Summary

This document is a roleplaying game supplement focusing on character creation and heritage. It details bloodlines, cultures, and abilities, providing options for creating diverse characters for a roleplaying game. Includes numerous options for creating new characters.

Full Transcript

Heritage & Halfbreeds Step-by-Step Heritages Introducting Heritages 3. Creature Type Every creature in D&D, including every player character, has a In a world with powerful spells and me...

Heritage & Halfbreeds Step-by-Step Heritages Introducting Heritages 3. Creature Type Every creature in D&D, including every player character, has a In a world with powerful spells and meddling gods, there are special tag in the rules that identifies the type of creature they innumerable possibilities not reasonable in a nonfantasy are. Most player characters are of the Humanoid type. Unless setting. A world of fantasy practacly demands such you and your DM decide otherwise, your character’s creature possibilities be realized, and Heritages intends to do so. type is Humanoid. While most fantasy games include half-elves and half-orcs, Here’s a list of the game’s creature types in alphabetical little thought is given to other possible crossbreed races. In a order: Aberration, Beast, Celestial, Construct, Dragon, world of high magic, there may be no limit to what heritages Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, may mix down the line. Plant, Undead. These types don’t have rules themselves, but Your first step in building a heritage is to consider your some rules in the game affect creatures of certain types in character's ancestry, the culture they grew up in, and any different ways. For example, the text of the cure wounds spell exceptional occurrences that may have shaped them. You specifies that the spell doesn’t work on a creature of the choose your ability score increase type, your size, if you have Construct type. darkvision, bloodlines representing your ancestry, cultures representing your shaping influences, and what languages you 4. Choose your Size know. Once you have a character in mind, follow these steps in Your size determines your speed. Some heritage traits are order, making decisions that reflect the heritage you want. only available to creatures of a certain size. Choose one of the Your conception of your heritage might evolve with each following options: choice you make. What’s important is that you come to the table with a character you’re excited to play. Medium Medium creatures can vary widely in height and build, from Creating Your Character barely 5 feet to over 7 feet tall and from nearly 100 to over 300 pounds. At 1st level, you choose whether your character is a member Size. Your size is Medium. of the human race or of one of the game’s fantastical races. Speed. Your base walking speed is 30 feet. you can use this rule set for determining your heritage traits. Powerful Build (2). You count as one size larger when The method described here allows you to build a heritage determining your carrying capacity and the weight you can with traits you choose individually. push, drag, or lift. Heritage Point Buy Rules Reach (6). When you make a melee attack on your turn, You have 15 points to spend on your heritage traits. The cost your reach for it is 5 feet greater than normal. of each score is shown in parenthesis following the name of Small the trait. You can only take a trait once from any one source. Small creatures are short and light, often shorter than 4 feet You are not required to spend all your heritage trait points, but tall and less than 80 pounds. you cannot spend above your maximum. Size. Your size is Small 1. Ability Score Increases Speed. Your base walking speed is 25 feet. Nimble (2). You can move through the space of any When determining your ability scores, you increase one of creature that is of a size larger than yours. those scores by 2 and increase a different score by 1, or you Small Stealth (4). You can attempt to hide even when you increase three different scores by 1. You follow this rule are obscured only by a creature that is at least one size larger regardless of the method you use to determine the scores, than you. such as rolling or point buy. Your class’s “Quick Build” section offers suggestions on 5. Darkvision which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide Many races have the ability to naturally see in the dark. to increase, none of the scores can be raised above 20. Choose if your heritage grants you this ability. Darkvision (3). You can see in dim light within 60 feet of 2. Languages 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. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for 6. Spellcasting Ability the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add You may choose a heritage trait that grants you the ability to or remove languages from that list for a particular campaign. cast certain spells. