Ancestry Creation Rules

If you are interested in designing your own ancestries, or are interested in how our ancestries were built, this chapter will provide you with the tools to do so.

Contents

The Basics

Each ancestry is built with the following sections.

  • Ability Score Increase
  • Age
  • Size
  • Speed
  • Languages
  • Major Features
  • Minor Features

Ability Score Increase

In Ancestry Awakened, every ancestry gets the same ability score increases. The rule is as follows: You gain a +2 and +1 bonus to two different ability scores of your choice, or +1 to three different ones.

We’ve explained in the introduction our reasoning for doing so, but each ancestry you create should have this exact set of rules for Ability Score Increases. We do not suggest trying to create or balance new ancestries with more or fewer Ability Score Increases, as it purposely goes against the design of this book.

Age

Decide how quickly your ancestry grows up and how long they live for. Some ancestries have longer lives, like elves, while others have even shorter lifespans than humans.

Size

There are two sizes available for playable ancestries: Small or Medium.

5th edition is based around the assumption that all ancestries are either Small or Medium, and adding Tiny or Large ancestries can cause unwanted, complex interactions with the rules or world.

There are ways to still capture the feel of a Tiny or Large creature. The Powerful Build minor feature gives some of the mechanical impact of a Large creature without needing to actually increase their size, while the Very Small feature does the same thing, but for Tiny creatures.

Any ancestry you create should be either Small or Medium and utilize features to capture the feel of larger or smaller creatures.

Speed

There are two common walking speeds for ancestries: 25 feet or 30 feet.

Small ancestries typically have a walking speed of 25 feet, and Medium ancestries have 30 feet. There can be some exceptions for particularly fast or slow ancestries, but the starting speeds should be either 25 or 30 feet.

Adding a faster walking speed should be covered under a minor feature, like Fast Movement, which increases the walking speed of a creature by 5 feet, allowing a maximum base walking speed of 35 feet.

Walking speeds of less than 25 feet should be avoided because they become a burden for other players. A group generally has to travel or move at the speed of the slowest person, and speeds less than 25 feet can either force people to slow down to an unwanted pace or leave the character behind.

Languages

Each ancestry receives two languages: Common and one other language. If a language makes sense for an ancestry to have, like dwarves knowing Dwarvish, then specify the language. If there isn’t a clear language, allow the player to choose the language they know.

Common should always be a known language, as not having Common becomes a disadvantage both in the game and outside of it.

Major Features

Each ancestry has access to two major features. Some ancestries have pre-selected major features by virtue of their biology, like a troll’s regeneration. Other ancestries get to choose which major features they have. Whenever you are able to choose a major feature, one major feature can always be exchanged for two additional minor features.

When creating an ancestry, select about 4 major features that make sense for the ancestry. Decide if they’re a common feature to all people of that ancestry, like the ability to breathe underwater. If so, make that a pre-selected major feature. For everything else, these become a list of available major features to choose from.

Certain major features have a tag after their name, like (magic).

In general, a character can only have one feature with the same tag, although the ancestry could have multiple features to choose from that have the same tag.

Minor Features

Minor features work in a similar way to major features. Each ancestry gets two minor features, or four if they only have one major feature.

Minor features can either be pre-selected, like a gargoyle’s false appearance, or they can be selected from a larger list.

When designing an ancestry, pick around six minor features that make sense for the ancestry.

Every ancestry should also contain the following two minor features in addition to the recommended features: Fluent and Trained Tools. These are generic minor features that are available to every ancestry.

Darkvision

Darkvision as trait is pretty straightforward. However, the practical application of darkvision in a game is more complicated.

Darkvision is one of those traits that is incredibly useful, to the point where being the only character in a group without it is a disadvantage, especially if you explore dark areas.

However, if a character doesn’t have darkvision, they typically need to use a light source to see, like a torch or lantern. These are common tools, and when used, essentially replace the need for darkvision. In addition, once a light source is used, it erases the benefit creatures get from darkvision, which is the fact that they can see without light. Now there’s light, and they’ve lost their advantage.

For that reason, darkvision is presented as a minor feature in Ancestry Awakened. However, we suggest having a discussion at your table to see if it’s even worth having darkvision as a feature, or if you should simply assume that everyone has access to it. If everyone selects darkvision as a minor feature, for example, perhaps you can assume that it’s a universal feature and allow everyone to select a new minor feature to replace it.

The Features

This section will contain a list of the major and minor features. Some of the features represent multiple potential features, like Skill Proficiency. Skill proficiency is a minor feature that grants proficiency in a skill. Instead of listing out every single skill as a potential feature, we do this to indicate that any skill proficiency is a minor feature.

When a feature includes damage, you can pick any damage type. If the features references elemental damage, that includes any damage type except for bludgeoning, piercing, or slashing damage.

All Features

Absorb Life (Major Feature)

When you kill a living creature, you gain temporary hit points equal to the creature’s number of hit dice or your Constitution modifier, whichever is lower. These temporary hit points last for up to 1 hour or until depleted. Tiny creatures that don’t have game statistics, like insects, are assumed to have 0 hit dice.

Acclimation (Minor Feature)

You are adapted to a specific type of hostile environment. You ignore any of the drawbacks caused by that environment.

Acclimation Aura (Minor Feature)

Characters within 30 feet of you do not feel the effects of a specific environment. Characters within this range can ignore any of the drawbacks caused by that environment.

Accuracy (Major Feature)

You can gain advantage on a single attack roll. After you use this ability, you can’t use it again until you finish a short or long rest.

Acid Body (Major Feature)

Your body is acidic. You have resistance to acid damage. In addition, you deal acid damage equal to your Constitution modifier (minimum 1) to any creature that starts its turn grappling or grappled by you.

Adaptive (Minor Feature)

You can take one minor feature from another ancestry.

Air Shield (Major Feature)

As an action, you can create a whirlwind around a creature you can see within 60 feet, including yourself. The air shield lasts for 1 minute, requiring you to concentrate on it as if concentrating on a spell. While the air shield is active, ranged attack rolls against the target have disadvantage. Once you use this feature, you can’t use it again until you finish a short or long rest.

Amorphous (Major Feature)

Your body is gelatinous. You can move through a space as narrow as 1 inch wide without squeezing, and you can share the same space with other creatures and move through them as if they were difficult terrain. Any equipment you are wearing is not does not share this property, just your physical body.

Amphibious (Minor Feature)

You can breathe air and water.

Animal Spirit Form (Costs two major features)

As an action, you can change into a beast form or your humanoid form. When you do so, your equipment melds into your new form, and you gain certain benefits depending on the type of animal you transform into. While in your beast form, your statistics remain the same but you are unable to make attacks or cast spells. You can talk in your animal form. Pick the type of animal you can transform into, which must be Tiny or Small, and then pick one of the following options that makes sense for your animal form. These traits only apply to your animal form.

  • Burrower. As an action, you can burrow 10 feet.
  • Aquatic. You gain a swim speed of 30 feet and can breathe air and water. Your walking speed becomes 10 feet.
  • Climber. You gain a climb speed equal to half (rounded down) of your ground speed.
  • Flier. You gain a fly speed of 30 feet. Your walking speed becomes 10 feet.
  • Sprinter. Your walking speed increased by +10 feet.

Aquatic Adaptation (Major Feature)

You have a swim speed of 30 feet, and can breathe air and water.

Armor Training (Major Feature)

You have proficiency with light and medium armor.

Armored (Major Feature)

Your body is armored, which determines your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. See table 1 to determine the type of armor you have, provided you meet the prerequisite. If you later gain access to a new type of armor proficiency, you can change your armor type during a long rest. Otherwise, you can change your armor type when you gain a new level, assuming you meet the prerequisite.

Astral Resistance (Major Feature)

You gain resistance to radiant damage and necrotic damage. When you take radiant or necrotic damage, your next attack or spell deals additional damage equal to your Constitution modifier (minimum of +1). Multiple sources of radiant or necrotic damage don’t increase the damage further.

Autonomous Systems (Minor Feature)

You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest. Magic can’t put you to sleep. When you take a long rest, you must spend at least six hours in a low power mode. You can perform simple, nonstrenuous activities like keeping watch, talking, or cooking. You cannot be traveling, but you can move around a little bit. The GM will determine if your actions are low activity or would cause you to leave your low power mode.

Awareness (Minor Feature)

Requires Companion Soul. Your companion soul is intelligent and can communicate. Their Intelligence score becomes 10 if it was lower, and they can understand and speak whatever languages you know.

Be Successful (Major Feature)

As a reaction, when a creature you can see within 30 feet makes an attack roll, saving throw, or ability check, you can grant them advantage on the roll. After you use this ability, you can’t use it again until you finish a short or long rest.

Become Stone (Major Feature)

Requires False Appearance. When you use your false appearance, you become an actual stone statue after remaining motionless for 1 minute. You remain aware of your surroundings, but you gain resistance to all bludgeoning, piercing, and slashing damage and no longer need to eat, sleep, or breathe. You can remain like this indefinitely and return to your normal form once you move.

Bend With It (Major Feature)

You may reroll a saving throw you just made, but you must take the second result. You must use this before you find out the result of the roll. Once you use this ability, you can’t use it again until you finish a short or long rest.

Blend In (Major Feature)

As an action, you can cast an illusion on yourself. You can change your appearance, including clothing and equipment for up to 1 hour. You can’t change your size category, but you can alter your size and weight within that category (for example, a human can’t make themselves look like a halfling, but they could look taller or shorter than they normally do). Once you use this feature, you can’t use it again until you finish a short or long rest.

Blend with Nature (Minor Feature)

You can Hide when only lightly obscured by natural foliage and terrain, instead of needing to be heavily obscured.

Blindsight (Major Feature)

You have blindsight with a radius of 30 feet.

Blood Drain (Major Feature)

When you bite a living creature that has blood, you can choose to drain some of their blood. Your bite deals extra necrotic damage equal to your level, and you regain a number of hit points equal to the necrotic damage dealt. After you use this ability, you can’t use it again until you finish a short or long rest.

Blood in the Water (Major Feature)

When you damage a creature with an attack or spell, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.

Bloodhunter (Major Feature)

You have advantage on attack rolls against creatures at their hit point maximum.

Boosting Howl (Major Feature)

You can use your action to inspire your allies with a howl. Up to 6 creatures of your choice within 30 feet of you that can hear you can roll a d6 and add the result to their next attack roll or saving throw. After you use this ability, you can’t use it again until you complete a short or long rest.

Borrowed Luck (Minor Feature)

You get a brief insight into the future, but it costs you. You gain a luck die, which is a d4. Whenever you make an attack roll, saving throw, or ability check, you can roll your luck die and add the result to your total. You then give the luck die to the GM. You can’t use your luck die while the GM has it. At any point, the GM can roll the luck die when you make an attack roll, saving throw, or ability check and subtract the number from your total. The GM then returns the die to you. After a long rest, you take your luck die back if you didn’t have it.

Bound Soul (Major Feature)

Your soul is bound to a specific piece of your construction, like a hat, pipe, or button eye. Your soul is tied to this object. If you die, and your bound soul can be recovered, you can be brought back to life. A new snow body must be built for you, using magical ingredients worth 500 gp, and your bound soul must be incorporated into this new body (we assume that the ingredients are common enough that any alchemist or magical shop could provide them). After 24 hours, you come back to life with 1 hit point. This causes strain on your soul, and you take a -4 penalty to attack rolls, saving throws, and ability checks. Every time you finish a long rest, the penalty is reduced by 1 until it disappears.

Bounty of the Sky (Minor Feature)

You can draw sustenance from the sun and air, requiring much less food and water than other living creatures. You can go one week without water and 7 days + your Constitution modifier without food before suffering negative effects.

Brave (Minor Feature)

You have advantage on saving throws against being frightened.

Breath Weapon (Major Feature)

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. See table 2.

Bulk Up (Major Feature)

You can cast the enlarge/reduce spell once with this trait, but you can only target yourself, and you can only use the enlarge effect. Once you cast this spell, you can’t cast it again with this trait until you finish a long rest. Intelligence is your spellcasting ability for it.

Cantrip (Minor Feature)

You know a cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability.

Celestial Majesty (Major Feature)

While your current hit points are equal to your hit point maximum, you have advantage on all saving throws.

Change Shape (Major Feature)

Alternate version of Shape Change

Climbing Claws (Minor Feature)

You have a climbing speed of 30 feet.

Climbing Claws, Weapons (Minor Feature)

Your claws are sharp enough to grant you a climbing speed of 20 feet. They are also a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier (your choice), instead of the bludgeoning damage normal for an unarmed strike.

Combat Training (Minor Feature)

You have proficiency with two weapons of your choice.

Command (Major Feature)

As a bonus action, you can order one ally of your choice within 30 feet of you to use their reaction to make a single melee attack against a target within their reach. They must be able to see or hear you. You can’t use this ability again until you finish a short or long rest.

Communication, Fauna (Minor Feature)

You can communicate with and understand simple ideas from a type of creature.

Communication, Flora (Minor Feature)

You can communicate with and understand simple ideas from trees and plants.

Companion Soul (Major Feature)

Your soul takes on the appearance of living creature of CR 0 or 1/8, typically a beast like a bird, dog, or cat. Your companion soul’s type is celestial. You both share a telepathic link up to 100 feet. If your companion is slain, you can resurrect them as a ritual you know that mimics the effects of the find familiar spell. For every 24 hours that your companion soul is dead, you gain a cumulative -1 penalty to attack rolls, saving throws, and ability checks. If this penalty ever reaches -5, you die. As an action, you can place your companion into an active or passive mode. In passive mode, your soul companion stays safely on your person or is protected by you. In this mode, your companion soul can’t take damage but can take no actions except for speaking and can’t be more than 5 feet away from you. In active mode, your companion soul can move and take actions as normal but can also be attacked and take damage. You and your companion soul can’t be far apart, and you both experience pain and discomfort if you are separated. If you are more than 50 feet away from each other, you both have disadvantage on all attack rolls, saving throws, and ability checks. You will not willingly be greater than 100 feet apart from each other, and if you are, you both become incapacitated until you are within 100 feet of each other again.

Completely Artificial (Minor Feature)

Requires advantage on saving throws against being poisoned and resistance to poison damage. You are immune to poison damage and the poisoned condition.

Cone Attack (Major Feature)

As an action, you unleash energy in a 15-foot cone. Each creature in the area must make a saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this ability, you can’t use it again until you complete a short or long rest.

