You are on page 1of 75

Bloodlines

While it's true that all heroes forge their own destiny, what sets a Hero apart from a commoner
is the blood that runs through their veins. A Hero, a true Hero, is born into greatness, meant for
something more. While several races have the blood of ancient and powerful creatures coursing
through their veins, such as the Elves and Dragonborn, few have the ability to unlock the full
potential of their heritage the way that you can as a Hero of the realm.

The most powerful individuals in this world, those capable of shaping, or toppling, empires,
have an innate, dormant power within them waiting to be awakened. Most often these powers
manifest as the Hero overcomes challenges, slays creatures, and pushes themselves to their
absolute limit, growing with them as they become increasingly powerful. These pages document
some of the Bloodlines that are behind the most potent Adventurers, and the latent powers that
come with them.
Celestials
It's not uncommon for Divine beings to mingle with mortals. Aasimars are the common representation of the union
between Angel and Mortal. However, the blood can become diluted over generations as these Celestial-touched mortals
couple with those of normal blood, and a touch of the angelic can secretly flow through the veins of any creature, from the
tiniest Gnome to the most brutal Orc, unbeknownst to everyone until these divine powers manifest.

Those of the Celestial Bloodline gain the following benefits:


Level 1:
Skill Bonus: +1 Insight
Healing Touch: As an Action, you can heal HP equal to twice your character level (self-only) You must finish a short rest
before using this trait again.
Divine Force: You can cast Hand of Radiance at will, using your Charisma modifier for your Spell Save DC.

Level 5:
Ability Score Bonus: +1 Intelligence
Shield of Radiance: As a Reaction, you become Resistant to Radiant Damage until the start of your next turn. You must
finish a short rest before using this ability again. If you are already Resistant to Radiant Damage from another trait or feat,
you become Immune to Radiant Damage for the duration instead.

Divine Blast: As an Action, make a Ranged Spell Attack, launching a beam of Radiant Energy at a target creature you can see
within 30'. Use Charisma for your Attack Modifier. On Hit, the beam deals xd6 Radiant Damage where x equals your
Proficiency Bonus. You must finish a short rest before using this trait again. At Level 10 this ability gains Recharge 6, and at
Level 15, Recharge 5-6.
Celestials pg. 2
Level 10:
Skill Bonus: +2 Religion
Angel's Wrath: As an Action, you call upon your divine heritage to bolster the attacks of you and your allies. This ability
lasts up to 1 minute, but you must maintain Concentration, as if on a spell. For as long as this ability is active, you and your
allies deal bonus Radiant Damage to all Attacks equal to your Charisma Modifier.

Level 15:
Ability Score Bonus: +1 Charisma
Armor of Radiance: As an Action, wreath your body in Radiant energy, granting you Bonus AC equal to your Charisma
modifier for 1 minute. If you are hit by a Melee Weapon Attack you may deal 6d6 Radiant to the creature that hit you as a
Reaction, ending the effect early. The creature must also succeed on a DC 15 Dexterity saving throw or be Blind until the
end of their next turn. You must finish a Long Rest before using this ability again.

Level 20:

Celestial Resistance: Permanently become Resistant to Radiant Damage. If another feature or trait already grants Resistance
to Radiant Damage, you instead gain Immunity to Radiant Damage.

Angelic Weapon: Permanently deal Bonus Radiant Damage equal to your Charisma Modifier with all weapon attacks.
Doppleganger
When a Doppleganger uses its ability to gain the trust of and reproduce with another race, the typical result is a
Changeling. On rare occasions, the child seems almost entirely normal, showing no trace of their Doppleganger lineage
until adulthood. Once their monstrous bloodline boils to the surface, they begin to manifest supernatural powers, powers
they often try to keep secret from even those closest to them.

