BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Alternative Custom Lineage

Alternative Custom Lineage

Since the dawn of time, beauty rose from the combination of what already existed. Maybe you were born by the power of magic, or created by the kindness of love. The fact is that you're unique in many ways. And that could be true for your D&D character as well.

 

Instead of choosing one of the game's races for your character, you can use the following traits to represent your character's lineage, giving you full control over how your character's origin shaped them.

ability score increase: Choose one of: (a) Choose any +2 (b) Choose two different +1
age: mature for lineage
Size: Medium
speed: 30 feet
Languages: Common, +1
race features:

Lineage Traits. You have 3 points to choose traits from the Lineage Trait list. Each trait is 1 point unless specified otherwise. You cannot take a Lineage Trait more than once unless the trait specifies otherwise.

 

Lineage Traits

These traits represent individual capabilities or traits shared by many different races.   Amphibious. You can breathe air and water.   Armor Training. You gain proficiency in (a) medium armor and shields, or (b) heavy armor.   Climb. You have a climbing speed equal to your walking speed.   Damage Resistance. You have resistance to one type of damage of your choice.   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't discern color in darkness, only shades of grey. You can take this trait again for Superior Darkvision, increasing the distance to 120 feet.   Dextrous Feet. As a BA you can use your feet to manipulate an object, open or close a door or container, or pick up or sit down a Tiny object (cannot be wearing anything on feet).   Ethereal Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.   Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition.   Fleet Foot. Your base walking speed increases by 5 feet.   Flight. You have wings and a flying speed equal to your walking speed. To use this speed you cannot be wearing medium or heavy armor.   Innate Cantrip. You know one cantrip from any allowed class list of your choice. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race).   Innate Spellcasting. Choose one 1st level spell from any allowed class list of your choice. You can cast this spell once with this trait, requiring no material components. Once you cast the spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race).   Keen Senses. You have advantage on Perception checks involving one of your senses: hearing, sight, smell.   Linguist. You gain proficiency in one language of your choice. You can select this trait multiple times. Each time you do so, you must choose a different language.   Magic Resistance. You have advantage on saving throws against spells. (costs 2 points)   Natural Armor. 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 when you use natural armor.   Natural Weapon. You have natural weapons (talons, horns, bite, hooves, claws, etc.) which you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier. Your natural weapons deal slashing, piercing, or bludgeoning damage depending on the type of natural weapon.   Naturally Stealthy. You can attempt to hide when you are only lightly obscured.   Nimble. You can move through the space of any creature that is of a size larger than yours.(Only available to Small characters)   Nimble Escape. You can take the disengage or hide action as a bonus action on each of your turns. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.   Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.   Skill Training. You gain proficiency in one skill/tool of your choice. You can select this trait multiple times. Each time you do so, you must choose a different skill.   Speak with Beasts. Through sound and gestures, you may communicate simple ideas with beasts and plants, though you have no special ability to understand them in return.   Special Rest. You do not sleep and cannot be put to sleep. Instead you remain semi-conscious and immobile for 4 hours a day. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.   Superhuman Potential. One ability score of your choice increases by 1.   Swim. You have a swimming speed equal to your walking speed.   Talented. You gain one feat of your choice. (costs 2 points)   Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.   Weapon Training. You gain proficiency in two simple or martial weapons of your choice.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!