that is not listed here.
If you somehow have two natural weapons, the weapon die increases to a d8. If you have two darkvision features, the distances are additive.
Lineage Feats:
Advanced Design
You are made or have been modified to do more.
- Increase an ability score by 1
- You gain an additional Specialized Design trait other than Miscellaneous
Space Clown
Space clowns are inhabitantes of a Wildspace system known as Clownspace. The people who once inhabited the system's three ring-shaped worlds had placed their faith in a god of revelry. Their worship ceremonies were centered on festivals and frivolity. Over time the people's happiness hinted on the ever-increasing consumption of an elixir called Thrill Joy. Only after they became addicted did they discover that the priests of their faith had distilled the elixir from demonic ichor and the nectar of the bozo flower. Eventually Thrill Joy transformed the faithful into fiendish creatures and "blessed" them with clown-like appearances.
They have been traveling Wildspace for millennia, attacking and terrorizing other civilizations, leaving behind long lingering fears of them. They travel through space in garishly decorated ships, sometimes landing on populated worlds where they set up carnival tents to lure in curious onlookers.
Space clowns feed almost exclusively on Humanoid flesh. Thrill Joy is still being made so sometimes, when their numbers are low, they capture people and instead of feasting, force feed them Trill Joy until they become space clowns.
Appearance. You were originally another race but have since become cursed. You look close to your original race in terms of body shape. However your face appears painted, generally white with spots of other colors, but this is not universal. The rest of your skin tends to match closely with the new tone your face has taken on. Your feet have doubled in size, requiring large shoes. If you have hair, it is now always curly and messy. You are driven to wear colorful, silly clothes all the time.
ASI. If you are replacing your race with this lineage, do not make any changes. If you are not, your Charisma score increases by 2 and you can increase any other score by 1.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages. Abyssal is recommended.
Creature Type. You are a Fiend and Humanoid.
Size. You are Medium or Small. You choose the size when you gain this lineage.
Speed. Your base walking speed is 30 feet.
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Intimidation is suggested but not required.
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 see color in darkness, however the colors you see are not the true colors of things, but random colors. There is no pattern or consistency to the colors you see (and they change whenever you blink).
Dying Burst. When you die, you pop like a balloon, releasing a splash of putrid, corrosive ichor. Each creature within 5 feet of you when you burst, must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier), taking xdy (where x is your proficiency bonus and y is the size of your largest hit die) acid damage on a failure or half as much on a success.
This also destroys your body, making resurrection difficult.
Comical Casting. You know the vicious mockery spell. Starting at 3rd level you know the Tasha's Hideous Laughter spell and can cast it a number of times equal to your proficiency bonus. You can also use any spell slots you have to cast it. For each of these, Charisma is your spellcasting modifier, unless you have a spellcasting class with a different modifier.
Phantasmal Form. Using your clown magic you can veil yourself and everything you're wearing and carrying into an illusion that looks like a creature of your size or smaller (such as a child), or an object smaller than you (such as a floating balloon). Maintaining this effect requires concentration (as if concentrating on a spell), and the illusion fails to hold up to physical inspection. Creatures can also see through the illusion with an Insight (Wisdom) check (DC = 8 + your proficiency bonus + your Charisma modifier), or automatically if they saw you assume this illusion. You can use this feature once, regaining the use after a short rest.
Ray Gun. Your clown aura extends to some weapons. Whenever you wield a firearm (or magic gun if we add those), it transforms, becoming a colorfully colored, oddly shaped ray gun. The ray gun deals psychic damage instead of its normal type, and if your score a critical hit with it against a Humanoid, they must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, they are overtaken with amusement, finding everything so funny they can't stop laughing, rendering them incapacitated for 1 minute. THey can repeat the saving throw at the end of each of their turns, ending the effect with a success.