Those with the Doppleganger Bloodline gain the following benefits:


Level 1:
Skill Bonus: +1 Stealth
Manipulation: You can cast the Friends Cantrip at will.
Lithe Form: You have Advantage on Saving Throws to avoid being Grappled or Restrained.
Level 5:
Ability Score Bonus: +1 Charisma
Deceptive Appearance: You can cast Disguise Self at will, and creatures must succeed on a DC 10+Charisma Mod+1/2
Proficiency Bonus, made at Disadvantage. You must finish a Long Rest before using this ability again.
Blend In: You have Advantage on Hide checks.
Doppleganger pg 2
Level 10:
Skill Bonus: +2 Deception
Natural Ambusher: If a creature has not yet had a turn in combat, your first attack against them is made at Advantage and
automatically counts as a Sneak Attack if it hits. Your Sneak Attack damage for this ability is xd6, where x is your
Proficiency Bonus. This ability stacks with a Rogue's Sneak Attack, but only if they meet the other conditions to Sneak
Attack as usual.
Level 15:
Ability Score Bonus: +1 Dexterity
Shapechanger: You can use your action to Polymorph into a Small or Medium Humanoid you have see, or back into your
true form. Your statistics, other than size, are the same in each form. Any equipment you are wearing or carrying isn't'
transformed.
Level 20:

Read Thoughts: You can read the thoughts of a target creature within 60' of you as long as you Concentrate on them, as if
Concentrating on a spell. While using this ability, you have Advantage on all Deception, Intimidation, and Persuasion
checks against them, and as a Bonus Action, you can give yourself Advantage against them on your next attack, or, as a
Reaction, they will have Disadvantage on their first attack against you.

Chameleon: On a successful Hide check, you are treated as Invisible, as if under the spell.
Dragons
It is a known fact of common lore that Ancient Dragons love to mingle with mortals, either as close friends, or bitter rivals.
At their core, Dragons have a fascination with mortals and it is not uncommon for them to take one as a mate. The usual
result of this coupling is a Half-Dragon, but occasionally the powerful blood lays dormant for generations until it manifests
in one powerful individual. The different types of dragons all produce different effects.
There are ten subsets of Dragon Bloodlines, each with unique powers.

Those with the Black Dragon Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 Intimidation
Acid Spit: You can cast Acid Splash at will, using Charisma as your Spellcasting Ability.
Reptilian Reflexes: +1 Initiative.
Level 5:
Ability Score Bonus: +1 Strength
Black Dragon Hide: As a Reaction, become Resistant to Acid Damage until the start of your next turn. You must finish a
short rest before using this trait again. If you are already Resistant to Acid Damage from another trait or feat, you become
Immune to Acid Damage for the duration instead.

Frightful Gaze: As an Action, choose a target within 30' that you can see. They must roll a Wisdom check against your
Intimidation. On failure, they suffer Fear. If they succeed, they are immune to this trait for 1 hour.
Black Dragon pg 2
Level 10:
Skill Bonus: +2 Stealth
Wrapped in Shadows: As a Bonus Action, you are cloaked in darkness wherever you go for 1 minute, granting you
concealment. The darkness is of magical origins, so it cannot be penetrated by Darkvision or nonmagical light. This ability
can, however, be negated by magical light. You must finish a short rest before using this ability again.

Level 15:
Ability Score Bonus: +1 Constitution
Frightful Presence: As an Action, each creature of your choice within 30' must succeed on a DC 10+Intimidation Wisdom
saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to this trait for the next 24 hours. You must finish a long rest before using this ability again.

Level 20:
Black Dragon Scales: Permanently become Resistant to Acid Damage. If another feature or trait already grants Resistance to
Acid Damage, you instead gain Immunity to Acid Damage. +1 Natural AC.
Those with the Blue Dragon Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 Insight
Static Touch: You can cast Shocking Grasp at will, using Charisma as your Spellcasting Ability.
Reptilian Reflexes: +1 Initiative.
Level 5:
Ability Score Bonus: +1 Strength
Blue Dragon Hide: As a Reaction, become Resistant to Lighting Damage until the start of your next turn. You must finish a
short rest before using this trait again. If you are already Resistant to Lightning Damage from another trait or feat, you
become Immune to Lightning Damage for the duration instead.