Consume (Major Feature)

You gain sustenance from the flesh of the living (or recently slain). During a short rest you can consume an entire Small or Medium sized body. When you do so, you regain hit points equal to your level + Constitution modifier (minimum of 1). If you spend hit dice during the short rest, you regain these hit points at that time. When you are done, the entire body is consumed, bones and all. You can consume one Small or Medium body during a short rest. You gain no benefit from Tiny or smaller bodies, and Large or larger bodies take too long to consume.

Cursed Blow (Major Feature)

You can bestow a curse on a creature, dealing extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals half your level (rounded up). The target must succeed on a Constitution saving throw or be unable to regain hit points for 1 hour. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. After you use this ability, you can’t use it again until you complete a short or long rest.

Damage Immunity (Major Feature)

Requires damage resistance

You are immune to the damage type you had resistance to.

Damage Resistance (Minor Feature)

You have resistance to a damage type, typically a type of energy damage.

Darkvision (Minor Feature)

You have darkvision 60 ft.

Darkvision, Superior (Minor Feature)

Requires darkvision

You have darkvision 120 ft.

Deadly Attacks (Minor Feature)

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.

Devil’s Sight (Major Feature)

Requires darkvision

Magical darkness doesn’t impede your darkvision.

Disassembly (Minor Feature)

Each piece of you can operate independently. As a free action, you can detach any of your limbs, which continue to operate as normal. You can reattach limbs as a free action on your turn. The actions you can take are limited by the limbs that you have available. Your limbs have no additional abilities or features and are limited by what they can logically do. For example, a leg can hop and an arm can crawl. You have telepathic control over your limbs, but only your head can see and hear. Detached appendages can act on their own, but can only make attacks or cast spells if you spend the appropriate action to do so. You can replace any lost or destroyed appendages during a short rest as long as you have a replacement. If you replace an appendage, you lose connection to the old one.

Disconnected (Minor Feature)

If any of your limbs or appendages are severed, you can reattach them as an action. Your limbs continue to function when separated, although they are limited in the actions they can take. For example, if your head is severed, you can still see from it but the head itself can’t move. In general, a severed appendage can’t take actions or make attacks.

Disease Immunity (Minor Feature)

You are immune to diseases.

Distract (Major Feature)

As an action, you create a distraction to draw the attention of nearby foes. Until the end of your next turn, enemies within 10 feet of you that can see or hear you grant advantage on attack rolls against them. Once you use this feature, you can’t use it again until you finish a short or long rest.

Dreadful Glare (Major Feature)

As an action, you target one creature you can see within 60 feet. If the target can see you, they must make a Wisdom saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. On a failed save, they are frightened of you until the end of your next turn. If the saving throw fails by 5 or more, they are paralyzed for the same duration. This ability can’t be used again until you finish a short or long rest.

Dream Guardian (Minor Feature)

When you sleep, you can protect the dreams of your nearby allies, ensuring a good night’s sleep. Any creatures of your choice that sleep within 100 feet of you get a rest unburdened by nightmares, even in an environment that would make sleep difficult, like in the back of a wagon or on a turbulent ship. However, you are aware of their dreams when doing so. You cannot protect the dream of an unwilling creature, and you don’t have the ability to alter the dreams beyond fending off nightmares. You are immune to the dream spell.

Dual Dragon (Minor Feature)

Requires Breath Weapon. You can pick an additional breath weapon option. When you use your breath weapon, you can choose to use either option, but you don’t receive any additional uses of your breath weapon.

Dual Type

0 You have two creature types. You can be affected by an effect if it works on either of your creature types.

Elemental Form, Air (Major Feature)

As an action, you can assume a form of air. You and all of your equipment become element air. While in this form, you can move through a space as narrow as 1 inch wide without squeezing. You can’t make attacks or cast spells in this form. You can revert back to your normal form as an action.

Elemental Form, Earth (Major Feature)

Natural Armor plus Skill Advantage

Elemental Form, Fire (Major Feature)

As an action, you can assume a form of fire. You and all of your equipment become elemental flame. While in this form, you can move through a space as narrow as 1 inch wide without squeezing. You can’t make attacks or cast spells in this form. You deal 1 point of fire damage to anyone that touches you in this form. You can revert back to your normal form as an action. If you become submerged in water while in this form, you take 1d4 cold damage and are automatically transformed back into your normal form.

Elemental Form, Ice (Major Feature)

Natural Armor plus Sure Foot

Elemental Form, Water (Major Feature)

As an action, you can assume a form of water. You and all of your equipment become element water. While in this form, you gain a swim speed of 30 feet, and you can move through a space as narrow as 1 inch wide without squeezing. You can’t make attacks or cast spells in this form. You can revert back to your normal form as an action.

Emboldening Strike (Major Feature)

As a bonus action, you can make an unarmed attack. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier + your proficiency bonus (minimum of 1). If the attack misses, you gain temporary hit points equal to your Constitution modifier (minimum of 1). Once you use this feature, you can’t use it again until you finish a short or long rest.

Endurance (Major Feature)

As a bonus action, you can gain temporary hit points equal to your level + your Constitution modifier (minimum 0). Once you use this ability, you can’t use it again until you finish a short or long rest.

Evasive Movement (Minor Feature)

Opportunity attacks against you have disadvantage.

Expert Tools (Minor Feature)

You have proficiency in one set of tools of your choice. When you make an ability check involving your tools, you can roll a d4 and add the number rolled to the ability check.

Fade Away (Major Feature)

As a reaction immediately after taking damage, you can become invisible. The invisibility lasts until the end of your next turn, you make an attack, deal damage, cast a spell, or force someone to make a saving throw. Once you use this ability, you can’t use it again until you finish a short or long rest.

False Appearance (Minor Feature)

When you are motionless, you are indistinguishable from an object that you choose when you gain this ability.

Fast Flight (Minor Feature)

Requires flying speed. Your fly speed is increased by 10 feet.

Fast Movement (Minor Feature)

Your base walking speed increases by 5 feet.

Fear (Major Feature)

As an action, each creature of your choice within 30 feet of you that can see or hear you must make a Wisdom saving throw. The DC is 8 + your Charisma modifier + your proficiency bonus. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a successful save. After you use this ability, you can’t use it again until you complete a short or long rest.

Feat (Costs two major features)

You gain one feat of your choice (if feats are allowed).

Ferocious Charge (Major Feature)

When you use the Dash action, you can make an attack with your horns as a bonus action. You have resistance to nonmagical bludgeoning, piercing, and slashing damage while moving during your turn after taking the Dash action.

Field Crafter (Minor Feature)

You gain proficiency in one set of artisan’s tools of your choice. As part of a short or long rest, you can harvest raw materials from the environment to create a shield, 4 darts, or a simple wooden weapon. The environment must realistically have materials you can use to make the items.

Fiendish Blessing (Minor Feature)

You can use your Charisma modifier instead of your Dexterity modifier for determining your AC when not wearing armor.

Find Prey (Major Feature)

During a long rest, you can dedicate yourself to finding a creature you want revenge against. You know the distance and direction to this creature as long as they are on the same plane of existence as you, and you know if the creature dies. You can dedicate yourself to finding a new creature during another long rest, but this trait only works on one creature at a time.

Fire Body (Minor Feature)

You have resistance to fire damage. In addition, you can ignite unattended flammable objects you touch with an action.

Flash Freeze (Major Feature)

When you hit a creature with a melee attack, you can imbue it with cold. The creature must make a Constitution saving throw. The DC for this saving throw is 8 + your Constitution modifier + your proficiency bonus. On a failed save, the target’s speed is reduced to 0 until the end of their next turn. If the saving throw fails by 5+, they are instead restrained until the end of their next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Flash of the Future (Major Feature)

As a reaction when you are hit by an attack, you gain a bonus to your AC equal to your proficiency modifier against the triggering attack. Once you use this ability, you can’t use it again until you finish a short or long rest.

Floating Movement (Major Feature)

You can float on air when you move. You have a fly speed equal to your base walking speed, but you can’t be more than 5 feet off the ground or a floor. During your turn as a free action, you can choose to channel air energy into yourself to grant yourself a flying speed equal to your base walking speed with no height restriction for 1 minute. Once you do so, you can’t use unrestricted flight again until you finish a long rest.

Fluent (Minor Feature)

You can speak, read, and write two additional languages of your choice.

Fluid Movement (Minor Feature)

You can move through the spaces of other creatures, and you can end your turn in the space of a creature that is your size or smaller than you.

Flux Form (Major Feature)

Whenever you finish a long rest, you can change your physical appearance. Your appearance must be humanoid and can’t be an obvious copy of another individual, but otherwise you can look like anything you desire. If you change your size to Small, your speed becomes 25 feet. If you change your size to Medium, your speed becomes 30 feet.

Focused Mind (Major Feature)

You have advantage on saving throws against being charmed and can’t be magically put to sleep.

Fortitude (Minor Feature)

You have advantage on saving throws against poison.

Fortune (Major Feature)

You can choose to gain advantage on an attack roll, saving throw, or ability check. Once you use this trait, you can’t use it again until you finish a short or long rest.

Free Spirit (Minor Feature)

You are hard to pin down. You have advantage on any checks or saving throws to avoid or escape from grapples or restraints.

Fury (Major Feature)

When you damage a creature with an attack or spell, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.

Halls of the Dead Home (Minor Feature)

You have a room in the Halls of the Dead, and when you take a long rest you can transport your body there. After an hour of rest, you can choose to transport your body to your room. You leave the plane of existence you were on and enter the Halls of the Dead. You can remain there for up to 10 hours or return early as an action. You can’t leave your room when you enter the Halls of the Dead in this way. Your room always has enough food and water to keep you comfortable.

Hangry (Minor Feature)

You can ignore the effects from a number of levels of exhaustion equal to your Constitution modifier, from a minimum of 1 to a maximum of 3. You only suffer from the effects of the new levels of exhaustion, and not any of the effects that you can ignore.

Hard Rock (Major Feature)

When you Dodge, you have resistance to bludgeoning, piercing, and slashing damage from attacks that aren’t adamantine until the start of your next turn.

Harpy Song (Major Feature)

As an action, you begin singing a song. All creatures within 30 feet of you that can hear you must succeed on a Wisdom saving throw or be charmed until the song ends. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. You must take a bonus action on subsequent turns to continue singing. You can stop singing at any time. The song ends if you are incapacitated. Any creature that is charmed by you must end its turn closer to you than it was when its turn started unless it was 5 feet away from you. A charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. You can maintain singing for up to 1 minute. After you use this ability, you can’t use it again until you finish a long rest.

Healing Touch (Major Feature)

As an action, you can touch a creature and heal them. The target regains a number of hit points equal to your level. At 5th level, you can instead cure the target of a nonmagical disease or poison. Once you use this feature, you can’t use it again until you finish a long rest.

Heroic Effort (Major Feature)

When you make an attack roll, saving throw, or ability check, you can roll a d6 and add the result to your total. You can use this ability after rolling the d20, but before finding out whether it succeeds or fails. After you use this ability, you can’t use it again until you finish a short or long rest. The die increases to a d8 at 6th level, a d10 at 11th level, and a d12 at 16th level.

Hold Breath (Minor Feature)

You can hold your breath for up to 15 minutes at a time.

Horns (Major Feature)

You have horns, which are treated as a Finesse weapon that you have proficiency with. Your horns deal piercing damage equal to 1d8 + your Strength modifier. If you have blunted horns, you deal bludgeoning damage instead. Your horns can’t be disarmed or disabled except through narrative play or extreme circumstances. You have advantage on all checks made to shove a creature.

Hot Body (Major Feature)

As a reaction when you are touched or hit by a melee attack from an attacker within 5 feet of you, you can force them to make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d4 fire damage on a failed save.

Hypnosis (Major Feature)

One creature you can see within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 hour. The charmed creature regards you as a friend. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. If the creature is hostile toward you, they have advantage on the saving throw. If the creature takes any damage or is forced to make a saving throw, they can repeat the saving throw, ending the effect on themselves on a successful save. Once you use this feature, you can’t use it again until you finish a short or long rest.

Ice Block (Major Feature)

As a reaction when you take damage, you can freeze yourself in a block of ice for up to 1 minute. While frozen in this way you are petrified, and gain an amount of temporary hit points equal to five times your level. You are aware of your surroundings while in this state, and can choose to unfreeze yourself at the start of any of your turns within the next minute. Your temporary hit points disappear when you unfreeze. After one minute, you automatically unfreeze. Once you use this ability, you can’t use it again until you finish a short or long rest.

Immovable Stone (Major Feature)

At the start of your turn, if you haven’t moved from your current space since the start of your last turn, you grow heavier and sturdier. You reduce any bludgeoning, piercing, or slashing damage you take by 1, to a minimum of 1, as long as you don’t move from that position. Every turn you meet the criteria, the amount of damage reduced increased by 1, to a maximum of your Constitution modifier (minimum of 1). Once you move, the benefits are immediately lost. This damage reduction applies before resistances and immunities.

Insubstantial (Major Feature)

You can use your action to become insubstantial. While insubstantial, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object or creature. You can remain insubstantial for up to 1 minute, or until you revert back to your ectoplasm form as a free action on your turn. After you use this ability, you can’t use it again until you complete a short or long rest.

Invisibility (Major Feature)

As an action, you magically turn invisible for up to 1 minute, requiring concentration. The invisibility ends if you make an attack, deal damage, or force someone to make a saving throw. Once you use this feature, you can’t use it again until you finish a short or long rest.

Invisibility, Quick (Major Feature)

As a bonus action, you can magically turn invisible until the start of your next turn. This invisibility ends early if you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or long rest.

Invisible Partner (Major Feature)

Requires Companion Soul. As an action, your companion soul can turn invisible. The invisibility ends if they make an attack, deal damage, or force someone to make a saving throw. Either you or your companion soul can use their action to activate this ability. Once you use this feature, you can’t use it again until you finish a short or long rest.

Labyrinth Mind (Minor Feature)

You can perfectly remember any path you have traveled. You are immune to the maze spell.

Leave Snow Trace (Minor Feature)

You leave no tracks in icy or snowy terrain. You have advantage on Dexterity (Stealth) checks to hide in this terrain.

Legendary Resistance (Major Feature)

When you fail a saving throw, you can make another attempt, taking the highest result. Once you use this ability, you can’t use it again until you finish a long rest.

Lick Wounds (Major Feature)

As a bonus action, you can lick your wounds. You can spend one Hit Die to gain temporary hit points equal to your level + your Constitution modifier (minimum +1). Once you’ve used this ability, you can’t use it again until you finish a short or long rest.