If you stop wielding the firearm, it transforms into its normal state instantly
Therian
Therians, Lycanthropes, or Were-animals are people able to turn into a specific animal. This can be caused by a curse or disease, or they might be born with this ability. They have many origins but have some sense of unity as most people fear them due to the infectiousness of their state. Not all can handle this state of being well, letting the animal instincts override their normal personality.
When not an animal most therians can pass for humans, though some tend to appear larger than average if their animal form is large as well. In addition to their human and beast forms, they can adopt a middle form where they have bestial traits while remaining on two feet. They have other traits as well, found below.
Therians can take on a variety of forms. Roll or choose from the table below to determine what animal your character has inside. Almost any animal is acceptable, as long as it has jaws and vertebrate and is no bigger than 'Huge'. Your ability score increase is affected by this and you may gain some additional features based on your choice.
| d6 | Animal | ASI |
|---|---|---|
| 1 | Canine or Shark or Vulpine | +2 STR |
| 2 | Feline or Rodent or Weasel | +2 DEX |
| 3 | Badger or Bovine or Ursine | +2 STR or CON |
| 4 | Equine or Swine or Ungulate or Mole | +2 CON |
| 5 | Dolphin or Rabbit | +2 CHA |
| 6 | Amphibian or Avian or Reptile | +2 WIS |
| 7 | Elephant or Primate or Raccoon | +2 INT |
| 8 | Any other | +2 Any |
Ability Score increase. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages. Beastspeech is recommended.
Creature Type. You are a Beast and Humanoid.
Size. You are Medium or Small. You choose the size when you gain this lineage, though it must make sense for your animal form.
Speed. You have a walking speed of 30. If your animal is a Equine, Feline or Rabbit, your walking speed is 35 while in your hybrid form. If your animal is aquatic, you have a swimming speed equal to your walking speed while in your hybrid or animal form. If your animal can fly, you have a flying speed equal to your walking speed while in your animal form. If your animal is a Primate or a tree climber, you have a climb speed of 30. If your animal is a mole or other burrower, you have a burrow speed of 10.
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Cursed. Your lycanthropy is caused by a magical curse. That curse can be broken or removed by various means. If it is, you lose all features associated with your hybrid and animal forms. You gain all the normal features for your race, if applicable. If you should regain lycanthropy later, this is reversed. You cannot contract other forms of lycanthropy while a therian.
Shapechanger. As a therian, you can use your action to change form. You can change between your human form, your animal form, or your hybrid form. Your mass (weight) does change between forms.
While in your hybrid form, you have access to all your normal features and you may use your natural weapons (see below). Your hybrid form will roughly resemble a beastfolk or anthro animal. You may gain access to additional features in your hybrid form, but these are animal specific and clarified elsewhere. Your body does grow or shrink, to be closer to your animal form's actual size though you do not change enough to change your size class. Your gear does not change to fit your body so it is best to get gear that easily chances size or comes off easily if you want to change a lot.
While in animal form, you retain your statistics and resistances. You cannot talk though you may make whatever noises your animal is normally capable of. You can use any class features that do not require hands or your voice, though some obviously won't work if they require you to have a normal body shape or other things you are unable to use in animal form. Your gear does not merge into you, and may fall off if your new body shape doesn't allow for it to remain on you. Your size does change to match what is normal for that creature, ranging from Tiny to Huge. Your exact height and weight are up to you as long as they are reasonable for that size of creature. Your AC will change to whatever it would be for you unarmored.
It is entirely possible to have special armor made for you that fits your other body shape. Generally this will cost 50% more than normal armor to make due to the complexity.
Silver. All therians have a weakness to silver. You have vulnerability to all damage from silvered sources. In addition, you are unable to use your Shapechanger feature nor infect others while in physical contact with silver.
Natural Weapon. Depending on your breed, you have a way to hurt others. This can be a bite, claw, tusk, hoof, etc, or more than one. Either way the attacks deal 1d4 plus your choice of STR or DEX damage of your choice of bludgeoning, piercing, or slashing (whichever makes the most sense) and uses the same to make attack rolls. If your attack is a bite and it hits, the target must make a CON saving throw (DC 8 + prof + CON modifier) or they become infected with your form of lycanthropy. This follows server lycanthropy rules.