Sand Storm: You can cast Dust Devil at will, using Charisma as your Spellcasting Ability.. You must finish a short rest before
using this ability again.
Level 10:
Skill Bonus: +2 Deception
Lightning Arc: As an Action, choose two targets you can see that are both within 60' of you and 60' of each other. Each
target must succeed on a DC 15 Dexterity Saving Throw, using your Charisma for your Spell Save DC or take 3d6 Lightning
Damage. You must finish a short rest before using this ability again.
Blue Dragon pg 2
Level 15:
Ability Score Bonus: +1 Charisma
Frightful Presence: As an Action, each creature of your choice within 30' must succeed on a DC 10+Intimidation Wisdom
saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to this trait for the next 24 hours. You must finish a long rest before using this ability again.

Level 20:
Blue Dragon Scales: Permanently become Resistant to Lightning Damage. If another feature or trait already grants
Resistance to Lightning Damage, you instead gain Immunity to Lightning Damage. +1 Natural AC.
Those with the Brass Dragon Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 Deception
Draconic Presence: You can cast Friends at will.
Reptilian Reflexes: +1 Initiative.
Level 5:
Ability Score Bonus: +1 Constitution
Brass Dragon Hide: As a Reaction, become Resistant to Fire Damage until the start of your next turn. You must finish a
short rest before using this trait again. If you are already Resistant to Fire Damage from another trait or feat, you become
Immune to Fire Damage for the duration instead.

Draconic Charm: You can cast Charm Person innately, using Charisma as your Spellcasting Ability. You must finish a short
rest before using it again.
Level 10:
Skill Bonus: +2 Insight
Wind Ward: As a Reaction, you become immune to projectiles and ranged spell attacks for 1 minute. You must finish a
short rest before using this ability again.
Brass Dragon pg 2
Level 15:
Ability Score Bonus: +1 Charisma
Frightful Presence: As an Action, each creature of your choice within 30' must succeed on a DC 10+Intimidation Wisdom
saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to this trait for the next 24 hours. You must finish a long rest before using this ability again.

Level 20:
Brass Dragon Scales: Permanently become Resistant to Fire Damage. If another feature or trait already grants Resistance to
Fire Damage, you instead gain Immunity to Fire Damage. +1 Natural AC.
Those with the Bronze Dragon Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 Athletics
Booming Wave: You can cast Thunderclap at will, using Charisma as your Spellcasting Ability.
Reptilian Reflexes: +1 Initiative.
Level 5:
Ability Score Bonus: +1 Strength
Bronze Dragon Hide: As a Reaction, become Resistant to Lightning Damage until the start of your next turn. You must
finish a short rest before using this trait again. If you are already Resistant to Lightning Damage from another trait or feat,
you become Immune to Lightning Damage for the duration instead.

Draconic Presence: You can cast Command innately. You must finish a short rest before using it again.
Level 10:
Skill Bonus: +2 Insight
Thunderous Roar: As an Action, you create a wave of thunderous energy that erupts in a 20' radius centered on you. Any
creature in this area must succeed on a DC 15 Constitution Saving Throw or take 2d8 Thunder Damage and be Deafened
until the end of their next turn. You must finish a short rest before using this ability again.
Bronze Dragon pg 2
Level 15:
Ability Score Bonus: +1 Constitution
Frightful Presence: As an Action, each creature of your choice within 30' must succeed on a DC 10+Intimidation Wisdom
saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to this trait for the next 24 hours. You must finish a long rest before using this ability again.

Level 20:
Bronze Dragon Scales: Permanently become Resistant to Lightning Damage. If another feature or trait already grants
Resistance to Lightning Damage, you instead gain Immunity to Lightning Damage. +1 Natural AC.
Those with the Copper Dragon Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 Performance
Draconic Magic: You can cast Prestidigitation at will.
Reptilian Reflexes: +1 Initiative.
Level 5:
Ability Score Bonus: +1 Constitution
Copper Dragon Hide: As a Reaction, become Resistant to Acid Damage until the start of your next turn. You must finish a
short rest before using this trait again. If you are already Resistant to Acid Damage from another trait or feat, you become
Immune to Acid Damage for the duration instead.