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you create this heritage).. 7. Choose your Bloodlines You can choose up to 2 bloodlines from the following options to make up your heritage. Subtype: Planar Bloodlines Celestial You have the blood a celestial in your ancestry or you have been been blessed by the gods. Healing Touch (2). 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. Cantrip (2). You know one cantrip from the cleric spell list. Celestial Resistance (3). You have resistance to to one of the following damage types: radiant or necrotic. Innate Magic (3). Choose one 1st-level spell from the cleric list. You can cast the chosen spell once with this trait and regain the ability to do so when you finish a long rest. You can also cast this spell using any spell slots you have. Elemental You have the blood of an elemental, such as a genie, in your ancestry, or have been altered by elemental energy. Elemental Attunement. If you have elemental ancestry, you must take this trait. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. Cantrip (2). You know one cantrip of your choice that deals damage of the type associated with your elemental attunement. Elemental Resistance (3). You have resistance to the damage type associated with your elemental attunement. Innate Magic (3). Choose one 1st-level spell of your choice that deals damage of the type associated with your elemental attunement. You can cast the chosen spell once with this trait and regain the ability to do so when you finish a long rest. You can also cast this spell using any spell slots you have. Fey You have the blood of a fey in your ancestry, such as through elvish or gnomish heritage, or you have been otherwise touched by the fey. Trance (2). Instead of sleeping, you can meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit as 8 hours of sleep. Charm Resistance (2). You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Cantrip (2). You know the friends cantrip. Innate Magic (3). Choose one 1st-level spell of your choice from the divination or enchantment school of magic. You can cast the chosen spell once with this trait and regain the ability to do so when you finish a long rest. You can also cast this spell using any spell slots you have. Fey Step (6). You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest. Fey Cunning (7). You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Magic Resistance (13). You have advantage on saving throws against spells and other magical effects. Fiend Feline You have the blood of a devil or demon in your ancestry, or You have the blood of a feline creature in your ancestry, such one of your ancestors made a corrupting deal with a fiend. as a tabaxi, or otherwise have feline traits. Cantrip (2). You know one cantrip from the warlock spell Claws (1). Your claws are natural weapons, which you can list. use to make unarmed strikes. If you hit with them, you can Fiendish Resistance (3). You have resistance to one of the deal slashing damage equal to 1d4 + your Strength modifier, following damage types: cold, fire, or lightning. instead of the normal bludgeoning damage. Innate Magic (3). Choose one 1st-level spell from the Climb Speed (2). You have a climbing speed of 30 feet. warlock list. You can cast the chosen spell once with this trait Feline Leap (2). Your long jump is 20 feet and your high and regain the ability to do so when you finish a long rest. You jump is 10 feet, with or without a running start. can also cast this spell using any spell slots you have. Catfall (3). When you fall and aren't incapacitated, you can make a DC 10 Dexterity (Acrobatics) check when you land. If Shadowborn you succeed, you take no falling damage and land on your feet. You have the blood of a creature from the Shadowfell or have Feline Swiftness (4). You can take the Dash action as a been otherwise touched by the its dark magic. bonus action on each of your turns. Fear Resistance (2). You have advantage on saving throws Roar (6). As a bonus action, you can let out an especially against being frightened menacing roar. Creatures of your choice within 10 feet of you Cantrip (2). You know the minor illusion cantrip. that can hear you must succeed on a Wisdom saving throw or Necrotic Resistance (3). You have resistance to necrotic become frightened of you until the end of your next turn. The damage. DC of the save equals 8 + your proficiency bonus + your Innate Magic (3). Choose one 1st-level spell of your choice Constitution modifier. You can use this trait a number of times from the illusion or necromancy school of magic. You can cast equal to your proficiency bonus, and you regain all expended the chosen spell once with this trait and regain the ability to uses when you finish a long rest do so when you finish a long rest. You can also cast this spell using any spell slots you have. Reptilian Close to Death (4). You have advantage on death saving You have the blood of a reptilian creature in your ancestry, throws. such as a lizardfolk, or otherwise have reptilian traits. Shadow Step (6). You can cast the misty step spell once Hold Breath (1). You can hold your breath for up to 1 hour using this trait. You regain the ability to do so when you finish at a time. a short or long rest. Bite (2). Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal Subtype: Bestial Bloodlines piercing damage equal to 1d6 + your Strength modifier, Aquatic instead of the bludgeoning damage normal for an unarmed strike. You have the blood of an aquatic creature in your ancestry, Natural Armor (3). You can calculate your AC as 13 + your such as a sea elf or triton, or otherwise have aquatic traits. Dexterity modifier. A shield’s benefits apply as normal while Amphibious (2). You can breathe both air and water. you use your natural armor. Aquatic Speech (2). You can communicate simple ideas Camouflage (4). As long as you don't move, you have with beasts that has an innate swim speed. They can advantage on Dexterity (Stealth) checks and can attempt to understand the meaning of your words, though you have no hide even when you are only lightly obscured. special ability to understand them in return. Swim Speed (2). You have a swim speed of 30 feet. Subtype: Other Physiologies Cantrip (2). You know the shape water cantrip. Aquatic Resistance (3). You have resistance to one of the Construct following damage types: acid or cold. You have a constructed nature. You may have been an organic creature that has been partially replaced by machinary, or a Avian wholly unique construct with a specific purpose. You have the blood of an avian creature in your ancestry, such Toxin Resilience (2). You have advantage on saving throws as an aarakocra, or otherwise have avain traits. against poison and disease. Talons (1). Your talons are natural weapons, which you can Vigilant Rest (2). When you take a long rest, you can spend use to make unarmed strikes. If you hit with them, you can at least six hours in an inactive, motionless state, rather than deal piercing damage equal to 1d4 + your Strength modifier, sleeping. In this state, you appear inert, but it doesn’t render instead of the bludgeoning damage normal for an unarmed you unconscious, and you can see and hear as normal. strike. Poison Resistance (3). You are resistant to poison damage. Cantrip (2). You know the gust cantrip. Constructed Nature (3). You don’t need to eat, drink, Glide (3). While you aren't incapacitated, you fall at a rate of breathe, and magic can’t put you to sleep. Additionally, you are 60 feet per round and take no falling damage when you land. immune to disease. Keen Sight (6). You have advantage on Wisdom Integrated Protection (7). You gain a +1 bonus to Armor (Perception) checks that rely on sight. Class. Wings (12). You have a flying speed of 30 feet. To use this Poison Immunitiy (7). You are immune to poison. speed, you can’t be wearing medium or heavy armor. Draconic 7. Choose your Cultures You have the blood of a dragon in your ancestry. Draconic Ancestry. If you have draconic ancestry, you must You can choose up to 2 cultures from the following options to take this trait. Choose one of the following damage types: acid, make up your heritage. cold, fire, lightning, or poison. Artisan Draconic Resistance (3). You have resistance to the You come from a culture that values the art of craftsmanship. damage type associated with your draconic ancestry. Draconic Presence (4). You have advantage on Charisma Tool Proficiency (1). You gain proficiency with the artisan's (Intimidation) checks. tools of your choice. Breath Weapon (6). When you take the Attack action, you Cantrip (2). You know the mending or guidance cantrip. can replace one of your attacks with an exhalation of a Gifted Artisan (2). When you make an ability check using a magical energy in a 15-foot cone. Each creature in the area artisan's tool with which you are proficient, you can roll one a must make a Dexterity saving throw against a DC equal to 8 + d4 and add the number rolled to the ability check. your Constitution modifier + your proficiency bonus. A Artisan's Lore (3). Whenever you make an Intelligence creature takes 2d8 damage of the type associated with your (History) check related to the origin of an item related to an Draconic Ancestry on a failed save, and half as much damage artisan tool with which you are proficient, you are considered on a successful one. proficient in the History skill and add double your proficiency The damage increases to 3d8 at 5th level, 4d8 at 11th level, bonus to the check, instead of your normal proficiency bonus. and 5d8 at 17th level. You can use this trait a number of times Skill Proficiency (3). You gain proficiency with one of the equal to your proficiency bonus, and you regain all expended following