Life Fire (Major Feature)

When you take fire damage (or would take fire damage if you weren’t immune), you gain temporary hit points equal to your Constitution modifier after the damage is dealt. In addition, you gain advantage on your next attack roll, saving throw, or ability check within the next minute.

Long Distance Relationship (Minor Feature)

Requires Companion Soul. You and your companion suffer no penalties for being more than 50 feet apart. You still can’t be further than 100 feet apart, and you both become incapacitated if you are. You always know how far away your companion is.

Lucky (Major Feature)

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Lycanthrope Form (Major Feature)

Control over your lycanthropy allows you to shapeshift into different forms at will. As an action, you can polymorph into a beast form, a hybrid beast-humanoid form, or your true form, which is humanoid. Your stats remain the same in each of your forms, including your size, but you are unable to talk in your beast form. Any equipment you are wearing or carrying isn’t transformed. Your equipment typically accounts for your humanoid and hybrid transformations and isn’t dropped or lost when you transform directly between those two forms. You remain in your assumed form until you change back as an action or are reduced to 0 hit points. The lycanthropy strain you select will give you additional abilities while in your beast or hybrid form. See table 3 for lycanthrope form features.

Machina Resilience (Major Feature)

You are a robot, built with a few organic parts. You gain the following benefits.

  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.

Magic Resistance, Magical (Major Feature)

You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells and other magical effects.

Magic Resistance, Physical (Major Feature)

You have advantage on Strength, Dexterity, and Constitution saving throws against spells and other magical effects.

Memory Banks (Minor Feature)

You can perfectly recall anything you have experienced from up to 5 years ago, including tiny details. You have advantage on any checks to notice things from these memories.

Mental Regeneration (Major Feature)

If you fail an Intelligence, Wisdom, or Charisma saving throw against an effect that lasts for more than one turn, you can repeat the saving throw at the start of your next turn, ending the effect on yourself on a successful save.

Mesmerize (Major Feature)

You can weave subtle magic into a conversation or performance. If you spend at least one minute talking to a creature or performing while they’re watching, you can attempt to charm them as a free action. They must succeed on a Wisdom saving throw. The DC for this saving throw is 8 + your Charisma modifier + your proficiency bonus. On a failed saving throw they are charmed by you for as long as the conversation or performance lasts, and up to 1 minute after. While charmed in this way, the target is inclined to think positively about your ideas or suggestions, although they have enough sense to not harm themselves or do anything drastically against their nature. A creature is not aware of this effect when the condition ends or if they succeed on the saving throw. Once you use this ability, you can’t use it again until you finish a short or long rest.

Misty Escape (Major Feature)

When you drop to 0 hit points, you can choose to transform into a cloud of mist instead of falling unconscious. You can’t take any actions, speak, or manipulate objects in this form. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. You are immune to all nonmagical damage in this form. You return to your true form after a short rest. After you use this ability, you can’t use it again until you finish a long rest.

Momentum (Major Feature)

As a bonus action, you can Dash toward an enemy of your choice that you can see or hear. You must end this movement closer to the target than where you started.

Multiple Limbs (Major Feature)

You have additional pairs of functional arms. You can interact with one additional object or feature for free during your turn. You can drink or administer potions as a bonus action instead of an action. If you play with a rule that already allows you to do this, you can instead drink or administer a potion with one of your free actions. Your extra arms work as normal arms and can hold weapons and armor, but you don’t gain any additional attacks with them. You only gain the benefits from using one shield.

Natural Armor (Minor Feature)

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.

Natural Stealth (Major Feature)

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

Natural Weapons (Basic) (Minor Feature)

You have natural weapons which you can use to make unarmed strikes. If you hit with them, you deal damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed attack. Your natural weapons are not weapons, but attacks with them are considered weapon attacks. This means that you can use your natural weapons for effects like the paladin’s divine smite, but not abilities that target weapons specifically.

Natural Weapons (Light) (Minor Feature)

You have natural weapons which you can use to make unarmed strikes. If you hit with them, you deal damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed attack. Your natural weapons are considered to have the light and finesse weapon properties. They are not weapons, but attacks with them are considered weapon attacks. This means that you can use your natural weapons for effects like the paladin’s divine smite, but feats like dual wielder do not apply the AC bonus.

Never Die (Major Feature)

When you are reduced to 0 hit points, you remain conscious and can continue to operate as if you had 1 hit point, but you must continue to make death saving throws as normal. This effect lasts until you die or you roll a failure on a death saving throw, at which point you fall unconscious as normal. A failed death save from damage still applies toward your total number of failed death saves, but does not render you unconscious. You can’t use this feature again until you finish a long rest.

Night Walker (Major Feature)

As an action, your vision enters the Dreamscape. While there, you can see and hear the dreams of nearby creatures. While viewing the Dreamscape, you can use an action to influence the dream of a dreaming creature within 30 feet. You must succeed on a Charisma check against the target’s passive Insight. On a success, you can alter the dream how you see fit. The GM will decide if there are any complications for the dream, but in most cases the worst direct effect is the target wakes up. While viewing the Dreamscape, you can’t see or hear anything in the physical world around you. Your vision lasts for up to 1 hour, or until you end the vision as an action. Once you use this ability, you can’t use it again until you finish a short or long rest.

Nimble Escape (Major Feature)

You can take the Disengage or Hide action as a bonus action on each of your turns.

Nine Lives (Major Feature)

When you would die, you can choose to survive. Instead of dying, you are unconscious at 0 hit points. You can use this ability 8 times.

Nova (Major Feature)

As an action, you can unleash a burst of energy in a 5-foot radius around you. Each creature in the area must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, or half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this ability, you can’t use it again until you complete a short or long rest.

One Size Fits All (Minor Feature)

You can wear armor or clothing that is sized for a Small, Medium, or Large creature without it needing to be reshaped. You only gain the benefits of armor worn this way if you are proficient with it.

Overgrowth (Major Feature)

You can quickly grow a tree. As an action, choose an unoccupied space within your reach. A tree sapling immediately begins growing, starting as a Small tree. At the start of each of your turns, the tree grows one size larger, up to a maximum of Large. If there is not enough room for the tree to continue growing, it immediately stops growing. Once you use this ability, you can’t use it again until you finish a long rest.

Oversized Weapons (Major Feature)

You can wield large and oversized weapons without penalty. The damage dice of an oversized weapon are one size larger than normal. For example, a d4 becomes a d6. A d12 becomes 2d6 and 2d6 becomes 1d8+1d6. Oversized weapons weigh twice as much as a normal weapon of the same type.

Pacifying Spores (Major Feature)

As an action, you can eject spores at a creature you can see within 5 feet of you. The creature must succeed on a Constitution saving throw or be charmed by you for 1 minute. The DC for this ability is 8 + your Constitution modifier + your proficiency bonus. A charmed creature will not attack you. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. If you or your companions attack the creature or the creature takes any damage, the charmed condition ends. Once you use this ability, you can’t use it again until you finish a short or long rest.

Pack Tactics (Major Feature)

Once per turn, you can gain advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Pact Magic (Major Feature)

You have advantage on any checks made to read, write, or understand laws and contracts. You can cast the zone of truth spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for this spell.

Paralyzing Touch (Major Feature)

As an action, you can touch a creature with a paralyzing touch. Make an unarmed attack. On a hit, it deals its normal damage, and the target must make a Constitution saving throw. The DC for this feature equals 8 + your Constitution modifier + your proficiency bonus. On a failed save, the target is restrained until the end of your next turn. If the saving throw fails by 5 or more, they are instead paralyzed until the end of your next turn. You can’t use this feature again until you finish a short or long rest.

Petrifying Gaze (Major Feature)

As an action, you can look at a creature and attempt to turn them to stone. One creature you can see within 60 feet must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a failed save, the target is affected a stage of petrification that you can apply, based on the Gorgon Petrification Table. Your level determines the maximum stage of petrification that you can apply. If the target’s saving throw fails by 5 or more, they are affected by the petrification effect one stage higher than you can normally apply. For example, at 3rd level you can apply the stage 2 petrification effect. If the target fails their saving throw by 5 or more, they are instead affected by the stage 3 effect. If you can convince a creature to purposely look into your eyes when you use this ability, they have disadvantage on the initial saving throw. Once you use this ability, you can’t use it again until you finish a long rest. See table 4.

Pixie Dust (Minor Feature)

Each day you can generate magical pixie dust from your wings. You can generate one dose of pixie dust after a long rest. Pixie dust lasts for 24 hours before losing its magical properties. Pixie dust can be stored in a vial or pouch and used as an action by any creature, or shaken directly from the wings as an action on a creature within the pixie’s reach. When pixie dust is sprinkled on a creature, they gain one of the following effects, determined when the pixie dust was created. A pixie can sprinkle pixie dust on themselves.

  • Flight. The creature gains a fly speed of 10 feet for 1 minute.
  • Invisible. The creature becomes invisible. The invisibility lasts until the end of the next turn of the creature that activated it. A creature invisible from this effect can use their action to maintain the invisibility for another round, for up to 1 minute. The invisibility ends if the invisible creature makes an attack, deals damage, or forces a creature to make a saving throw.
  • Reveal. An invisible creature becomes visible and unable to become invisible for 1 minute.

Poisonous Snakes (Minor Feature)

Requires Snake Hair. The damage from your snake hair attacks can be poison damage. Whenever you hit with a snake hair attack, you can choose to deal piercing or poison damage.

Powerful Build (Minor Feature)

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

Prehensile Tail (Minor Feature)

You have a tail that can be used like a hand. Your tail can hold and manipulate objects, but it can’t be used to make attacks or cast spells. Your tail is dexterous enough to use tools.

Press the Advantage (Major Feature)

When you reduce a creature to 0 hit points, you can use a reaction to move up to your speed and make a melee attack against another creature within reach.

Reach (Minor Feature)

When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Reactive Stealth (Minor Feature)

When you roll for initiative, you can immediately make a Dexterity (Stealth) check to hide.

Recalled Knowledge (Minor Feature)

When you make an Intelligence check related to a previous reincarnation, you can roll a d4 and add the number rolled to the ability check. You can recall a number of previous incarnations equal to your proficiency bonus. Decide what your previous incarnations are when you use this ability. When you gain a level, you can replace a known incarnation with a new one. Examples include burglar, gladiator, professor of history, etc.

Recollection (Major Feature)

You are able to access some of your training from your previous lives. Whenever you finish a short or long rest, you can choose one skill or tool and gain proficiency in it. This proficiency lasts until you choose a new proficiency with this ability.

Regeneration (Major Feature)

As a bonus action, you can spend hit dice to recover hit points as if you were taking a short rest. You can’t use this ability if you have taken acid or fire damage since the start of your last turn. Once you’ve used this ability, you can’t use this ability again until you finish a long rest.

Regenerative Fortitude (Major Feature)

Your maximum amount of hit dice is increased by your Constitution modifier. This does not increase your amount of hit points, just the amount of hit dice that are available for healing.

Reincarnate (Minor Feature)

You cannot be turned into an undead. When you die, you will eventually reincarnate somewhere else. In most cases, this means the character is gone for the rest of the campaign unless brought back to life by the raise dead spell or similar magic. If your body has dissipated, you can still be targeted by the raise dead spell and similar magic that requires a body. In this situation, an object that was used by you frequently, like clothing or a favored weapon, can substitute for your body.

Relentless Endurance (Major Feature)

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.

Resilience (Major Feature)

You have advantage on saving throws against poison, and you have resistance against poison damage.

Restorative Fruit (Major Feature)

You can grow fruit that contains primal, restorative magic. A creature that consumes the fruit as an action regains hit points as if you had cast the cure wounds spell on them. Wisdom is your spellcasting ability for this spell. You can only use this ability once and regain the ability to do so when you finish a long rest. If a fruit has been removed from your person, the magic remains until you finish a long rest. Because woodborn have no mouths, you can consume the magic in your fruit as an action, gaining the benefits yourself. The level of your cure wounds spell is equal to your proficiency modifier.

Rooted Resistance (Major Feature)

You can endure attacks that would knock over lesser beings. When you take damage, you can use your reaction to gain resistance to that instance of damage. After you use this trait, you speed becomes 0 until the end of your next turn. You can’t use this ability again until you finish a short or long rest.

Roots (Minor Feature)

You have advantage on any checks or saves against forced movement, and when you would be forcibly moved, you reduce the amount moved by 5 feet, to a minimum of 5 feet moved.

Rotting Fist (Minor Feature)

Your body is filled with necrotic energy, which you can focus into a physical force when making unarmed attacks. If you hit with an unarmed attack, you deal 1d4 necrotic damage instead of the bludgeoning damage normal for an unarmed strike. You can use your Strength or Dexterity modifier when attacking, but you don’t add the modifier to the damage. Your rotting fist is considered to have the Light weapon property.

Safe Fall (Minor Feature)

You take half damage from falling.

Save Advantage (Minor Feature)

You have advantage on saving throws under a specific uncommon situation.

Second Chance (Major Feature)

When a creature you can see hits you with an attack roll, you can use your reaction to force them to reroll. Once you use this ability, you can’t use it again until you finish a short or long rest.

See The Future (Major Feature)

When you finish a short or long rest, roll a d20. As a reaction, you can substitute the number you rolled for an attack roll, saving throw, or ability check for yourself or another creature within 60 feet. You can use this ability after rolling the d20 but before finding out whether it succeeds or fails. You can’t use this ability again until you finish a short or long rest.

See Without Eyes (Minor Feature)

You are immune to the blinded condition.

Sentry Mode (Minor Feature)

You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. When you take a long rest, you enter a state of low activity, remaining semiconscious for 4 hours. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Separate Soul (Minor Feature)

Your soul has been separated from your body, making you more resilient to your soul moving on in death. You have advantage on death saving throws as long as your companion soul hasn’t been destroyed.

Serpentine Body (Minor Feature)

You have the lower body of a snake instead of legs. You are immune to the prone condition unless you wish to be affected by it.

Shape Change (Major Feature)

As an action, you can polymorph into a specific different form, or back into your true form. Other than your size and speed, which are dependent on the form you become, your statistics are the same in each form. Any equipment you are wearing or carrying isn’t transformed. You revert back to your true form if you die. You gain the shapechanger subtype.

Shapechanger

0 You gain the shapechanger subtype

Shared Skills (Minor Feature)

Requires Companion Soul. Your companion soul is proficient with any skills or tools you are proficient with.