Friend of Nature: You can cast Animal Friendship at will, using Charisma for your Spell Save DC.
Level 10:
Skill Bonus: +2 Deception
Draconic Inspiration: As an Action, for 1 minute all of your allies have Advantage on any single roll of their choice for the
duration. You must finish a short rest before using this ability again.
Copper Dragon pg 2
Level 15:
Ability Score Bonus: +1 Charisma
Frightful Presence: As an Action, each creature of your choice within 30' must succeed on a DC 10+Intimidation Wisdom
saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to this trait for the next 24 hours. You must finish a long rest before using this ability again.

Level 20:
Copper Dragon Scales: Permanently become Resistant to Acid Damage. If another feature or trait already grants Resistance
to Acid Damage, you instead gain Immunity to Acid Damage. +1 Natural AC.
Those with the Gold Dragon Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 Investigation
Draconic Precision: You can cast True Strike at will.
Reptilian Reflexes: +1 Initiative.
Level 5:
Ability Score Bonus: +1 Intelligence
Gold Dragon Hide: As a Reaction, become Resistant to Fire Damage until the start of your next turn. You must finish a short
rest before using this trait again. If you are already Resistant to Fire Damage from another trait or feat, you become
Immune to Fire Damage for the duration instead.

Shape Appearance: You can cast Disguise Self innately, using Charisma as your Spellcasting Ability.. You must finish a short
rest before using this ability again.
Level 10:
Skill Bonus: +2 Insight
Premonition (Recharge 6): As a Bonus Action, you can see briefly into the future. You gain Advantage on your next Attack
or Saving Throw.
Gold Dragon pg 2
Level 15:
Ability Score Bonus: +1 Wisdom
Frightful Presence: As an Action, each creature of your choice within 30' must succeed on a DC 10+Intimidation Wisdom
saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to this trait for the next 24 hours. You must finish a long rest before using this ability again.

Level 20:
Gold Dragon Scales: Permanently become Resistant to Fire Damage. If another feature or trait already grants Resistance to
Fire Damage, you instead gain Immunity to Fire Damage. +1 Natural AC.
Those with the Green Dragon Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 Stealth
Noxious Breath: You can cast Poison Spray at will, using Charisma as your Spellcasting Ability.
Reptilian Reflexes: +1 Initiative.
Level 5:
Ability Score Bonus: +1 Dexterity
Green Dragon Hide: As a Reaction, become Resistant to Poison Damage until the start of your next turn. You must finish a
short rest before using this trait again. If you are already Resistant to Poison Damage from another trait or feat, you become
Immune to Poison Damage for the duration instead.

Taunt: As a Bonus Action, roll your Charisma against the Wisdom of a target creature that you can see within 30'. If you
succeed, that enemy will relentlessly attack you for a number of rounds equal to your Proficiency Bonus, ignoring others. If
one of your allies damages them in any way, the effect ends immediately.
Level 10:
Skill Bonus: +2 Deception
Poisonous Aura: As an Action, surround yourself in a cloud of poison gas. The gas is thick enough to create lightly obscured
terrain around you. Any creature that enters or starts their turn within 5' of you must succeed on a DC 15 Constitution
Saving Throw or take 2d6 Poison Damage and be Poisoned for 1 minute. If they succeed on their Saving Throw, they take ½
Damage and are not Poisoned. You must finish a short rest before using this ability again.
Green Dragon pg 2
Level 15:
Ability Score Bonus: +1 Intelligence
Frightful Presence: As an Action, each creature of your choice within 30' must succeed on a DC 10+Intimidation Wisdom
saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to this trait for the next 24 hours. You must finish a long rest before using this ability again.

Level 20:
Green Dragon Scales: Permanently become Resistant to Poison Damage. If another feature or trait already grants Resistance
to Poison Damage, you instead gain Immunity to Poison Damage. +1 Natural AC.
Those with the Red Dragon Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 Deception
Draconic Fire: You can cast Fire Bolt at will, using Charisma as your Spellcasting Ability.
Reptilian Reflexes: +1 Initiative.
Level 5:
Ability Score Bonus: +1 Strength
Red Dragon Hide: As a Reaction, become Resistant to Fire Damage until the start of your next turn. You must finish a short
rest before using this trait again. If you are already Resistant to Fire Damage from another trait or feat, you become
Immune to Fire Damage for the duration instead.