Natural Gift. You gain two additional features below based on your animal:
- Alpha. You happen to be an Alpha therian. These are rare so ask your DM before choosing this. Alphas are bigger and larger than others, gaining the Powerful Build trait and advantage on intimidation checks in all forms. There is a downside in that Alphas are naturally seen as leaders, so other therians will either want to follow an Alpha, or view them as a rival to defeat. Alphas are always viewed as targets so being one means a dangerous often short life.
- Aquatic. You can breathe equally well in air and water while in hybrid or animal form.
- Camouflage. You're able to blend into your background. While you are not moving, you have advantage on stealth checks while in hybrid or animal form.
- 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 discern colors in that darkness as shades of gray.
- Fluffy. Your animal has thick fur. While in hybrid or animal form you are resistant to the effects of cold weather.
- Herd Mentality. Your animal moves in groups. While in hybrid form you have the pack tactics feature but only with therians and/or beastfolk of the same or similar animal. In animal form they don't need to be therians or beastfolks.
- High Stamina. Your animal is built to travel long distances. You can travel 12 hours per day before risking exhaustion.
- Nimble. You are very good on your feet. You ignore non magical difficult terrain.
- Pocket. Your animal has a pocket or pouch it can use to store things or even children. The pocket is the size of a pouch though if it is full it may be obvious. Creatures trying to check you for concealed items have disadvantage on those checks to find items in your pocket. If you are female, you can carry a child in your pouch instead of your arms.
- Pollical. Your animal has thumbs or something that can function in the role. You may use your regular weapons while in animal form, though size restrictions still apply.
- Predator. Your animal is an extremely dangerous predator. Your natural weapon damage die changes to a d6. In addition you're able to eat raw meat without the risk of getting sick.
- Quiet. Your animal is very sneaky. While in your animal form, you have advantage on stealth checks.
- Sensitive Senses. You have a keen nose, eyes, or ears. You choose sound, sight or smell and gain advantage on perception checks of that type.
- Steel Trap Mind. You have advantage on checks to recall things.
- Stubborn. You are hard to persuade. You have advantage on saves against being charmed.
- Strong. Your animal is stronger than most. You have the Powerful Build trait.
- Thick Skin. Your thick hide or scales are better protection than nimbleness. If you are not wearing armor and in your hybrid form, your AC is 10 + your constitution modifier.
- Vocal. You are able to talk or make noises close enough to speech to be understood when in animal form. This does not allow you to cast spell but it can work for other features requiring others to hear you.
Not everyone reacts to the animal inside the same. Roll or choose from the table below to determine how you feel about yourself.
| d6 | View |
|---|---|
| 1 | You are ashamed of your state and try to keep it a secret from everyone. It is rare for you to transform when others can see. You might seek a cure but that would also mean exposing yourself dangerously. |
| 2 | You are proud of your state. You ignore the opinions of others or seek to change them. You tend to favor your half form when being casual. A cure a cure holds no interest for you. |
| 3 | You are unaware of your state. A powerful mental block caused by denial has made you unable to believe this about yourself even when confronted with obvious evidence. You experience blackouts when you change and remember nothing about what happens while not in human form. |
| 4 | This is a blessing or curse and one you intend to spread. You want to share or inflict this on others even if they do not want it. Attempts to cure it are the ultimate insult. |
| 5 | You chose this state, perhaps seeking it out deliberately. Your reason is your own for wanting to be a were creature. |
| 6 | You needed this state. Your life was almost lost before someone converted you to save your life. You may or may not be happy with being a therian but it is the only reason you are still alive so losing it would kill you and you really don't want to die just yet. |
Racial Feats
Bahamut's Blessing
Races: Metallic Dragonborn
You have become more in touch with your draconic ancestry and grown a pair of large wings that is indicative of your heritage. You are able to use these to fly, with a flying speed of 20 which you can used when not heavily encumbered. You may use them to slowfall even if heavily encumbered.