skills of your choice: Athletics, Arcana, History, uses when you finish a long rest. Insight, Persuasion, Slight of Hand Psionic Friendly You have an innate knack for psionics, having a psionic race in You come from a hospitable culture with an open heart. your ancestry or having been twisted by the far realm. Tool Proficiency (1). You gain proficiency with one type of Cantrip (2). You know the mage hand cantrip. The hand is gaming set, musical instrument of your choice, a Cook's invisible and doesn't require components when you cast it Utensils, or Herbalism Kit. with this trait. Gifted Entertainer (2). When you make an ability check Psionic Resistence (3). You have resistance to one of the using a gaming set or musical instrument with which you are following damage types: force or psychic. proficient, you can roll one a d4 and add the number rolled to Innate Magic (3). Choose one 1st-level spell on the the ability check. Sorcerer spell list from the abjuration or transmutation Entertainer's Lore (3). Whenever you make an Intelligence school of magic. You can cast the chosen spell once with this (History) check related to the origin of a tale related to a trait and regain the ability to do so when you finish a long rest. gaming set or musical instrument with which you are The spell doesn't require components when you cast it with proficient, you are considered proficient in the History skill this trait. You can also cast this spell using any spell slots you and add double your proficiency bonus to the check, instead have. of your normal proficiency bonus. Telepathy (5). You can speak telepathically to any creature Skill Proficiency (3). You gain proficiency with one of the within 30 feet of you. The creature understands you only if the following skills of your choice: Acrobatics, Deception, Insight, two of you share a language. You can speak telepathically in Medicine, Performance, Persuasion. this way to one creature at a time. Healer's Intuition (4). When you make a Wisdom (Medicine) check or an ability check using an herbalism kit, Stout you can roll with advantage. You are exceptionally sturdy, perhaps having dwarves, orcs, or giants in your ancestry. Mage Toxin Resilience (2). You have advantage on saving throws You come from a society where arcane magic is common. against poison and disease. Cantrip (2). You learn one cantrip of your choice from the Poison Resistance (3). You are resistant to poison damage. wizard spell list. Natural Armor (3). You have a thick skin. You can calculate Learned Magic (3). Choose one 1st-level spell from the your AC as 12 + your Constitution modifier. A shield’s benefits wizard spell list. You can cast the chosen spell once with this apply as normal while you use your natural armor. trait and regain the ability to do so when you finish a long rest. Relentless (4). When you are reduced to 0 hit points but You can also cast this spell using any spell slots you have. not killed outright, you can drop to 1 hit point instead. You Destructive Spell (3). When you damage a creature with a can’t use this feature again until you finish a long rest. spell, you can cause the spell to deal extra damage equal to Toughness (5). Your hit point maximum increases by 1, and your level to a single target of the spell. Once you use this trait, it increases by 1 every time you gain a level. you can’t use it again until you finish a short or long rest. Durable (7). When you take damage, you can use your Skill Proficiency (3). You have proficiency in one of the reaction to roll a d12. Add your Constitution modifier to the following skills of your choice: Arcana, History, Investigation, number rolled and reduce the damage by that total. After you Nature, Religion use this trait, you can’t use it again until you finish a short or long rest. Skirmisher Waterborne You come from a background specializing is ambush tactics. You were raised to feel at home with the sea. Skirmisher's Speed (2). Your base walking speed Tool Proficiency (1). You gain proficiency with one tools of increases by 5 feet. your choice: carpenter’s tools, navigator's tools, or vehicles Lethal Strike (3). When you damage a creature with a (water). weapon attack, you can cause the attack to deal extra damage Swim Speed (2). You have a swim speed of 30 feet. equal to your level. Once you use this trait, you can’t use it Mariner's Lore (4). Whenever you make an Intelligence again until you finish a short or long rest. (History) or Intelligence (Religion) check related to the sea or Skill Proficiency (3). You have proficiency in one of the water vehicles, you are considered proficient in the History or following skills of your choice: Athletics, Insight, Nature, Religion skill and add double your proficiency bonus to the Perception, Stealth, or Survival. check, instead of your normal proficiency bonus. Ambush (5). If you surprise a creature and hit it with an