Searing Pain: Whenever you deal magical or innate Fire Damage, the target takes damage to their Max HP.
Level 10:
Skill Bonus: +2 Intimidation
Fissure: As an Action, choose any 5' section of ground that you can see. The earth opens up and creates a small volcanic
fissure for 1 minute, after which, the earth closes back up. If you open the fissure under a creature, they must succeed on a
DC 15 Dexterity Saving Throw or take 3d8 Fire Damage. Any creature that finishes their turn in the space takes 3d8 Fire
Damage. This section of ground also counts as Difficult Terrain. You must finish a short rest before using this ability again.
Red Dragon pg 2
Level 15:
Ability Score Bonus: +1 Constitution
Frightful Presence: As an Action, each creature of your choice within 30' must succeed on a DC 10+Intimidation Wisdom
saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to this trait for the next 24 hours. You must finish a long rest before using this ability again.

Level 20:
Red Dragon Scales: Permanently become Resistant to Fire Damage. If another feature or trait already grants Resistance to
Fire Damage, you instead gain Immunity to Fire Damage. +1 Natural AC.
Those with the Silver Dragon Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 History
Icy Blast: You can cast Ray of Frost at will, using Charisma as your Spellcasting Ability.
Reptilian Reflexes: +1 Initiative.
Level 5:
Ability Score Bonus: +1 Strength
Silver Dragon Hide: As a Reaction, become Resistant to Cold Damage until the start of your next turn. You must finish a
short rest before using this trait again. If you are already Resistant to Cold Damage from another trait or feat, you become
Immune to Cold Damage for the duration instead.

Obscure: You can cast Fog Cloud at will.


Level 10:
Skill Bonus: +2 Arcana
Frigid Blast (Recharge 6): As an Action, you create a gale of blistering cold air in a 15' Cone. Any gas or vapor is instantly
dispersed from that area and fire is extinguished. Any creature within the area of effect must succeed on a DC 15 Dexterity
Saving Throw or take 2d8 Cold Damage.
Silver Dragon pg 2
Level 15:
Ability Score Bonus: +1 Charisma
Frightful Presence: As an Action, each creature of your choice within 30' must succeed on a DC 10+Intimidation Wisdom
saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to this trait for the next 24 hours. You must finish a long rest before using this ability again.

Level 20:
Silver Dragon Scales: Permanently become Resistant to Cold Damage. If another feature or trait already grants Resistance to
Cold Damage, you instead gain Immunity to Cold Damage. +1 Natural AC.
Those with the White Dragon Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 Stealth
Winter's Blast: You can cast Frostbite at will, using Charisma as your Spellcasting Ability.
Reptilian Reflexes: +1 Initiative.
Level 5:
Ability Score Bonus: +1 Strength
White Dragon Hide: As a Reaction, become Resistant to Cold Damage until the start of your next turn. You must finish a
short rest before using this trait again. If you are already Resistant to Cold Damage from another trait or feat, you become
Immune to Cold Damage for the duration instead.

Ice Shard: You can cast Ice Knife at will, using Charisma as your Spellcasting Ability.
Level 10:
Skill Bonus: +2 Athletics
Freezing Fog: As an Action, you create a 20'-radius sphere centered on any point you can see within 60'. The fog spreads
around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 12 Constitution
Saving Throw, taking 3d6 cold damage on a failed save, or half as much on a successful one. A creature that ends its turn in
the fog takes 3d6 cold damage. The fog lasts for 1 minute and can be dispersed as a bonus action. You must finish a long
rest before using this ability again.
White Dragon pg 2
Level 15:
Ability Score Bonus: +1 Constitution
Frightful Presence: As an Action, each creature of your choice within 30' must succeed on a DC 10+Intimidation Wisdom
saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to this trait for the next 24 hours. You must finish a long rest before using this ability again.