Shimmer Field (Minor Feature)

When you Dash or Dodge, until the end of your next turn, you become lightly obscured and opportunity attacks against you have disadvantage.

Show No Weakness (Major Feature)

If you miss with an attack roll or fail an ability check or saving throw, you can reroll it if there is an ally that can see you. If the reroll is still a miss or a fail, you take psychic damage equal to you hit dice size (so 1d10 for a fighter, for example) and can choose to reroll again. Continue until the roll is either a success, or you decide to stop. Once you use this feature, you can’t use it again until you finish a short or long rest.

Siege (Minor Feature)

You deal double damage to objects and structures.

Silver Weakness

0 You have vulnerability to damage from silvered weapons

Skill Advantage (Minor Feature)

You have advantage on a skill check under specific, uncommon situations.

Skill Focus (Minor Feature)

Whenever you make an ability check related to a narrow focus, you are considered proficient and can add double your proficiency bonus to the check, instead of your normal proficiency bonus

Skill Proficiency (Minor Feature)

You have proficiency in a skill.

Skill Versatility (Major Feature)

You gain proficiency in two skills of your choice.

Snake Hair (Minor Feature)

Your hair is made of snakes, which you can use to make unarmed strikes. If you hit with your hair, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. You can make a single attack with your snake hair as a bonus action.

Sneaky Strike (Major Feature)

You deal an extra 2d6 damage on weapon or spell attacks against surprised creatures. Each creature can only be affected by this ability once per combat.

Snow Body (Minor Feature)

You gain immunity to cold damage but vulnerability to fire damage. You are adapted to the most extreme cold environments. You ignore any of the drawbacks caused by a cold environment.

Snowballs (Minor Feature)

You can conjure snowballs from your body to throw. Your snowballs are considered a ranged weapon with a range of 30/90 feet, and you are considered proficient with them. You can use your Strength or Dexterity score for determining the attack roll, and your snowballs deal 1d4 bludgeoning damage plus your Strength or Dexterity modifier. Because of your skill with throwing snowballs, you are considered proficient with any thrown weapons.

Soul Transpose (Major Feature)

Requires Companion Soul. As a bonus action, you can switch places with your companion soul. You can’t use this ability again until you finish a short or long rest.

Spellcasting Progression (Major Feature)

Magic. You know a cantrip. When you reach 3rd level, you can cast a 1st level spell once with this trait. When you reach 5th level, you can cast a 2nd level spells once with this trait. You regain the ability to cast these spells when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells.

Spellcasting, 1st Level (Minor Feature)

You can cast a 1st level spell once with this feature, and regain the ability to do so after a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for it.

Spellcasting, 2nd Level (Major Feature)

You can cast a 2nd level spell once with this feature, and regain the ability to do so after a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for it.

Spider Climb (Major Feature)

You have a climb speed of 30 feet. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Stomp (Major Feature)

As an action, you can stomp the ground with such force that it trembles. All creatures on the ground within 5 feet of you must succeed on a Dexterity saving throw or fall prone. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. At 11th level, this feature affects creatures on the ground within 10 feet of you. Once you use this ability, you can’t use it again until you finish a short or long rest.

Stone Hide (Major Feature)

You can harden your body to lessen damage taken. When you take any damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Stone to Flesh (Minor Feature)

As an action, you can touch a creature or object and cure them of petrification. Once you use this ability, you can’t use it again until you finish a long rest.

Strange Mind (Minor Feature)

Your mind doesn’t work like most humanoids. You have advantage on saving throws against being charmed and other mind-controlling effects.

Strong Soul (Major Feature)

Requires Companion Soul. Your companion soul’s hit point maximum increases by 2 (1d4) for every level you gain.

Sturdy (Minor Feature)

Your speed isn’t reduced by wearing heavy armor.

Sunlight Sensitivity 0

Paired with superior darkvision

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Supercharger (Minor Feature)

When you take lightning damage, you become temporarily supercharged. Your next attack roll before the end of your next turn has advantage.

Sure Foot (Minor Feature)

You are not slowed by a specific type of difficult terrain

Surge (Major Feature)

You move surprisingly fast for a short period. During your turn, you can choose to activate this ability as a free action. When you do so, your speed increases by 30 feet and you don’t provoke opportunity attacks this turn. Once you use this ability, you can’t use it again until you finish a short or long rest.

Suspicious of Magic (Minor Feature)

You have advantage on saving throws against illusions and against being charmed or paralyzed.

Swim Speed (Minor Feature)

You have a swim speed of 30 feet.

Take the Hit (Major Feature)

Requires Companion Soul. Your companion can rush to your aid, taking the brunt of an attack for you. When you would take damage or be hit by an attack, as a reaction you can call your companion soul to your aid. Your companion soul can move up to its speed toward you. If your companion soul can end this movement adjacent to you, it takes the damage instead of you. Once you use this feature, you can’t use it again until you finish a short or long rest.

Telepathy Spores (Major Feature)

As an action, you release a 20-foot radius of spores that extend from you, going around corners. Creatures with an Intelligence score of 2 or higher are affected by the spores for 1 hour. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. Creatures immune to the poisoned condition are immune to this effect.

Teleport (Major Feature)

As a bonus action, you can teleport to an unoccupied space you can see within 60 feet. You can’t use this ability again until you finish a short or long rest.

Tenacity (Major Feature)

When you are reduced to 0 hit points, you can immediately take an action before falling unconscious. If you would recover hit points from this action, you don’t fall unconscious. You can’t use this ability again until you finish a long rest.

Throw Voice (Minor Feature)

You can make your voice sound like it is coming from somewhere else, up to 60 feet away. A creature can tell that the sound is being thrown if their passive Insight score is higher than your Charisma (Deception) check, or by succeeding on an opposed Wisdom (Insight) check against your Charisma (Deception) check.

Throwing (Minor Feature)

You are skilled at throwing objects. You are considered proficient with any weapon or object you throw. If the thrown object isn’t a weapon, it deals 1d4 damage if it can fit in your hand, 1d6 if it can be thrown with 1 hand, or 1d8 damage if thrown with two hands. Range is 30/60 feet unless 2 handed, in which case the range is 10/30.

Tinkering (Major Feature)

You have proficiency with one set of artisan’s tools or tinker’s tools of your choice. Using those tools, you can spend 1 hour and 10 gp worth of raw materials to craft a Tiny device with one of the following properties:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. This effect can be turned on or off with an action.
  • The device is able to move on its own. It has a speed of 5 feet and can make a single noise chosen when created. The device has an AC of 5 and 1 hit point.
  • The device can record a message up to 6 seconds long and replay it. A character proficient in tinkerer’s tools can delete a recording and create a new one.
  • As an action, the device can light or snuff out a candle, torch, or small campfire.
  • Can create small, harmless sensory effects, such as a shower of sparks, musical notes, odd odors, and colorful displays.

A device can only have one of these properties at a time, and you can only have three of these devices at a time. As an action, you can dismantle a device, destroying it and regaining its raw materials. If you create a 4th device, the oldest one ceases to function. At 3rd level, you can cast a 1st level wizard spell of your choice once with this trait and regain the ability to do so when you finish a long rest. At 5th level, you can pick another 1st level wizard spell that you can cast once with this ability, and regain the ability to do so when you finish a long rest. You must have a spellcasting focus, which is the artisan’s tools or tinker’s tools you are proficient with, in hand when you cast any spell with this feature.

Narratively, you cast these spells using devices you have created.

Tough Hide (Major Feature)

After taking the Dash action, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the end of your turn.

Toughness (Major Feature)

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Trained Tools (Minor Feature)

You have proficiency in two tools of your choice.

Trance (Minor Feature)

You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can still dream. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Transfer Consciousness (Major Feature)

You can transfer your consciousness between different suits of armor. During a short rest, you can transfer your consciousness to a suit of armor that you are holding and have proficiency in. After the short rest, you control the new suit of armor as your new body. The new suit of armor can’t be occupied or worn by a creature during the short rest. Your statistics, aside from your AC, remain the same. During character creation, choose one of the options from table 5 for the type of armor you start with.

Transformation (Major Feature)

Transformation As an action, you can transform yourself into a powerful form or empower yourself with elemental energy. The transformation lasts for 1 minute or until you end it as a bonus action. Once you use this ability, you can’t use it again until you finish a long rest. Pick two of the following abilities you gain during your transformation. You can also choose to shed bright light in a 10-foot radius and dim light for an additional 10 feet:

  • You gain a fly speed of 30 feet.
  • Your weapons become magical. You gain proficiency with a weapon of your choice even outside of your transformation.
  • Your weapon and spell attacks can deal elemental damage instead of their normal damage if you wish.
  • Once per turn when you hit with a weapon or spell attack, you deal extra damage equal to your level.
  • At the end of each of your turns, each creature within 10 feet of you takes damage equal to half your level (rounded up).
  • Once per turn, any creature that hits you with a melee attack while within 10 feet of you takes damage equal to half your level (rounded up).
  • When you are hit by an attack or spell that deals damage, you can use your reaction to reduce the damage of the attack by half.
  • As a reaction when you hit with a weapon or spell attack that deals damage, you can force the target to make a Strength saving throw, falling prone on a failed save. The DC for this ability is 8 + your Constitution modifier + your proficiency bonus.
  • You can move through the spaces of other creatures and can end your turn in their space.
  • When you transform, creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

Transparent Ooze (Minor Feature)

You have advantage on Dexterity (Stealth) checks to be unseen when you are motionless for at least 1 minute. Any clothing or equipment you are carrying or wearing becomes transparent as well.

Traveler’s Language (Minor Feature)

You have learned how to talk about a specific topic in multiple languages. Pick a topic like the weather, where to find inns and merchants, or local customs. You can converse with intelligent creatures that have a language as long as you remain focused on these topics. You don’t come across as fluent or knowledgeable about the language, but it’s enough to get you the information you need. Speak with your GM to determine an appropriate topic.

Tree Stride (Major Feature)

As an action, you can teleport between trees. Both trees must be Large or bigger, and they must be within 100 feet of each other. At 5th level you can cast tree stride once using this ability and regain the ability to cast it again after a long rest.

Tremorsense (Major Feature)

You can detect and pinpoint the origin of vibrations within 10 feet of you, provided that you and the source of the vibrations are in contact with the same ground or substance. You can’t detect flying or incorporeal creatures with this sense.

Undead Hunter (Minor Feature)

When you see a creature, you can instantly tell if they’re undead or not. This feature doesn’t apply if the creature is concealed or disguised with magic, but you do gain advantage on any checks to see through disguises and illusions.

Undead Nature (Major Feature)

You do not need to eat, drink, or breathe.

Unending Spirit (Major Feature)

When you take the Dodge action, you can spend one Hit Die to gain temporary hit points. Roll the die, add your Constitution modifier, and gain that many temporary hit points.

Unliving Body (Major Feature)

Designed for ancestries with non-biological bodies. Your body is unliving. You are immune to poison damage and the poisoned condition. You do not need to eat, drink, or breathe, and you are immune to diseases.

Unstoppable (Major Feature)

When you use the Dash action, you can make a shove attack during your turn as a bonus action. You can move through the space of prone creatures as long as they are no more than one size category larger than you.

Very Small (Minor Feature)

You can move through the space of any creature that is of a size larger than yours. You can’t end your turn in another creature’s space.

Vocal Mimicry (Minor Feature)

You can mimic sounds you have heard with near perfect accuracy. A creature can tell that the sound is a mimicry if their passive Insight score is higher than your Charisma (Deception) check, or by succeeding on an opposed Wisdom (Insight) check against your Charisma (Deception) check.

Voice of the Divines (Major Feature)

You can gain the ability to speak and understand all languages for 1 hour. You can’t use this ability again until you finish a short or long rest.

Waking Dreamer (Minor Feature)

You don’t need to sleep, and you can’t be magically put to sleep. You can sleep if you want, but you don’t suffer any exhaustion from lack of sleep. If you do sleep, you gain the benefits of a long rest after 4 hours of rest instead of 8.

We Go Way Back (Minor Feature)

When you meet an Npc for the first time, you can declare that you know each other. Roll a Charisma check to determine what their last impression of you was. The DC for this check equals 10 + your proficiency bonus (because higher level characters are more likely to have annoyed someone in their adventuring career). On a success, you left a positive impression. On a failure, you left a negative impression. On a failure of 5+, they hate you. Once you use this feature, you can’t use it again until you finish a long rest.

Weapon Training (Minor Feature)

Intended for improving secondary features of weapons or bringing their combat utility in line with other weapons. You gain proficiency with up to three specific weapons. You gain a minor bonus with any of these weapons if you are already proficient with them.

Web (Major Feature)

As an action, you can spit webbing at a Large or smaller creature within 30 feet of you. Make a ranged weapon attack with proficiency against the target. On a hit, the target is restrained by the webbing. A restrained creature can use an action to make a Strength check to escape the webbing. The DC is 8 + your Constitution modifier + your proficiency bonus. The webbing is also destroyed if it takes any fire damage. Once you use this ability, you can’t use it again until you finish a short or long rest.

Wings (Costs two major features)

You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.

Wings, Avian (Costs two major features)

Intended for avian ancestries specifically, not anyone with wings. You have a flying speed of 30 feet. To use this speed, you can’t be wearing heavy armor.

Wings, Harpy (Major Feature)

You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor. Additionally, you must use your arms to fly. If you stop using your arms to fly, such as for making an attack or casting a spell, you begin falling.

Wings, Light (Major Feature)

You have a flying speed of 30 feet, but you must land at the end of your turn or begin falling.

Won’t Stop (Major Feature)

When your body is destroyed, your vengeance seeking soul remains. 24 hours after your death, you inhabit another humanoid corpse on the same plane of existence. You regain 1 hit point, and take a -4 penalty to all attack rolls, saving throws, and ability checks. Every time you finish a long rest, the penalty is reduced by 1 until it disappears. You have no control over what body you inhabit, and you don’t gain any additional memories or abilities from the new body. The only equipment you have is whatever equipment the new body has access to. The GM decides which body you inhabit, and we recommend they choose a body that provides you with an interesting story, or places you in an interesting location where you can soon join back up with your party. Placing a player in the middle of nowhere with no way to get back to the story is not interesting.

Wrath (Major Feature)

As a reaction, you can make a melee or ranged weapon attack against a creature that just damaged you. You have advantage on the attack roll, and if the attack hits, you can add your Charisma modifier to the damage roll. Once you use this ability, you can’t use it again until you finish a short or long rest.