This ancestry has also helped you to let the might of dragons flow through you. When you fail a saving throw of any kind, you can choose to succeed instead. Once you use this feature, you cannot use it again until you finish a long rest.
Flyby
Race: Solar Dragonborn
You have become more in touch with your draconic ancestry and grown a pair of large sail like wings on your back. You are able to use these to fly, with a flying speed of 20 which you can used when not heavily encumbered. You may use them to slowfall even if heavily encumbered.
As a bonus action on your turn, you turn your wings to catch the solar winds. Your flying speed is doubled until the end of your turn and your movement does not provoke attacks of opportunity. You can use this feature once, regaining the use after a short rest.
Gem Wings
Races: Gem Dragonborn, Must be 5th level or higher
You just love the skies and have used your Gem Flight ability so much that the spectral wings have become easier to conjure. The duration for the feature is now removed and you can use it as many times as you wish.
When you manifest your wings, or as a bonus action when you already have them manifested, you can choose to put on a burst of speed. For 1 minute your flying speed is increased by 20 feet. Once you use this burst of speed, you cannot do so again until you finish a long rest.
Phase
Races: Lunar Dragonborn
By concentrating hard, you are able to become partially incorporeal for a short period of time as well as whatever gear you are wearing/carrying. As a bonus action on your turn you can become partially incorporeal until the start of your next turn. While in this state you have resistance to bludgeoning, piercing and slashing damage and are able to pass through any solid non magical objects or structures you wish and even other creatures. You don't sink into the ground or floor unless you want to.
This effect requires concentration like a spell (following the same rules). When this effect ends, if you are inside a solid object, you are shunted to the nearest unoccupied space and take 1d10 force damage for every 5 feet traveled. You can use this feature once, regaining the use after a short rest.
Tiamat's Wrath
Races: Chromatic Dragonborn
You have become more in touch with your draconic ancestry and grown a pair of large wings that is indicative of your heritage. You are able to use these to fly, with a flying speed of 20 which you can used when not heavily encumbered. You may use them to slowfall even if heavily encumbered.
Tiamat's rage boils through you, making your breath attacks stronger. When you use your breath weapon, you can choose to channel that power. If you do, the damage die is changed to a d8 and the damage ignores damage resistances, for this attack. Choosing not to means your breath weapon works as normal. You can empower your breath weapon this way once, regaining the use after a long rest.
General Feats
Cantrip Master
Prerequisite: Have a spellcasting or pact magic feature from a class
You can take this feat multiple times.
-
Increase your Intellgence, Wisdom, or Charisma score by 1.
-
You've studied hard and expanded your mind. The number of cantrips you can know is increased by 2. One of those cantrips must be a cantrip for a class you have unless you already know every cantrip available for all classes you currently have.
Mamma Bear
You must be pregnant (3/4th to term) or have a child under 3 that you are carrying, and female (or herm) to benefit from this feat. You may 'adopt' a creature which is at least one size smaller than you as your child, even if it is an adult, and gain all the benefits.
- Your body is permanently voluptuous as you become a mother for a lifetime, always caring for and having children, nothing short of a divine intervention or a wish may change that.
- Your worry for your offspring, blood or adopted, strengthens you to do the impossible, you may wield a two handed weapon with one hand if the other only carries your child or belly.
- You may get pregnant nearly immediately (one quarter the regular recovery time time) of child birth and you permanently have advantage on fertility rolls.
- You permanently lactate and every day you produce a number of cups equal to your CON modifier per breast. A creature that consumes a cup (which takes an action) gains temporary hit points equal to your proficiency modifier. The milk loses this bonus after 1 day if not consumed (but can be sold).
- If a creature you can see attacks the child, as a reaction, you may move up to your speed and make one weapon attack against that creature.