Level 20:
White Dragon Scales: Permanently become Resistant to Cold Damage. If another feature or trait already grants Resistance
to Cold Damage, you instead gain Immunity to Cold Damage. +1 Natural AC.
Fey
Stories abound of mortals being entranced and seduced by one of the many Faerie Folk that live in Feywild. From the
seductive Nymphs to the amorous Satyrs, these mysterious being often mingle, and more, with mortals. While these
offspring more often than not are Fey themselves, every so often this mystical blood is dormant until it begins to manifest
in strange ways.

Those with the Fey Bloodline gain the following benefits:


Level 1:
Skill Bonus: +1 Stealth
Sylvan Magic: You can cast any two Druid Cantrips, using Wisdom as your Spellcasting Ability.
Fey Resistance: As a Reaction, you can choose to give yourself Advantage on any Wisdom saving throw. You must finish a
short rest before using this ability again.
Level 5:
Ability Score Bonus: +1 Charisma
Fey Charm: As a Reaction, when a Humanoid or Giant attacks you, you can force it to roll a Wisdom check against your
Charisma. If you win the contest, the creature becomes infatuated with you and automatically fails its attack. You can
choose to make this Reaction after you see the roll, but not before you know whether or not it hits. Once you use this
feature, you cannot use it again until you finish a short rest.

Fey Escape (Recharge 6): You can cast Misty Step innately.
Fey pg 2
Level 10:
Skill Bonus: +2 Survival
Call of the Wild: You have a deep connection with nature and wildlife, being able to cast Speak with Animals and Speak with
Plants at will. You can also summon local fauna or flora to aid you in battle, casting either Conjure Animals or Spike Growth
innately. Once you use this feature you must finish a long rest before using it again.
Level 15:
Ability Score Bonus: +1 Wisdom
Lesser Fey Ancestry – You become Immune to Sleep spells.
Fey Camouflage – You can cast Invisibility innately. Once you use this feature, you must finish a short rest before using it
again.
Level 20:

Without a Trace: You can become invisible at will as an Action.


One with the Elements – You can cast Primordial Ward at will. Once you use this feature you must finish a short rest before
using it again.
Fiends
Fiends love nothing more than to interfere in the lives of mortals. Whether making backhanded deals, possessing the
bodies of mortals, or stealing their souls, most Fiends thrive on making their mark on the mortal world. When a powerful
fiend takes a mortal as a mate, the result is usually a twisted creature such a Succubus or Tiefling. Over time, this fiendish
heritage can become diluted, waiting for the right time to erupt.

There are two subsets of Fiend Bloodlines, Demons and Devils, each with unique powers.

Those with the Demon Bloodline gain the following benefits:


Level 1:
Skill Bonus: +1 Stealth
Demonic Flames: You can cast Produce Flame at will, using Charisma for your Spell Attack Bonus.
Flaming Strike: As a Bonus Action, imbue a weapon to deal Fire Damage equal to your character level. You must finish a
short rest before using this trait again.
Level 5:
Ability Score Bonus: +1 Strength
Shield of Fire: As a Reaction, become Resistant to Fire Damage until the start of your next turn. You must finish a short rest
before using this trait again. If you are already Resistant to Fire Damage from another trait or feat, you become Immune to
Fire Damage for the duration instead.

Burst of Flame: As an Action, make a Ranged Spell Attack, launching a bolt of Fire at a target creature within 30'. Use
Charisma for your Attack Modifier. On Hit, the beam deals xd6 Fire Damage where x equals your Proficiency Bonus. You
must finish a short rest before using this trait again. At Level 10 this ability gains Recharge 6, and at Level 15 Recharge 5-6.
Fiends (Demon) pg 2
Level 10:
Skill Bonus: +2 Intimidation
Despair: As an Action, a creature you touch must succeed on a Wisdom Saving Throw, the DC of which is 12+your
Charisma Modifier. On failure, the creature is filled with a sense of dread and loses the will to fight back. It loses any AC
from their Dex Modifier and have Disadvantage on Dexterity Saving Throws until the start of their next turn. At the start of
their next turn, they may roll again to shake off the feeling, the DC dropping by 1 each round. You must finish a Short Rest
before using this ability again.