Major Features

Absorb Life

When you kill a living creature, you gain temporary hit points equal to the creature’s number of hit dice or your Constitution modifier, whichever is lower. These temporary hit points last for up to 1 hour or until depleted. Tiny creatures that don’t have game statistics, like insects, are assumed to have 0 hit dice.

Accuracy

You can gain advantage on a single attack roll. After you use this ability, you can’t use it again until you finish a short or long rest.

Acid Body

Your body is acidic. You have resistance to acid damage. In addition, you deal acid damage equal to your Constitution modifier (minimum 1) to any creature that starts its turn grappling or grappled by you.

Air Shield

As an action, you can create a whirlwind around a creature you can see within 60 feet, including yourself. The air shield lasts for 1 minute, requiring you to concentrate on it as if concentrating on a spell. While the air shield is active, ranged attack rolls against the target have disadvantage. Once you use this feature, you can’t use it again until you finish a short or long rest.

Amorphous

Your body is gelatinous. You can move through a space as narrow as 1 inch wide without squeezing, and you can share the same space with other creatures and move through them as if they were difficult terrain. Any equipment you are wearing is not does not share this property, just your physical body.

Animal Spirit Form

As an action, you can change into a beast form or your humanoid form. When you do so, your equipment melds into your new form, and you gain certain benefits depending on the type of animal you transform into. While in your beast form, your statistics remain the same but you are unable to make attacks or cast spells. You can talk in your animal form.

Pick the type of animal you can transform into, which must be Tiny or Small, and then pick one of the following options that makes sense for your animal form. These traits only apply to your animal form.

  • Burrower. As an action, you can burrow 10 feet.
  • Aquatic. You gain a swim speed of 30 feet and can breathe air and water. Your walking speed becomes 10 feet.
  • Climber. You gain a climb speed equal to half (rounded down) of your ground speed.
  • Flier. You gain a fly speed of 30 feet. Your walking speed becomes 10 feet.
  • Sprinter. Your walking speed increased by +10 feet.

Aquatic Adaptation

You have a swim speed of 30 feet, and can breathe air and water.

Armor Training

You have proficiency with light and medium armor.

Armored

Your body is armored, which determines your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. See table 1 to determine the type of armor you have, provided you meet the prerequisite. If you later gain access to a new type of armor proficiency, you can change your armor type during a long rest. Otherwise, you can change your armor type when you gain a new level, assuming you meet the prerequisite.

Astral Resistance

You gain resistance to radiant damage and necrotic damage. When you take radiant or necrotic damage, your next attack or spell deals additional damage equal to your Constitution modifier (minimum of +1). Multiple sources of radiant or necrotic damage don’t increase the damage further.

Be Successful

As a reaction, when a creature you can see within 30 feet makes an attack roll, saving throw, or ability check, you can grant them advantage on the roll. After you use this ability, you can’t use it again until you finish a short or long rest.

Become Stone

Requires False Appearance

When you use your false appearance, you become an actual stone statue after remaining motionless for 1 minute. You remain aware of your surroundings, but you gain resistance to all bludgeoning, piercing, and slashing damage and no longer need to eat, sleep, or breathe. You can remain like this indefinitely and return to your normal form once you move.

Bend With It

You may reroll a saving throw you just made, but you must take the second result. You must use this before you find out the result of the roll. Once you use this ability, you can’t use it again until you finish a short or long rest.

Blend In

As an action, you can cast an illusion on yourself. You can change your appearance, including clothing and equipment for up to 1 hour. You can’t change your size category, but you can alter your size and weight within that category (for example, a human can’t make themselves look like a halfling, but they could look taller or shorter than they normally do). Once you use this feature, you can’t use it again until you finish a short or long rest.

Blindsight

You have blindsight with a radius of 30 feet.

Blood Drain

When you bite a living creature that has blood, you can choose to drain some of their blood. Your bite deals extra necrotic damage equal to your level, and you regain a number of hit points equal to the necrotic damage dealt. After you use this ability, you can’t use it again until you finish a short or long rest.

Blood in the Water

When you damage a creature with an attack or spell, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.

Bloodhunter

You have advantage on attack rolls against creatures at their hit point maximum.

Boosting Howl

You can use your action to inspire your allies with a howl. Up to 6 creatures of your choice within 30 feet of you that can hear you can roll a d6 and add the result to their next attack roll or saving throw. After you use this ability, you can’t use it again until you complete a short or long rest.

Bound Soul

Your soul is bound to a specific piece of your construction, like a hat, pipe, or button eye. Your soul is tied to this object. If you die, and your bound soul can be recovered, you can be brought back to life. A new snow body must be built for you, using magical ingredients worth 500 gp, and your bound soul must be incorporated into this new body (we assume that the ingredients are common enough that any alchemist or magical shop could provide them). After 24 hours, you come back to life with 1 hit point. This causes strain on your soul, and you take a -4 penalty to attack rolls, saving throws, and ability checks. Every time you finish a long rest, the penalty is reduced by 1 until it disappears.

Breath Weapon

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. See table 2.

Bulk Up

You can cast the enlarge/reduce spell once with this trait, but you can only target yourself, and you can only use the enlarge effect. Once you cast this spell, you can’t cast it again with this trait until you finish a long rest. Intelligence is your spellcasting ability for it.

Celestial Majesty

While your current hit points are equal to your hit point maximum, you have advantage on all saving throws.

Change Shape

Alternate version of Shape Change

Command

As a bonus action, you can order one ally of your choice within 30 feet of you to use their reaction to make a single melee attack against a target within their reach. They must be able to see or hear you. You can’t use this ability again until you finish a short or long rest.

Companion Soul

Your soul takes on the appearance of living creature of CR 0 or 1/8, typically a beast like a bird, dog, or cat. Your companion soul’s type is celestial. You both share a telepathic link up to 100 feet. If your companion is slain, you can resurrect them as a ritual you know that mimics the effects of the find familiar spell. For every 24 hours that your companion soul is dead, you gain a cumulative -1 penalty to attack rolls, saving throws, and ability checks. If this penalty ever reaches -5, you die.. As an action, you can place your companion into an active or passive mode. In passive mode, your soul companion stays safely on your person or is protected by you. In this mode, your companion soul can’t take damage but can take no actions except for speaking and can’t be more than 5 feet away from you. In active mode, your companion soul can move and take actions as normal but can also be attacked and take damage. You and your companion soul can’t be far apart, and you both experience pain and discomfort if you are separated. If you are more than 50 feet away from each other, you both have disadvantage on all attack rolls, saving throws, and ability checks. You will not willingly be greater than 100 feet apart from each other, and if you are, you both become incapacitated until you are within 100 feet of each other again.

Cone Attack

As an action, you unleash energy in a 15-foot cone. Each creature in the area must make a saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this ability, you can’t use it again until you complete a short or long rest.

Consume

You gain sustenance from the flesh of the living (or recently slain). During a short rest you can consume an entire Small or Medium sized body. When you do so, you regain hit points equal to your level + Constitution modifier (minimum of 1). If you spend hit dice during the short rest, you regain these hit points at that time. When you are done, the entire body is consumed, bones and all. You can consume one Small or Medium body during a short rest. You gain no benefit from Tiny or smaller bodies, and Large or larger bodies take too long to consume.

Cursed Blow

You can bestow a curse on a creature, dealing extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals half your level (rounded up). The target must succeed on a Constitution saving throw or be unable to regain hit points for 1 hour. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. After you use this ability, you can’t use it again until you complete a short or long rest.

Damage Immunity

Requires damage resistance

You are immune to the damage type you had resistance to.

Devil’s Sight

Requires darkvision

Magical darkness doesn’t impede your darkvision.

Distract

As an action, you create a distraction to draw the attention of nearby foes. Until the end of your next turn, enemies within 10 feet of you that can see or hear you grant advantage on attack rolls against them. Once you use this feature, you can’t use it again until you finish a short or long rest.

Dreadful Glare

As an action, you target one creature you can see within 60 feet. If the target can see you, they must make a Wisdom saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. On a failed save, they are frightened of you until the end of your next turn. If the saving throw fails by 5 or more, they are paralyzed for the same duration. This ability can’t be used again until you finish a short or long rest.

Elemental Form, Air

As an action, you can assume a form of air. You and all of your equipment become element air. While in this form, you can move through a space as narrow as 1 inch wide without squeezing. You can’t make attacks or cast spells in this form. You can revert back to your normal form as an action.

Elemental Form, Earth

Natural Armor plus Skill Advantage

Elemental Form, Fire

As an action, you can assume a form of fire. You and all of your equipment become elemental flame. While in this form, you can move through a space as narrow as 1 inch wide without squeezing. You can’t make attacks or cast spells in this form. You deal 1 point of fire damage to anyone that touches you in this form. You can revert back to your normal form as an action. If you become submerged in water while in this form, you take 1d4 cold damage and are automatically transformed back into your normal form.

Elemental Form, Ice

Natural Armor plus Sure Foot

Elemental Form, Water

As an action, you can assume a form of water. You and all of your equipment become element water. While in this form, you gain a swim speed of 30 feet, and you can move through a space as narrow as 1 inch wide without squeezing. You can’t make attacks or cast spells in this form. You can revert back to your normal form as an action.

Emboldening Strike

As a bonus action, you can make an unarmed attack. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier + your proficiency bonus (minimum of 1). If the attack misses, you gain temporary hit points equal to your Constitution modifier (minimum of 1). Once you use this feature, you can’t use it again until you finish a short or long rest.

Endurance

As a bonus action, you can gain temporary hit points equal to your level + your Constitution modifier (minimum 0). Once you use this ability, you can’t use it again until you finish a short or long rest.

Fade Away

As a reaction immediately after taking damage, you can become invisible. The invisibility lasts until the end of your next turn, you make an attack, deal damage, cast a spell, or force someone to make a saving throw. Once you use this ability, you can’t use it again until you finish a short or long rest.

Fear

As an action, each creature of your choice within 30 feet of you that can see or hear you must make a Wisdom saving throw. The DC is 8 + your Charisma modifier + your proficiency bonus. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a successful save. After you use this ability, you can’t use it again until you complete a short or long rest.

Feat

You gain one feat of your choice (if feats are allowed).

Ferocious Charge

When you use the Dash action, you can make an attack with your horns as a bonus action. You have resistance to nonmagical bludgeoning, piercing, and slashing damage while moving during your turn after taking the Dash action.

Find Prey

During a long rest, you can dedicate yourself to finding a creature you want revenge against. You know the distance and direction to this creature as long as they are on the same plane of existence as you, and you know if the creature dies. You can dedicate yourself to finding a new creature during another long rest, but this trait only works on one creature at a time.

Flash Freeze

When you hit a creature with a melee attack, you can imbue it with cold. The creature must make a Constitution saving throw. The DC for this saving throw is 8 + your Constitution modifier + your proficiency bonus. On a failed save, the target’s speed is reduced to 0 until the end of their next turn. If the saving throw fails by 5+, they are instead restrained until the end of their next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Flash of the Future

As a reaction when you are hit by an attack, you gain a bonus to your AC equal to your proficiency modifier against the triggering attack. Once you use this ability, you can’t use it again until you finish a short or long rest.

Floating Movement

You can float on air when you move. You have a fly speed equal to your base walking speed, but you can’t be more than 5 feet off the ground or a floor. During your turn as a free action, you can choose to channel air energy into yourself to grant yourself a flying speed equal to your base walking speed with no height restriction for 1 minute. Once you do so, you can’t use unrestricted flight again until you finish a long rest.

Flux Form

Whenever you finish a long rest, you can change your physical appearance. Your appearance must be humanoid and can’t be an obvious copy of another individual, but otherwise you can look like anything you desire. If you change your size to Small, your speed becomes 25 feet. If you change your size to Medium, your speed becomes 30 feet.

Focused Mind

You have advantage on saving throws against being charmed and can’t be magically put to sleep.

Fortune

You can choose to gain advantage on an attack roll, saving throw, or ability check. Once you use this trait, you can’t use it again until you finish a short or long rest.

Fury

When you damage a creature with an attack or spell, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.

Hard Rock

When you Dodge, you have resistance to bludgeoning, piercing, and slashing damage from attacks that aren’t adamantine until the start of your next turn.

Harpy Song

As an action, you begin singing a song. All creatures within 30 feet of you that can hear you must succeed on a Wisdom saving throw or be charmed until the song ends. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. You must take a bonus action on subsequent turns to continue singing. You can stop singing at any time. The song ends if you are incapacitated. Any creature that is charmed by you must end its turn closer to you than it was when its turn started unless it was 5 feet away from you. A charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. You can maintain singing for up to 1 minute. After you use this ability, you can’t use it again until you finish a long rest.

Healing Touch

As an action, you can touch a creature and heal them. The target regains a number of hit points equal to your level. At 5th level, you can instead cure the target of a nonmagical disease or poison. Once you use this feature, you can’t use it again until you finish a long rest.

Heroic Effort

When you make an attack roll, saving throw, or ability check, you can roll a d6 and add the result to your total. You can use this ability after rolling the d20, but before finding out whether it succeeds or fails. After you use this ability, you can’t use it again until you finish a short or long rest.

The die increases to a d8 at 6th level, a d10 at 11th level, and a d12 at 16th level.

Horns

You have horns, which are treated as a Finesse weapon that you have proficiency with. Your horns deal piercing damage equal to 1d8 + your Strength modifier. If you have blunted horns, you deal bludgeoning damage instead. Your horns can’t be disarmed or disabled except through narrative play or extreme circumstances. You have advantage on all checks made to shove a creature.

Hypnosis

As a reaction when you are touched or hit by a melee attack from an attacker within 5 feet of you, you can force them to make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d4 fire damage on a failed save.

Hypnosis

One creature you can see within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 hour. The charmed creature regards you as a friend. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. If the creature is hostile toward you, they have advantage on the saving throw. If the creature takes any damage or is forced to make a saving throw, they can repeat the saving throw, ending the effect on themselves on a successful save. Once you use this feature, you can’t use it again until you finish a short or long rest.

Ice Block

As a reaction when you take damage, you can freeze yourself in a block of ice for up to 1 minute. While frozen in this way you are petrified, and gain an amount of temporary hit points equal to five times your level. You are aware of your surroundings while in this state, and can choose to unfreeze yourself at the start of any of your turns within the next minute. Your temporary hit points disappear when you unfreeze. After one minute, you automatically unfreeze. Once you use this ability, you can’t use it again until you finish a short or long rest.

