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Custom Lineage

Some racial possibilities in Aberran are not accounted for by the list of playable races. You may wish for your character to be a hybrid race that doesn't have a preset stat block, a creature in the lore that is not typically playable, or a unique anthropomorph resulting from a wizard's experimentation. Perhaps you merely have an idea for a homebrew race that does not currently exist. The custom lineage rules cover this.   Consult with your DM before creating a custom lineage. Not every idea will fit into Avalor's lore, and many ideas might be covered by the features of an already-existing race.  

Custom Lineage Traits

  Instead of choosing one of the game's races for your character at 1st level, you can use the following traits to represent your character's lineage, giving you full control over how your character's origin shaped them:   Creature Type. You are a humanoid. You determine your appearance and whether you resemble any of your kin.   Size. You are Small or Medium (your choice).   Speed. Your base walking speed is 30 feet.   Ability Score Increase. One ability score of your choice increases by 2.   Feat. You gain one feat of your choice for which you qualify.   Variable Trait. You gain one of the following options of your choice: (a) darkvision with a range of 60 feet or (b) proficiency in one skill of your choice.   Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Example: Treefolk

Treefolk are an ancient race of sentient, plantlike humanoids that exist only in the depths of fey-touched forests.   Creature Type. You are a humanoid.   Size. You are Small or Medium (your choice).   Speed. Your base walking speed is 30 feet.   Ability Score Increase. Your Constitution score increases by 2.   Treefolk Magic (using the Magic Initiate feat). You know the druidcraft and thorn whip cantrips. In addition, you learn the entangle spell. You can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Your spellcasting ability is Wisdom.   One With Nature. You are proficient in the Nature skill.   Languages. You can speak, read, and write Common and Sylvan.

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