Level 15:
Ability Score Bonus: +1 Charisma
Armor of Fire: As an Action, wreath your body in flames for 1 minute. Each time you are hit by a melee attack, the creature
must succeed on a DC 12 Dexterity saving throw or take 3d6 Fire Damage. You can end this effect early using another
Action, causing a ring of fire to erupt in a 15' radius. Each creature caught in this radius must succeed on a DC 12 Dexterity
saving throw or take xd6 Fire Damage, where x equals the amount of rounds left before the flames naturally expire, or ½
Damage on a successful save.

Level 20:
Fiendish Resistance: Permanently become Resistant to Fire Damage. If another feature or trait already grants Resistance to
Fire Damage, you instead gain Immunity to Fire Damage.

Fiendish Weapon: Permanently deal Bonus Fire Damage equal to your Charisma Modifier with all weapon attacks.
Those with the Devil Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 Insight
Biting Words: You can cast Vicious Mockery at will, using Charisma for your Spell Save DC.
Flaming Strike: As a Bonus Action, imbue a weapon to deal Fire Damage equal to your character level. You must finish a
short rest before using this trait again.

Level 5:
Ability Score Bonus: +1 Charisma
Shield of Fire: As a Reaction, become Resistant to Fire Damage until the start of your next turn. You must finish a short rest
before using this trait again. If you are already Resistant to Fire Damage from another trait or feat, you become Immune to
Fire Damage for the duration instead.

Whispers from Beyond: Can cast Dissonant Whispers innately, using your Charisma for your Spell Save DC. You must finish
a short rest before using it again.

Level 10:
Skill Bonus: +2 Deception
Devilish Charm: You can cast Charm Person innately. You must finish a short rest before using it again.
Fiends (Devil) pg 2
Level 15:
Ability Score Bonus: +1 Intelligence
Eyes of the Fiend: You gain Devil's Sight, being able to see through even magical darkness.
Spread Darkness: You can cast Darkness innately. You must finish a short rest before using it again.
Level 20:
Fiendish Resistance: Permanently become Resistant to Fire Damage. If another feature or trait already grants Resistance to
Fire Damage, you instead gain Immunity to Fire Damage.

Fiendish Weapon: Permanently deal Bonus Fire Damage equal to your Charisma Modifier with all weapon attacks.
Genies
Though relatively rare, many people are at least familiar with the Genasi, mortals with a spark of Elemental power. Some
Genasi are created by a union with powerful, primordial creatures of the Elemental Planes, but most are the result of Genies
mating with mortals. These Genasi, unlike those created by powerful magic, can actually pass their genes down to others.
Over generations, Genasi powers can become diluted as their planetouched blood is passed down to other humanoids,
surfacing in unpredictable ways.
There are four subsets of Genie Bloodlines, each with unique powers.

Those with the Dao Bloodline gain the following benefits:


Level 1:
Skill Bonus: +1 Arcana
Tunneler: You can move swiftly through the earth, gaining a Burrow Speed on 30'. You can also cast Mold Earth at will.

Elemental Nature: You become Immune to being Petrified.


Level 5:
Ability Score Bonus: +1 Strength
Take Flight: As an Action, you summon your elemental nature, your legs temporarily vanishing into a swirling vortex of
dust and stone. For 1 minute, you gain a Flying Speed of 60', but lose your regular Walking Speed. You must finish a long
rest before using this ability again.

Stone Form: As a Reaction, your Flesh turns into solid rock. You gain Resistance to all Damage and magic and Immunity to
Poison and Disease, though you also become vulnerable to the Shatter spell and creatures with the Siege Monster trait. You
cannot move or be moved except by great force, or make any Reactions. You cannot cast spells and do not require food,
water, or air during this time. This ability lasts up to 4 hours but can be dismissed as a Bonus Action at any time. Also,
during this time you gain False Appearance, being indistinguishable from an inanimate statue. You must finish a long rest
before using this ability again.
Dao pg 2
Level 10:
Skill Bonus: +2 Craft

Warrior From the Earth: You can cast Conjure Elemental (Earth Elemental only) innately. You must finish a long rest before
casting this spell again.