Weather Worn (1). You do not suffer disadvantage on attack on your first turn in combat, the attack deals an extra perception checks due to heavy precipitation, as described in 2d6 damage to it. You can use this trait only once per combat. chapter 5 of the Dungeon Master’s Guide. Nimble Escape (7). You can take the Disengage or Hide Sea Legs (6). You have advantage on Dexterity (Acrobatics) action as a bonus action on each of your turns. checks. Cantrip (2). You know the gust or mending cantrip. Survivalist Skill Proficiency (3). You have proficiency in one of the You come from a frontier culture, skilled in woodcraft. following skills of your choice: Acrobatics, Athletics, Beast Speech (2). Through sounds and gestures, you can Perception, Nature, Slight of Hand, Survival communicate simple ideas with Small or smaller beasts. Cantrip (2). You know one cantrip fromt the druid spell list. Theocratic Natrual Magic (3). Choose one 1st-level spell from the You came from a society that values devotion to the gods. druid spell list. You can cast the chosen spell once with this Serenity (4). You have advantage on saving throws against trait and regain the ability to do so when you finish a long rest. being charmed or frightened, and to resist the effects of You can also cast this spell using any spell slots you have. madness. Skill Proficiency (3). You have proficiency in one of the Religious Intuition (4). You have advantage on Intelligence following skills of your choice: Animal Handling, Medicine, (Religion) checks. Nature, Perception, Stealth, or Survival. Cantrip (2). You know one cantrip from the cleric spell list. Beast Tracker (3). Whenever you make an Wisdom Devout Magic (3). Choose one 1st-level spell from the (Survival) check to track beasts, you are considered proficient cleric list. You can cast the chosen spell once with this trait in the Survival skill and add double your proficiency bonus to and regain the ability to do so when you finish a long rest. You the check, instead of your normal proficiency bonus. can also cast this spell using any spell slots you have. Keen Senses (6). You have advantage on Wisdom Skill Proficiency (3). You have proficiency in one of the (Perception) checks that rely on hearing or sight. following skills of your choice: Religion, History, Insight, Persuasion, Deception, Medicine Warrior You were raised in a society dedicated to the arts of war. Criminal Brave (2). You have advantage on saving throws against You grew up living outside the bounds of the law. being frightened. Tool Proficiency (1). You gain proficiency with a gameing Aggressive (3). As a bonus action, you can move up to your set or one set of tools of your choice: thieves' tools, disguise speed toward an enemy of your choice that you can see or kit, forgery kit, poisoner's kit hear. You must end this move closer to the enemy than you Expert Forgery (2). You can duplicate other creatures’ started. handwriting and craftwork. You have advantage on all checks Savage Attacks (3). When you score a critical hit with a made to produce forgeries or duplicates of existing objects. melee weapon attack, you can roll one of the weapon’s Thief's Intuition (4). When you make an ability check damage dice one additional time and add it to the extra using thieves' tools, you can roll a d4 and add the number damage of the critical hit. rolled to the ability check. Combat Training (2). You gain proficiency in 2 simple Cantrip (2). You know one cantrip from the bard spell list. weapons of your choice. Merge with Shadows (4). You can cast the pass without Martial Training (3). You gain proficiency in 2 martial trace spell once with this trait and you regain the ability to do weapons of your choice. so when you finish a long rest. You can also cast this spell Light Armor Training (1). You have proficiency with light using any spell slots you have. armor. Skill Proficiency (3). You have proficiency in one of the Medium Armor Training (4). You have proficiency with following skills of your choice: Deception, Insight, light and medium armor. Investigation, Performance, Slight of Hand, Stealth Heavy Armor Training (2). Your speed is not reduced by wearing heavy armor. Credits Art: All art used in this document is owned by Practice Wizards of the Coast, licensed to use in content submitted to the Dungeon Masters Guild program and published under the Community Content Safe Agreement for the DMs Guild program. Author: Xyrlian Homebrewing This work was partly inspired by Bastards & Bloodlines by Owen K.C. Stephens, the Detect Balance spreadsheet by Eleazzaar, and all the wonderful homebrew on the Unearthed Arcana subreddit. Thank you to the wonderful homebrewing community for your inspiration and feedback. If you use this supplement at your table or as your own inspiration, feel free to share that with me. Don't forget to love each other.

Use Quizgecko on...
Browser
Browser