Lineages, race replacers
Not all mortals are created equal and those few with strange ancestors or mystical circumstances will find themselves to be very different from their peers. The manner in which these oddities are treated is as varied as the creatures themselves. Some are seen as agents sent from on high whereas others are abhorred as heralds of evil.
Aasimar:
Sometimes referred to as angelkin, an aasimar is born into the world to unremarkable parents and exhibits behaviours typical of their race with one key exception: they all appear to develop an imaginary friend. Unbeknownst to the rest of the world, this is not an apparition of the child's mind but an angel whose duty is to guide them through their life in aid of good and destruction of evil. Physically identical to members of ones parent race, the aasimar may live their entire life without ever being suspected of celestial collaboration.
Dhampirs:
The half living spawn of vampires struggle throughout their entire lives with an unending hunger for the red ichor of vitality. This need draws them into dangerous lifestyles were blood spills easy. Their typical employ and their undead parentage give dhampirs an awful reputation such that most are killed upon discovery. Many fall into the service of their vampiric creators, giving the vampire a valuable asset that can walk among mortals in the sun and giving the dhampir the safety of a full blooded vampires protection.
Hexbloods:
When a child is abducted by a hag as part of her queer and ruinous schemes, she may perform a ritual to convert it into a hexblood which takes on some of her own fey abilities but also a distinct change to its appearance. The child, likely too young to remember its parents, is raised in solitude by the hag until it is ready to either undergo a final transformation into a hag itself or venture out into the world as the hags servant. Hexbloods are often ridiculed by the society from which they were stolen, though some are prone to pity on these lost children and offer them redemption.
Tieflings:
The descendants of fiends or those who have undergone foul transformations, a tiefling's life is never easy. Most will be abandoned by their parents at an early age and have to face the world alone, denied any kindness due to their evil visage. Those with at least one parent to care for them spend most of their childhood isolated from the outside world, making them ill adjusted for life. Because of their hard lives, many end up turning to evil, being used as a pawn in exchange for an acceptance no one else ever offered.
Rules:
Playing any of the lineages above will require the corresponding rules in Dungeons and Dragons Fifth Edition Players Handbook, Volo's Guide to Monsters or Van Richten's Guide to Ravenloft depending on which lineage you play. Should you choose to play a Tiefling, you may also select any of the subrace options from Mordenkainen's Tome of Foes as well as the additional subraces described below.
Note: Contrary to most of the Dungeons and Dragons multiverse, all lineages described above can manifest in any race in the Known World. For this reason, the languages, size and speed rules will be omitted and replaced with that of the base race from which a character originates e.g. a gnome tiefling will be small and have a base walking speed of 25 feet.
Baphomet:
Ability Score Improvement. Your Charisma score increases by 2, and your Strength score increases by 1.
Legacy of the Endless Maze. You know the Primal Savagery cantrip. When you reach 3rd level, you can cast the Hunter's Mark spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Beast Sense spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Demogorgon:
Ability Score Improvement. Your Charisma score increases by 2, and your Strength score increases by 1.
Legacy of the Gaping Maw. You know the Vicious Mockery cantrip. When you reach 3rd level, you can cast the Charm Person spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Enlarge/Reduce spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Fraz’Urbluu:
Ability Score Improvement. Your Charisma score increases by 2, and your Wisdom score increases by 1.
Legacy of Hollow Heart. You know the Minor Illusion cantrip. When you reach 3rd level, you can cast the Disguise Self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Graz’zt:
Ability Score Improvement. Your Charisma score increases by 2, and your Constitution score increases by 1.
Legacy of the Salt River. You know the Shocking Grasp cantrip. When you reach 3rd level, you can cast the False Life spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Hold Person spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Orcus:
Ability Score Improvement. Your Charisma score increases by 2, and your Intelligence score increases by 1.
Legacy of Thanatos. You know the Chill Touch cantrip. When you reach 3rd level, you can cast the False Life spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Ray of Enfeeblement spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Yeenoghu:
Ability Score Improvement. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Legacy of Yeenoghu’s Realm. You know the Infestation cantrip. When you reach 3rd level, you can cast the Tasha’s Hideous Laughter spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Crown of Madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Zuggtmoy:
Ability Score Improvement. Your Charisma score increases by 2, and your Constitution score increases by 1.
Legacy of Shedaklah. You know the Thorn Whip cantrip. When you reach 3rd level, you can cast the Ray of Sickness spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
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