Immovable Stone

At the start of your turn, if you haven’t moved from your current space since the start of your last turn, you grow heavier and sturdier. You reduce any bludgeoning, piercing, or slashing damage you take by 1, to a minimum of 1, as long as you don’t move from that position. Every turn you meet the criteria, the amount of damage reduced increased by 1, to a maximum of your Constitution modifier (minimum of 1). Once you move, the benefits are immediately lost. This damage reduction applies before resistances and immunities.

Insubstantial

You can use your action to become insubstantial. While insubstantial, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object or creature. You can remain insubstantial for up to 1 minute, or until you revert back to your ectoplasm form as a free action on your turn. After you use this ability, you can’t use it again until you complete a short or long rest.

Invisibility

As an action, you magically turn invisible for up to 1 minute, requiring concentration. The invisibility ends if you make an attack, deal damage, or force someone to make a saving throw. Once you use this feature, you can’t use it again until you finish a short or long rest.

Invisibility, Quick

As a bonus action, you can magically turn invisible until the start of your next turn. This invisibility ends early if you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or long rest.

Invisible Partner

Requires Companion Soul As an action, your companion soul can turn invisible. The invisibility ends if they make an attack, deal damage, or force someone to make a saving throw. Either you or your companion soul can use their action to activate this ability. Once you use this feature, you can’t use it again until you finish a short or long rest.

Legendary Resistance

When you fail a saving throw, you can make another attempt, taking the highest result. Once you use this ability, you can’t use it again until you finish a long rest.

Lick Wounds

As a bonus action, you can lick your wounds. You can spend one Hit Die to gain temporary hit points equal to your level + your Constitution modifier (minimum +1). Once you’ve used this ability, you can’t use it again until you finish a short or long rest.

Life Fire

When you take fire damage (or would take fire damage if you weren’t immune), you gain temporary hit points equal to your Constitution modifier after the damage is dealt. In addition, you gain advantage on your next attack roll, saving throw, or ability check within the next minute.

Lucky

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Lycanthrope Form

Control over your lycanthropy allows you to shapeshift into different forms at will. As an action, you can polymorph into a beast form, a hybrid beast-humanoid form, or your true form, which is humanoid. Your stats remain the same in each of your forms, including your size, but you are unable to talk in your beast form. Any equipment you are wearing or carrying isn’t transformed. Your equipment typically accounts for your humanoid and hybrid transformations and isn’t dropped or lost when you transform directly between those two forms. You remain in your assumed form until you change back as an action or are reduced to 0 hit points.

The lycanthropy strain you select will give you additional abilities while in your beast or hybrid form. See table 3 for lycanthrope form features.

Machina Resilience

You are a robot, built with a few organic parts. You gain the following benefits.

  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.

Magic Resistance, Magical

You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells and other magical effects.

Magic Resistance, Physical You have advantage on Strength, Dexterity, and Constitution saving throws against spells and other magical effects.

Mental Regeneration

If you fail an Intelligence, Wisdom, or Charisma saving throw against an effect that lasts for more than one turn, you can repeat the saving throw at the start of your next turn, ending the effect on yourself on a successful save.

Mesmerize

You can weave subtle magic into a conversation or performance. If you spend at least one minute talking to a creature or performing while they’re watching, you can attempt to charm them as a free action. They must succeed on a Wisdom saving throw. The DC for this saving throw is 8 + your Charisma modifier + your proficiency bonus. On a failed saving throw they are charmed by you for as long as the conversation or performance lasts, and up to 1 minute after. While charmed in this way, the target is inclined to think positively about your ideas or suggestions, although they have enough sense to not harm themselves or do anything drastically against their nature. A creature is not aware of this effect when the condition ends or if they succeed on the saving throw. Once you use this ability, you can’t use it again until you finish a short or long rest.

Misty Escape

When you drop to 0 hit points, you can choose to transform into a cloud of mist instead of falling unconscious. You can’t take any actions, speak, or manipulate objects in this form. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. You are immune to all nonmagical damage in this form. You return to your true form after a short rest. After you use this ability, you can’t use it again until you finish a long rest.

Momentum

As a bonus action, you can Dash toward an enemy of your choice that you can see or hear. You must end this movement closer to the target than where you started.

Multiple Limbs

You have additional pairs of functional arms. You can interact with one additional object or feature for free during your turn. You can drink or administer potions as a bonus action instead of an action. If you play with a rule that already allows you to do this, you can instead drink or administer a potion with one of your free actions. Your extra arms work as normal arms and can hold weapons and armor, but you don’t gain any additional attacks with them. You only gain the benefits from using one shield.

Natural Stealth

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

Never Die

When you are reduced to 0 hit points, you remain conscious and can continue to operate as if you had 1 hit point, but you must continue to make death saving throws as normal. This effect lasts until you die or you roll a failure on a death saving throw, at which point you fall unconscious as normal. A failed death save from damage still applies toward your total number of failed death saves, but does not render you unconscious. You can’t use this feature again until you finish a long rest.

Night Walker

As an action, your vision enters the Dreamscape. While there, you can see and hear the dreams of nearby creatures. While viewing the Dreamscape, you can use an action to influence the dream of a dreaming creature within 30 feet. You must succeed on a Charisma check against the target’s passive Insight. On a success, you can alter the dream how you see fit. The GM will decide if there are any complications for the dream, but in most cases the worst direct effect is the target wakes up. While viewing the Dreamscape, you can’t see or hear anything in the physical world around you. Your vision lasts for up to 1 hour, or until you end the vision as an action. Once you use this ability, you can’t use it again until you finish a short or long rest.

Nimble Escape

You can take the Disengage or Hide action as a bonus action on each of your turns.

Nine Lives

When you would die, you can choose to survive. Instead of dying, you are unconscious at 0 hit points. You can use this ability 8 times.

Nova

As an action, you can unleash a burst of energy in a 5-foot radius around you. Each creature in the area must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, or half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this ability, you can’t use it again until you complete a short or long rest.

Overgrowth

You can quickly grow a tree. As an action, choose an unoccupied space within your reach. A tree sapling immediately begins growing, starting as a Small tree. At the start of each of your turns, the tree grows one size larger, up to a maximum of Large. If there is not enough room for the tree to continue growing, it immediately stops growing. Once you use this ability, you can’t use it again until you finish a long rest.

Oversized Weapons

You can wield large and oversized weapons without penalty. The damage dice of an oversized weapon are one size larger than normal. For example, a d4 becomes a d6. A d12 becomes 2d6 and 2d6 becomes 1d8+1d6. Oversized weapons weigh twice as much as a normal weapon of the same type.

Pacifying Spores

As an action, you can eject spores at a creature you can see within 5 feet of you. The creature must succeed on a Constitution saving throw or be charmed by you for 1 minute. The DC for this ability is 8 + your Constitution modifier + your proficiency bonus. A charmed creature will not attack you. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. If you or your companions attack the creature or the creature takes any damage, the charmed condition ends. Once you use this ability, you can’t use it again until you finish a short or long rest.

Pack Tactics

Once per turn, you can gain advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Pact Magic

You have advantage on any checks made to read, write, or understand laws and contracts. You can cast the zone of truth spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for this spell.

Paralyzing Touch

As an action, you can touch a creature with a paralyzing touch. Make an unarmed attack. On a hit, it deals its normal damage, and the target must make a Constitution saving throw. The DC for this feature equals 8 + your Constitution modifier + your proficiency bonus. On a failed save, the target is restrained until the end of your next turn. If the saving throw fails by 5 or more, they are instead paralyzed until the end of your next turn. You can’t use this feature again until you finish a short or long rest.

Petrifying Gaze

As an action, you can look at a creature and attempt to turn them to stone. One creature you can see within 60 feet must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a failed save, the target is affected a stage of petrification that you can apply, based on the Gorgon Petrification Table. Your level determines the maximum stage of petrification that you can apply. If the target’s saving throw fails by 5 or more, they are affected by the petrification effect one stage higher than you can normally apply. For example, at 3rd level you can apply the stage 2 petrification effect. If the target fails their saving throw by 5 or more, they are instead affected by the stage 3 effect. If you can convince a creature to purposely look into your eyes when you use this ability, they have disadvantage on the initial saving throw. Once you use this ability, you can’t use it again until you finish a long rest. See table 4.

Press the Advantage

When you reduce a creature to 0 hit points, you can use a reaction to move up to your speed and make a melee attack against another creature within reach.

Recollection

You are able to access some of your training from your previous lives. Whenever you finish a short or long rest, you can choose one skill or tool and gain proficiency in it. This proficiency lasts until you choose a new proficiency with this ability.

Regeneration

As a bonus action, you can spend hit dice to recover hit points as if you were taking a short rest. You can’t use this ability if you have taken acid or fire damage since the start of your last turn. Once you’ve used this ability, you can’t use this ability again until you finish a long rest.

Regenerative Fortitude

Your maximum amount of hit dice is increased by your Constitution modifier. This does not increase your amount of hit points, just the amount of hit dice that are available for healing.

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.

Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage.

Restorative Fruit

You can grow fruit that contains primal, restorative magic. A creature that consumes the fruit as an action regains hit points as if you had cast the cure wounds spell on them. Wisdom is your spellcasting ability for this spell. You can only use this ability once and regain the ability to do so when you finish a long rest. If a fruit has been removed from your person, the magic remains until you finish a long rest. Because woodborn have no mouths, you can consume the magic in your fruit as an action, gaining the benefits yourself.

The level of your cure wounds spell is equal to your proficiency modifier.

Rooted Resistance

You can endure attacks that would knock over lesser beings. When you take damage, you can use your reaction to gain resistance to that instance of damage. After you use this trait, you speed becomes 0 until the end of your next turn. You can’t use this ability again until you finish a short or long rest.

Second Chance

When a creature you can see hits you with an attack roll, you can use your reaction to force them to reroll. Once you use this ability, you can’t use it again until you finish a short or long rest. See The Future When you finish a short or long rest, roll a d20. As a reaction, you can substitute the number you rolled for an attack roll, saving throw, or ability check for yourself or another creature within 60 feet. You can use this ability after rolling the d20 but before finding out whether it succeeds or fails. You can’t use this ability again until you finish a short or long rest.

Shape Change

As an action, you can polymorph into a specific different form, or back into your true form.

Other than your size and speed, which are dependent on the form you become, your statistics are the same in each form. Any equipment you are wearing or carrying isn’t transformed. You revert back to your true form if you die. You gain the shapechanger subtype.

Show No Weakness

If you miss with an attack roll or fail an ability check or saving throw, you can reroll it if there is an ally that can see you. If the reroll is still a miss or a fail, you take psychic damage equal to you hit dice size (so 1d10 for a fighter, for example) and can choose to reroll again. Continue until the roll is either a success, or you decide to stop. Once you use this feature, you can’t use it again until you finish a short or long rest.

Skill Versatility

You gain proficiency in two skills of your choice.

Sneaky Strike

You deal an extra 2d6 damage on weapon or spell attacks against surprised creatures. Each creature can only be affected by this ability once per combat.

Soul Transpose

Requires Companion Soul As a bonus action, you can switch places with your companion soul. You can’t use this ability again until you finish a short or long rest.

Spellcasting Progression Magic

You know a cantrip. When you reach 3rd level, you can cast a 1st level spell once with this trait. When you reach 5th level, you can cast a 2nd level spells once with this trait. You regain the ability to cast these spells when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells.

Spellcasting, 2nd Level

You can cast a 2nd level spell once with this feature, and regain the ability to do so after a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for it.

Spider Climb

You have a climb speed of 30 feet. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Stomp

As an action, you can stomp the ground with such force that it trembles. All creatures on the ground within 5 feet of you must succeed on a Dexterity saving throw or fall prone. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. At 11th level, this feature affects creatures on the ground within 10 feet of you. Once you use this ability, you can’t use it again until you finish a short or long rest.

Stone Hide

You can harden your body to lessen damage taken. When you take any damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Strong Soul

Requires Companion Soul

Your companion soul’s hit point maximum increases by 2 (1d4) for every level you gain.

Surge

You move surprisingly fast for a short period. During your turn, you can choose to activate this ability as a free action. When you do so, your speed increases by 30 feet and you don’t provoke opportunity attacks this turn. Once you use this ability, you can’t use it again until you finish a short or long rest.

Take the Hit

Requires Companion Soul

Your companion can rush to your aid, taking the brunt of an attack for you. When you would take damage or be hit by an attack, as a reaction you can call your companion soul to your aid. Your companion soul can move up to its speed toward you. If your companion soul can end this movement adjacent to you, it takes the damage instead of you. Once you use this feature, you can’t use it again until you finish a short or long rest.

Telepathy Spores

As an action, you release a 20-foot radius of spores that extend from you, going around corners. Creatures with an Intelligence score of 2 or higher are affected by the spores for 1 hour. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. Creatures immune to the poisoned condition are immune to this effect.

Teleport

As a bonus action, you can teleport to an unoccupied space you can see within 60 feet. You can’t use this ability again until you finish a short or long rest.

Tenacity

When you are reduced to 0 hit points, you can immediately take an action before falling unconscious. If you would recover hit points from this action, you don’t fall unconscious. You can’t use this ability again until you finish a long rest.

Tinkering

You have proficiency with one set of artisan’s tools or tinker’s tools of your choice. Using those tools, you can spend 1 hour and 10 gp worth of raw materials to craft a Tiny device with one of the following properties:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. This effect can be turned on or off with an action.
  • The device is able to move on its own. It has a speed of 5 feet and can make a single noise chosen when created. The device has an AC of 5 and 1 hit point.
  • The device can record a message up to 6 seconds long and replay it. A character proficient in tinkerer’s tools can delete a recording and create a new one.
  • As an action, the device can light or snuff out a candle, torch, or small campfire.
  • Can create small, harmless sensory effects, such as a shower of sparks, musical notes, odd odors, and colorful displays.

A device can only have one of these properties at a time, and you can only have three of these devices at a time. As an action, you can dismantle a device, destroying it and regaining its raw materials. If you create a 4th device, the oldest one ceases to function. At 3rd level, you can cast a 1st level wizard spell of your choice once with this trait and regain the ability to do so when you finish a long rest. At 5th level, you can pick another 1st level wizard spell that you can cast once with this ability, and regain the ability to do so when you finish a long rest. You must have a spellcasting focus, which is the artisan’s tools or tinker’s tools you are proficient with, in hand when you cast any spell with this feature.

Narratively, you cast these spells using devices you have created.

Tough Hide

After taking the Dash action, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the end of your turn.

