Modular Lineage

by HelmsDeepnest

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Modular Lineage

This variant rule for character building gives the player fine-grain control over their character's lineage. Players should also consider which traits would make the most sense for the story they wish to tell.

Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

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

Size and Speed. Your size is Small or Medium (your choice), and your walking speed is 30 feet.

Lineage Points. You have 16 points that you can spend on traits listed below that exemplify your lineage and life before you began adventuring.

1-Point Options

  Acclimitized. You have adjusted to harsh conditions in your current lifespan. You do not suffer the effects of either extreme heat or extreme cold (your choice).

Language. You learn one additional language of your choice. You can select this option more than once.

Speak with small beasts. You can communicate simple ideas to small animals. See the Halfling in the PHB for more information.

Tool Proficiency. You gain proficiency with one tool set or instrument of your choice. You can select this option more than once.

2-Point Options

  Amphibious. You can breath both air and water.

Armor (light). You have proficiency with light armor.

Brave. You have advantage on saving throws against becoming frightened.

Climb Speed. You have a climb speed equal to your walking speed.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Natural Weapons. You have natural weapon such as claws or sharp teeth, which you can use to make unarmed strikes. If you hit with them, you deal piercing or slashing damage (your choice) equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Nimble. You can move through the space of any creature that is of a size larger than yours.

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

Swim Speed. You have a swimming speed equal to your walking speed.

Terrain Camouflage. You have advantage on Dexterity (Stealth) checks made in forested, rocky, swampy, or urban terrain (your choice).

Walking Speed, +5 ft. You walking speed increases by 5 feet. You can select this option more than once.

Weapon Training. You gain proficiency with three weapons of your choice. You can select this option more than once.

3-Point Options

  1st-level spell, 1/long rest. You learn one 1st-level spell from the class of your choice. Your spellcasting ability for the spell is the same as that of the class from which the spell was chosen. Once you have cast the spell, you must finish a long rest before you can cast it again. You can also the spell using any spell slots you have of the appropriate level. You can select this option more than once, but must select a different spell each time.

Aggressive. On your turn, you can move up to your speed as a bonus action toward a creature you can see.

Cantrip. You learn one cantrip from the class of your choice. Your spellcasting ability for the spell is the same as that of the class from which the spell was chosen. You can select this option more than once, but must select a different spell each time.

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 only see shades of gray in darkness.

Natural Armor. Your exterior protects you from harm. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Savage Attacks. When you make an attack roll and score a critical hit, you roll one additional damage die for the damage.

Skill Proficiency. You gain proficiency with one skill of your choice. You can select this option more than once

Underdark Senses. You have 120-ft darkvision, but while in sunlight, you have disadvantage on attack rolls and sight-based Wisdom (Perception) checks.

4-Point Options

  2nd-level spell, 1/long rest. You learn one 2nd-level spell from the class of your choice. Your spellcasting ability for the spell is the same as that of the class from which the spell was chosen. Once you have cast the spell, you must finish a long rest before you can cast it again. You can also the spell using any spell slots you have of the appropriate level. You can select this option more than once, but must select a different spell each time.

Armor (light and medium). You gain proficiency with light and medium armor.

Damage Resistance. You have resistance to acid, cold, fire, lightning, or poison damage. You can select this option more than once

Expertise. Your proficiency bonus is doubled for ability checks made with one skill of your choice with which you have proficiency.

Flight, Lesser. You have a flying speed equal to your walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Naturally Stealthy. You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

5- to 16-Point Options

  Lucky. (5 points). When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Poison Resilience. (5 points). You have advantage on saving throws against poison, and you have resistance to poison damage.

Breath Weapon. (6 points). When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide or a 15-foot cone (your choice) . 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 acid, cold, fire, lightning, or poison damage (your choice). 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. You choices for the shape and damage type of your Breath Weapon are made when you select this feature.

Long Limbs. (6 points). When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Magical Cunning. (7 points). You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.

Nimble Escape. (8 points). You can take the Disengage or Hide action as a bonus action on each of your turns.

Feat. (13 points). You gain one feat of your choice. The chosen feat cannot include an increase to ability scores.

Flight, Greater. (16 points). You have a flying speed equal to your walking speed. To use this speed, you can’t be wearing medium or heavy armor.


Credits

Hombrew. by u/kcon1528, @HelmsDeepnest

Created. using GM Binder

Artwork. The Sundering by Tyler Jacobson

Artwork. Heavily Armored Party by axL99

Feature Point Cost
1-point Options
Acclimitized 1
Language 1
Speak with small beasts 1
Tool proficiency 1
2-point Options
Amphibious 2
Armor (light) 2
Brave 2
Climb speed 2
Fey Ancestry 2
Natural Weapons 2
Nimble 2
Powerful Build 2
Swim speed 2
Terrain Camoflauge 2
Walking Speed, +5 ft. 2
Weapon training 2
3-point Options
1st-level spell, 1/long rest 3
Aggressive 3
Cantrip 3
Darkvision 3
Natural Armor 3
Savage Attacks 3
Skill proficiency 3
Underdark Senses 3
4-point Options
2nd-level spell, 1/long rest 4
Armor (light and medium) 4
Damage Resistance 4
Expertise 4
Flight, Lesser 4
Naturally Stealthy 4
Relentless Endurance 4
5- 16-point Options
Lucky 5
Poison Resilience 5
Breath Weapon 6
Long Limbs 6
Magical Cunning 7
Nimble Escape 8
Feat 13
Flight, Greater 16
 

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