Toughness

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Transfer Consciousness

You can transfer your consciousness between different suits of armor. During a short rest, you can transfer your consciousness to a suit of armor that you are holding and have proficiency in. After the short rest, you control the new suit of armor as your new body.

The new suit of armor can’t be occupied or worn by a creature during the short rest. Your statistics, aside from your AC, remain the same.

During character creation, choose one of the options from table 5 for the type of armor you start with.

Transformation

As an action, you can transform yourself into a powerful form or empower yourself with elemental energy. The transformation lasts for 1 minute or until you end it as a bonus action. Once you use this ability, you can’t use it again until you finish a long rest.

Pick two of the following abilities you gain during your transformation. You can also choose to shed bright light in a 10-foot radius and dim light for an additional 10 feet:

  • You gain a fly speed of 30 feet.
  • Your weapons become magical. You gain proficiency with a weapon of your choice even outside of your transformation.
  • Your weapon and spell attacks can deal elemental damage instead of their normal damage if you wish.
  • Once per turn when you hit with a weapon or spell attack, you deal extra damage equal to your level.
  • At the end of each of your turns, each creature within 10 feet of you takes damage equal to half your level (rounded up).
  • Once per turn, any creature that hits you with a melee attack while within 10 feet of you takes damage equal to half your level (rounded up).
  • When you are hit by an attack or spell that deals damage, you can use your reaction to reduce the damage of the attack by half.
  • As a reaction when you hit with a weapon or spell attack that deals damage, you can force the target to make a Strength saving throw, falling prone on a failed save. The DC for this ability is 8 + your Constitution modifier + your proficiency bonus.
  • You can move through the spaces of other creatures and can end your turn in their space.
  • When you transform, creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

Tree Stride

As an action, you can teleport between trees. Both trees must be Large or bigger, and they must be within 100 feet of each other. At 5th level you can cast tree stride once using this ability and regain the ability to cast it again after a long rest.

Tremorsense

You can detect and pinpoint the origin of vibrations within 10 feet of you, provided that you and the source of the vibrations are in contact with the same ground or substance. You can’t detect flying or incorporeal creatures with this sense.

Undead Nature

You do not need to eat, drink, or breathe Unending Spirit When you take the Dodge action, you can spend one Hit Die to gain temporary hit points. Roll the die, add your Constitution modifier, and gain that many temporary hit points.

Unliving Body

Designed for ancestries with nonbiological bodies. Your body is unliving. You are immune to poison damage and the poisoned condition. You do not need to eat, drink, or breathe, and you are immune to diseases.

Unstoppable

When you use the Dash action, you can make a shove attack during your turn as a bonus action. You can move through the space of prone creatures as long as they are no more than one size category larger than you.

Voice of the Divines

You can gain the ability to speak and understand all languages for 1 hour. You can’t use this ability again until you finish a short or long rest.

Web

As an action, you can spit webbing at a Large or smaller creature within 30 feet of you. Make a ranged weapon attack with proficiency against the target. On a hit, the target is restrained by the webbing. A restrained creature can use an action to make a Strength check to escape the webbing. The DC is 8 + your Constitution modifier + your proficiency bonus. The webbing is also destroyed if it takes any fire damage. Once you use this ability, you can’t use it again until you finish a short or long rest.

Wings

Costs two major features

You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.

Wings, Avian

Costs two major features.

Intended for avian ancestries specifically, not anyone with wings

You have a flying speed of 30 feet. To use this speed, you can’t be wearing heavy armor.

Wings, Harpy

You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor. Additionally, you must use your arms to fly. If you stop using your arms to fly, such as for making an attack or casting a spell, you begin falling.

Wings, Light

You have a flying speed of 30 feet, but you must land at the end of your turn or begin falling.

Won’t Stop

When your body is destroyed, your vengeance seeking soul remains. 24 hours after your death, you inhabit another humanoid corpse on the same plane of existence. You regain 1 hit point, and take a -4 penalty to all attack rolls, saving throws, and ability checks. Every time you finish a long rest, the penalty is reduced by 1 until it disappears. You have no control over what body you inhabit, and you don’t gain any additional memories or abilities from the new body. The only equipment you have is whatever equipment the new body has access to. The GM decides which body you inhabit, and we recommend they choose a body that provides you with an interesting story, or places you in an interesting location where you can soon join back up with your party. Placing a player in the middle of nowhere with no way to get back to the story is not interesting.

Wrath

As a reaction, you can make a melee or ranged weapon attack against a creature that just damaged you. You have advantage on the attack roll, and if the attack hits, you can add your Charisma modifier to the damage roll. Once you use this ability, you can’t use it again until you finish a short or long rest.

Minor Features

Acclimation

You are adapted to a specific type of hostile environment. You ignore any of the drawbacks caused by that environment.

Acclimation Aura

Characters within 30 feet of you do not feel the effects of a specific environment. Characters within this range can ignore any of the drawbacks caused by that environment.

Adaptive

You can take one minor feature from another ancestry.

Amphibious

You can breathe air and water.

Autonomous Systems

You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest. Magic can’t put you to sleep. When you take a long rest, you must spend at least six hours in a low power mode. You can perform simple, nonstrenuous activities like keeping watch, talking, or cooking. You cannot be traveling, but you can move around a little bit. The GM will determine if your actions are low activity or would cause you to leave your low power mode.

Awareness

Requires Companion Soul

Your companion soul is intelligent and can communicate. Their Intelligence score becomes 10 if it was lower, and they can understand and speak whatever languages you know.

Blend with Nature

You can Hide when only lightly obscured by natural foliage and terrain, instead of needing to be heavily obscured.

Borrowed Luck

You get a brief insight into the future, but it costs you. You gain a luck die, which is a d4. Whenever you make an attack roll, saving throw, or ability check, you can roll your luck die and add the result to your total. You then give the luck die to the GM. You can’t use your luck die while the GM has it.

At any point, the GM can roll the luck die when you make an attack roll, saving throw, or ability check and subtract the number from your total. The GM then returns the die to you. After a long rest, you take your luck die back if you didn’t have it.

Bounty of the Sky

You can draw sustenance from the sun and air, requiring much less food and water than other living creatures. You can go one week without water and 7 days + your Constitution modifier without food before suffering negative effects.

Brave

You have advantage on saving throws against being frightened.

Cantrip

You know a cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability.

Climbing Claws

You have a climbing speed of 30 feet.

Climbing Claws, Weapons

Your claws are sharp enough to grant you a climbing speed of 20 feet. They are also a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier (your choice), instead of the bludgeoning damage normal for an unarmed strike.

Combat Training

You have proficiency with two weapons of your choice. You can communicate with and understand simple ideas from a type of creature. You can communicate with and understand simple ideas from trees and plants.

Completely Artificial

Requires advantage on saving throws against being poisoned and resistance to poison damage

You are immune to poison damage and the poisoned condition.

Damage Resistance

You have resistance to a damage type, typically a type of energy damage.

Darkvision

You have darkvision 60 ft.

Darkvision, Superior

Requires darkvision

You have darkvision 120 ft.

Deadly 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.

Disassembly

Each piece of you can operate independently. As a free action, you can detach any of your limbs, which continue to operate as normal. You can reattach limbs as a free action on your turn. The actions you can take are limited by the limbs that you have available. Your limbs have no additional abilities or features and are limited by what they can logically do. For example, a leg can hop and an arm can crawl. You have telepathic control over your limbs, but only your head can see and hear. Detached appendages can act on their own, but can only make attacks or cast spells if you spend the appropriate action to do so. You can replace any lost or destroyed appendages during a short rest as long as you have a replacement. If you replace an appendage, you lose connection to the old one.

Disconnected

If any of your limbs or appendages are severed, you can reattach them as an action. Your limbs continue to function when separated, although they are limited in the actions they can take.

For example, if your head is severed, you can still see from it but the head itself can’t move. In general, a severed appendage can’t take actions or make attacks.

Disease Immunity

You are immune to diseases.

Dream Guardian

When you sleep, you can protect the dreams of your nearby allies, ensuring a good night’s sleep. Any creatures of your choice that sleep within 100 feet of you get a rest unburdened by nightmares, even in an environment that would make sleep difficult, like in the back of a wagon or on a turbulent ship. However, you are aware of their dreams when doing so. You cannot protect the dream of an unwilling creature, and you don’t have the ability to alter the dreams beyond fending off nightmares. You are immune to the dream spell.

Dual Dragon

Requires Breath Weapon

You can pick an additional breath weapon option. When you use your breath weapon, you can choose to use either option, but you don’t receive any additional uses of your breath weapon.

Evasive Movement

Opportunity attacks against you have disadvantage.

Expert Tools

You have proficiency in one set of tools of your choice. When you make an ability check involving your tools, you can roll a d4 and add the number rolled to the ability check.

False Appearance

When you are motionless, you are indistinguishable from an object that you choose when you gain this ability.

Fast Flight

Requires flying speed

Your fly speed is increased by 10 feet.

Fast Movement

Your base walking speed increases by 5 feet.

Field Crafter

You gain proficiency in one set of artisan’s tools of your choice. As part of a short or long rest, you can harvest raw materials from the environment to create a shield, 4 darts, or a simple wooden weapon. The environment must realistically have materials you can use to make the items.

Fiendish Blessing

You can use your Charisma modifier instead of your Dexterity modifier for determining your AC when not wearing armor.

Fire Body

You have resistance to fire damage. In addition, you can ignite unattended flammable objects you touch with an action.

Fluent

You can speak, read, and write two additional languages of your choice.

Fluid Movement

You can move through the spaces of other creatures, and you can end your turn in the space of a creature that is your size or smaller than you.

Fortitude

You have advantage on saving throws against poison.

Free Spirit

You are hard to pin down. You have advantage on any checks or saving throws to avoid or escape from grapples or restraints.

Halls of the Dead Home

You have a room in the Halls of the Dead, and when you take a long rest you can transport your body there. After an hour of rest, you can choose to transport your body to your room. You leave the plane of existence you were on and enter the Halls of the Dead. You can remain there for up to 10 hours or return early as an action. You can’t leave your room when you enter the Halls of the Dead in this way. Your room always has enough food and water to keep you comfortable.

Hangry

You can ignore the effects from a number of levels of exhaustion equal to your Constitution modifier, from a minimum of 1 to a maximum of 3. You only suffer from the effects of the new levels of exhaustion, and not any of the effects that you can ignore.

Hold Breath

You can hold your breath for up to 15 minutes at a time.

Labyrinth Mind

You can perfectly remember any path you have traveled. You are immune to the maze spell.

Leave Snow Trace

You leave no tracks in icy or snowy terrain. You have advantage on Dexterity (Stealth) checks to hide in this terrain.

Long Distance Relationship

Requires Companion Soul

You and your companion suffer no penalties for being more than 50 feet apart. You still can’t be further than 100 feet apart, and you both become incapacitated if you are. You always know how far away your companion is.

Memory Banks

You can perfectly recall anything you have experienced from up to 5 years ago, including tiny details. You have advantage on any checks to notice things from these memories.

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 while you use your natural armor.

Natural Weapons (Basic)

You have natural weapons which you can use to make unarmed strikes. If you hit with them, you deal damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed attack. Your natural weapons are not weapons, but attacks with them are considered weapon attacks.

This means that you can use your natural weapons for effects like the paladin’s divine smite, but not abilities that target weapons specifically.

Natural Weapons (Light)

You have natural weapons which you can use to make unarmed strikes. If you hit with them, you deal damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed attack. Your natural weapons are considered to have the light and finesse weapon properties. They are not weapons, but attacks with them are considered weapon attacks. This means that you can use your natural weapons for effects like the paladin’s divine smite, but feats like dual wielder do not apply the AC bonus.

One Size Fits All You can wear armor or clothing that is sized for a Small, Medium, or Large creature without it needing to be reshaped. You only gain the benefits of armor worn this way if you are proficient with it.

Pixie Dust

Each day you can generate magical pixie dust from your wings. You can generate one dose of pixie dust after a long rest. Pixie dust lasts for 24 hours before losing its magical properties.

Pixie dust can be stored in a vial or pouch and used as an action by any creature, or shaken directly from the wings as an action on a creature within the pixie’s reach. When pixie dust is sprinkled on a creature, they gain one of the following effects, determined when the pixie dust was created. A pixie can sprinkle pixie dust on themselves.

  • Flight. The creature gains a fly speed of 10 feet for 1 minute.
  • Invisible. The creature becomes invisible. The invisibility lasts until the end of the next turn of the creature that activated it. A creature invisible from this effect can use their action to maintain the invisibility for another round, for up to 1 minute. The invisibility ends if the invisible creature makes an attack, deals damage, or forces a creature to make a saving throw.
  • Reveal. An invisible creature becomes visible and unable to become invisible for 1 minute.

Poisonous Snakes

Requires Snake Hair The damage from your snake hair attacks can be poison damage. Whenever you hit with a snake hair attack, you can choose to deal piercing or poison damage.

Powerful Build

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

Prehensile Tail

You have a tail that can be used like a hand. Your tail can hold and manipulate objects, but it can’t be used to make attacks or cast spells. Your tail is dexterous enough to use tools.

Reach

When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Reactive Stealth When you roll for initiative, you can immediately make a Dexterity (Stealth) check to hide.

Recalled Knowledge

When you make an Intelligence check related to a previous reincarnation, you can roll a d4 and add the number rolled to the ability check. You can recall a number of previous incarnations equal to your proficiency bonus. Decide what your previous incarnations are when you use this ability. When you gain a level, you can replace a known incarnation with a new one.

Examples include burglar, gladiator, professor of history, etc.

Reincarnate

You cannot be turned into an undead. When you die, you will eventually reincarnate somewhere else. In most cases, this means the character is gone for the rest of the campaign unless brought back to life by the raise dead spell or similar magic. If your body has dissipated, you can still be targeted by the raise dead spell and similar magic that requires a body. In this situation, an object that was used by you frequently, like clothing or a favored weapon, can substitute for your body.

Roots

You have advantage on any checks or saves against forced movement, and when you would be forcibly moved, you reduce the amount moved by 5 feet, to a minimum of 5 feet moved.

Rotting Fist

Your body is filled with necrotic energy, which you can focus into a physical force when making unarmed attacks. If you hit with an unarmed attack, you deal 1d4 necrotic damage instead of the bludgeoning damage normal for an unarmed strike. You can use your Strength or Dexterity modifier when attacking, but you don’t add the modifier to the damage. Your rotting fist is considered to have the Light weapon property.

Safe Fall

You take half damage from falling.

Save Advantage

You have advantage on saving throws under a specific uncommon situation.

See Without Eyes

You are immune to the blinded condition.

Sentry Mode

You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. When you take a long rest, you enter a state of low activity, remaining semiconscious for 4 hours. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Separate Soul

Your soul has been separated from your body, making you more resilient to your soul moving on in death. You have advantage on death saving throws as long as your companion soul hasn’t been destroyed.

Serpentine Body

You have the lower body of a snake instead of legs. You are immune to the prone condition unless you wish to be affected by it.

Shared Skills

Requires Companion Soul

Your companion soul is proficient with any skills or tools you are proficient with.

Shimmer Field

When you Dash or Dodge, until the end of your next turn, you become lightly obscured and opportunity attacks against you have disadvantage.

Siege

You deal double damage to objects and structures.

Skill Advantage

You have advantage on a skill check under specific, uncommon situations.

Skill Focus

Whenever you make an ability check related to a narrow focus, you are considered proficient and can add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Skill Proficiency

You have proficiency in a skill.

Snake Hair

Your hair is made of snakes, which you can use to make unarmed strikes. If you hit with your hair, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. You can make a single attack with your snake hair as a bonus action.

Snow Body

You gain immunity to cold damage but vulnerability to fire damage. You are adapted to the most extreme cold environments. You ignore any of the drawbacks caused by a cold environment.

Snowballs

You can conjure snowballs from your body to throw. Your snowballs are considered a ranged weapon with a range of 30/90 feet, and you are considered proficient with them. You can use your Strength or Dexterity score for determining the attack roll, and your snowballs deal 1d4 bludgeoning damage plus your Strength or Dexterity modifier. Because of your skill with throwing snowballs, you are considered proficient with any thrown weapons.

Spellcasting, 1st Level

You can cast a 1st level spell once with this feature, and regain the ability to do so after a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for it.

Stone to Flesh

As an action, you can touch a creature or object and cure them of petrification. Once you use this ability, you can’t use it again until you finish a long rest.

Strange Mind

Your mind doesn’t work like most humanoids. You have advantage on saving throws against being charmed and other mind-controlling effects.

Sturdy

Your speed isn’t reduced by wearing heavy armor.

Supercharger

When you take lightning damage, you become temporarily supercharged. Your next attack roll before the end of your next turn has advantage.

Sure Foot

You are not slowed by a specific type of difficult terrain.

Suspicious of Magic

You have advantage on saving throws against illusions and against being charmed or paralyzed.

Swim Speed

You have a swim speed of 30 feet.

Throw Voice

You can make your voice sound like it is coming from somewhere else, up to 60 feet away. A creature can tell that the sound is being thrown if their passive Insight score is higher than your Charisma (Deception) check, or by succeeding on an opposed Wisdom (Insight) check against your Charisma (Deception) check.

Throwing

You are skilled at throwing objects. You are considered proficient with any weapon or object you throw. If the thrown object isn’t a weapon, it deals 1d4 damage if it can fit in your hand, 1d6 if it can be thrown with 1 hand, or 1d8 damage if thrown with two hands. Range is 30/60 feet unless 2 handed, in which case the range is 10/30.

Trained Tools

You have proficiency in two tools of your choice.

Trance

You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can still dream. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Transparent Ooze

You have advantage on Dexterity (Stealth) checks to be unseen when you are motionless for at least 1 minute. Any clothing or equipment you are carrying or wearing becomes transparent as well.

Traveler’s Language

You have learned how to talk about a specific topic in multiple languages. Pick a topic like the weather, where to find inns and merchants, or local customs. You can converse with intelligent creatures that have a language as long as you remain focused on these topics. You don’t come across as fluent or knowledgeable about the language, but it’s enough to get you the information you need. Speak with your GM to determine an appropriate topic.

Undead Hunter

When you see a creature, you can instantly tell if they’re undead or not. This feature doesn’t apply if the creature is concealed or disguised with magic, but you do gain advantage on any checks to see through disguises and illusions.

Very Small

You can move through the space of any creature that is of a size larger than yours. You can’t end your turn in another creature’s space.

Vocal Mimicry

You can mimic sounds you have heard with near perfect accuracy. A creature can tell that the sound is a mimicry if their passive Insight score is higher than your Charisma (Deception) check, or by succeeding on an opposed Wisdom (Insight) check against your Charisma (Deception) check.

Waking Dreamer

You don’t need to sleep, and you can’t be magically put to sleep. You can sleep if you want, but you don’t suffer any exhaustion from lack of sleep. If you do sleep, you gain the benefits of a long rest after 4 hours of rest instead of 8.

We Go Way Back

When you meet an Npc for the first time, you can declare that you know each other. Roll a Charisma check to determine what their last impression of you was. The DC for this check equals 10 + your proficiency bonus (because higher level characters are more likely to have annoyed someone in their adventuring career). On a success, you left a positive impression. On a failure, you left a negative impression. On a failure of 5+, they hate you. Once you use this feature, you can’t use it again until you finish a long rest.

Weapon Training

Intended for improving secondary features of weapons or bringing their combat utility in line with other weapons. You gain proficiency with up to three specific weapons. You gain a minor bonus with any of these weapons if you are already proficient with them.

Other Features

Dual Type

You have two creature types. You can be affected by an effect if it works on either of your creature types.

Shapechanger

You gain the shapechanger subtype

Silver Weakness

You have vulnerability to damage from silvered weapons.

Sunlight Sensitivity

Paired with superior darkvision

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Armor Type Prerequisite Effect
Light Armor None AC 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor).
Medium Armor Medium armor proficiency AC 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus.
Heavy Armor Heavy armor proficiency AC 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks.
Dragon Type Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex save)
Blue Lightning 5 by 30 ft. line (Dex save)
Brass Fire 5 by 30 ft. line (Dex save)
Bronze Lightning 5 by 30 ft. line (Dex save)
Copper Acid 5 by 30 ft. line (Dex save)
Gold Fire 15 ft. cone (Dex save)
Green Poison 15 ft. cone (Con save)
Red Fire 15 ft. cone (Dex save)
Silver Cold 15 ft. cone (Con save)
White Cold 15 ft. cone (Con save)
Shadow Necrotic 15 ft. cone (Con save)
Prismatic Radiant 5 by 30 ft. line (Dex save)

Lycanthrope Form Features Strain Feature Cost Effects

Charger (Major Feature)

While in your beast or hybrid form, you gain tusks or bony protuberances, which you can use to make unarmed strikes. If you hit with this, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the normal bludgeoning damage for an unarmed attack.

Defender (Major Feature)

While in your beast or hybrid form, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Flier (Costs two major features)

Your beast form can be Tiny. Your beast form also gains a flight speed of 30 feet.

Hunter (Major Feature)

While in your beast or hybrid form, you gain a powerful bite attack, which you can use to make unarmed strikes. If you hit with a bite, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the normal bludgeoning damage for an unarmed attack.

Sneaker (Major Feature)

Your beast form can be Tiny.

Stalker (Major Feature)

While in your beast or hybrid form, you gain sharp claws, which you can use to make unarmed strikes. If you hit with a claw, you deal slashing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the normal bludgeoning damage for an unarmed attack.

Gorgon Petrification
Character Level Stage Effect
1 1 Speed reduced to 0 until the end of your next turn.
3 2 Restrained until the end of your next turn.
5 3 Petrified until the end of your next turn.
11 4 Petrified for 1 minute, can repeat the saving throw at the end of each of their turns to end the effect on themselves.
15 5 Permanently petrified unless freed by the greater restoration spell or other magic.
Transfer Consciousness
Armor Type Prerequisite Effect
Light Armor None AC 11 + your Dexterity modifier.
Medium Armor Medium armor proficiency AC 13 + your Dexterity modifier (maximum of 2)
Heavy Armor Heavy armor proficiency AC 16; disadvantage on Dexterity (Stealth) checks.

Optional Rules

Ancestry Awakened makes some changes to the rules in 5e, which are detailed in other sections. However, there are other optional rules that you can use that might enhance your game further.

Ad Hoc Languages

When you have languages that you can choose, typically during character creation, you don’t need to choose them ahead of time. Instead, at any point in the game you can declare what one of your known languages are. This is usually in response to discovering a previously unknown language. Be sure to describe why your character is familiar with this language.

Advancing Ancestry

If you’re interested in the idea of gaining more ancestry features as you gain levels, you can use the following rule: Every X levels, you gain an Ancestry Point. You can spend 1 Ancestry Point for an additional minor feature from your ancestry, or 2 Ancestry Points for a major feature.

The GM can determine the value of X. Every 4 levels (4, 8, 12, 16, and 20) gives the potential for 2 extra major features and 1 minor feature over their adventuring career. A faster rate means more increases, and a slower one means fewer.

Bonus Action Potions

Potions normally require an action to use in combat. If you want the players to be able to chug a potion and get back to the action quickly, consider the following rule change: Consuming a potion on your person requires a bonus action.

Feeding a potion to another creature, especially an unconscious or helpless one, requires an action.

Natural Weapons

We’ve changed how natural weapons work in Ancestry Awakened to make them more widely useful and to avoid nonintuitive rules interactions. The descriptions of natural weapons already incorporate these changes, but we want to detail how they work here:

Light Natural Weapons

You have natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing, piercing, or bludgeoning (as appropriate) damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed attack. Your natural weapons are considered to have the light and finesse weapon properties. They are not weapons, but attacks with them are considered weapon attacks. This means that you can use your natural weapons for effects like the paladin’s divine smite, but feats like dual wielder do not apply the AC bonus.

Basic Natural Weapons

You have natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing, piercing, or bludgeoning (as appropriate) damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed attack. Your natural weapons are not weapons, but attacks with them are considered weapon attacks. This means that you can use your natural weapons for effects like the paladin’s divine smite, not abilities that target weapons specifically.

Some ancestries might have slightly different versions of these natural weapons, but most follow these rules.

Swapping basic natural weapons for light natural weapons, or vice versa, should be fine. If you would be more comfortable using a more traditional format for natural weapons, you can use the following: Traditional Natural Weapons. You have natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing, piercing, or bludgeoning (as appropriate) damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Ancestry Feats

The following feats interact with the rules in Ancestry Awakened. The following feats are added to the available feats.

Army of Suits

Prerequisite(s): Animated Armor ancestry

You have attached a sliver of your soul to another piece of armor.

  • During a long rest, you can imbue a suit of armor with a piece of your soul. You can perform a 10-minute ritual to transport your consciousness to one of these suits of armor as long as they are on the same plane of existence as you. Your statistics remain the same, but your equipment stays with your old body, which becomes an object. Your old body retains a piece of your soul. You can have a number of potential suits (including your current one) equal to your proficiency bonus. For example, at level 1, you could have your normal body, and one additional suit of armor waiting. If you add another suit beyond this limit, one existing suit of armor of your choice is removed.
  • If you have the Armored Core feature, you can only use this ability on suits of armor of the same category that your armored core is (heavy armor to heavy armor, etc).
  • If you have the Transfer Consciousness feature, your AC changes depending on the suit of armor you inhabit.

Advanced Ancestry

You have a strong connection to your ancestry. Choose one of the following options when you gain this feat.

  • You gain one additional major feature from your ancestry
  • You gain one additional minor feature from your ancestry, and increase one of your ability scores by 1, to a maximum of 20.

This feat can be taken multiple times.

Connected Cycle

Prerequisite(s): Astrals ancestry or Reincarnate feature

Your cycle of death and rebirth is connected. You gain the following features:

  • You remember all of your past reincarnations. You gain proficiency in one skill of your choice.
  • Increase one of your ability scores by +1, to a maximum of 20.

Expanded Ancestry

Either through your background or current experiences, you have gained access to the features of another ancestry. Choose one of the following options when you gain this feat.

  • You gain one additional major feature from a different ancestry.
  • You gain one additional minor feature from a different ancestry, and increase one of your ability scores by 1, to a maximum of 20.

Flexible Soul

Prerequisite(s): Hengeyokai ancestry or Animal Spirit Form feature

Your soul has two distinct aspects. You gain the following benefits:

  • You can choose an additional form for your animal spirit form.
  • Increase one of your ability scores by +1, to a maximum of 20.

Improved Natural Weapons

Your natural weapons or unarmed attacks have been improved, either through enchantments, adamantine coating, or other magical means. You gain the following benefits:

  • Your unarmed attacks or attacks with natural weapons are considered magical.
  • Increase one of your ability scores by +1, to a maximum of 20.

Integrated Weapons

Prerequisite(s): A non-living or non-biological body

A weapon has been attached to your body. You gain the following benefits:

  • You can incorporate a weapon into your body. This weapon cannot be disarmed, and you are always considered to be armed. You can remove or replace your integrated weapon during a short rest. The weapon’s statistics are unchanged.
  • Increase one of your ability scores by +1, to a maximum of 20.

Transformer

Prerequisite(s): Machina. As an action, you can reconfigure your body into a functioning vehicle or back into your normal form. While in vehicle form, you can’t make attacks except for shoves or cast spells, and your actions are limited to whatever a mundane vehicle could do. Your statistics are the same in both forms unless specified otherwise. While in a vehicle form, you can carry or transport a number of Medium sized creatures equal to your Strength modifier. Large creatures count as two Medium creatures, and Small creatures count as half of a Medium sized creature.

Choose one of the following options:

  • Land. Your vehicle mode is designed to travel quickly on the ground. Your speed becomes 50 feet while in this mode.
  • Sea. Your vehicle mode is designed to travel on water. You gain a swim speed of 50 feet while in this mode.
  • Sky. Your vehicle mode can fly. You gain a fly speed of 30 feet while in this mode, but you can’t transport other characters.

Undying

Through a brush with death or pure luck, you are hard to kill. You gain the following benefits:

  • You have advantage on death saving throws.
  • Massive damage can’t kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you don’t die if the remaining damage equals or exceeds your hit point maximum.

Vocal Mixing

Prerequisite(s): Machina, Recorder feature. You can create lifelike sounds that you have heard. You gain the following features:

  • You can accurately mimic sounds and voices you have heard, and you can even create new sounds. You can make your voice sound like another creature’s voice as long as you have heard them speak a few sentences.
  • Increase one of your ability scores by +1, to a maximum of 20.
Section 15: Copyright Notice

Ancestry Awakened: Copyright 2021, Pirate Gonzalez Games: Author Timothy Gonzalez

scroll to top