Level 15:
Ability Score Bonus: +1 Constitution
Enslave: You can temporarily take control of a target creature. You make a Charisma check against a target creature's
Wisdom. If they fail, they bend to your will until you choose to release them. You can use a Bonus Action to order them to
move or an Action to order them to take an Action themselves. You can only enslave one creature at a time and if you order
them to make an action that would cause harm to themselves, they can make another Wisdom Check to break your hold, at
which point they can't be targeted again for 24 hours. You must finish a long rest before using this ability again.

Level 20:
Return to the Plane: You can cast Plane Shift (Elemental Plane of Earth only). You must finish a long rest before using this
ability again.
Master of Earth: You can cast Stone Skin innately (Recharge 6). You can also cast Earthquake once before needing to finish a
long rest to cast it again. Finally, as an Action, you can attempt to destroy an object with dimensions no more than 5 square
feet that is made of stone, or you can target an elemental creature of stone. The creature must succeed on a DC 15
Constitution Saving Throw or take 6d6 Force Damage, or ½ on a successful save.
Those with the Djinni Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 History
Thundering Presence: You can cast Thunderwave innately. You must finish a short rest before using this ability again.

Elemental Nature: You become Resistant to either Lightning or Thunder Damage..


Level 5:
Ability Score Bonus: +1 Intelligence
Take Flight: As an Action, you summon your elemental nature, your legs temporarily vanishing into a swirling vortex of air.
For 1 minute, you gain a Flying Speed of 90', but lose your regular Walking Speed. You must finish a long rest before using
this ability again.

Disperse: As a Reaction, you and all of your equipment dissipate into an airy form. You gain Resistance to all Damage and
magic and Immunity to Poison and Disease. While in this form, you gain a Flying Speed of 100' but lose all other forms of
movement. You also cannot interact with any objects. You can only cast spells that require no material or verbal
components and do not require food, water, or air during this time. This ability lasts up to 4 hours but can be dismissed as
a Bonus Action at any time. Also, during this time you are invisible and cannot be detected if you remain still. You must
finish a long rest before using this ability again.

Level 10:

Skill Bonus: +2 Arcana


Warrior From the Air: You can cast Conjure Elemental (Air Elemental only) innately. You must finish a long rest before
casting this spell again.
Djinni pg 2

Level 15:

Ability Score Bonus: +1 Charisma


Enslave: You can temporarily take control of a target creature. You make a Charisma check against a target creature's
Wisdom. If they fail, they bend to your will until you choose to release them. You can use a Bonus Action to order them to
move or an Action to order them to take an Action themselves. You can only enslave one creature at a time and if you order
them to make an action that would cause harm to themselves, they can make another Wisdom Check to break your hold, at
which point they can't be targeted again for 24 hours. You must finish a long rest before using this ability again.

Level 20:
Return to the Plane: You can cast Plane Shift (Elemental Plane of Air only). You must finish a long rest before using this
ability again.

Master of Air: You can cast Storm of Vengeance innately. You must finish a long rest before casting it again. Also, as an
Action, you can create a Whirlwind. A 5'-radius, 30'-tall cylinder of swirling air magically forms on a point you can see
within 60' The whirlwind lasts for as long as you can maintain concentration on it, as if concentrating on a spell. Any
creature except for you that enters the whirlwind must succeed on a DC 18 Strength saving throw or be Restrained by it.
You can move the whirlwind up to 60' as an Action, and creatures Restrained by it move as well. Any creature, including
the creature Restrained, can make a DC 18 Strength check against the whirlwind, on success, the Restrained creature
moving to the nearest space outside of the whirlwind and is no longer Restrained.
Those with the Efreeti Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 Arcana
Dancing Flames: You can cast Control Flames at will.
Elemental Nature: You become Resistant to Fire Damage.
Level 5:
Ability Score Bonus: +1 Charisma
Take Flight: As an Action, you summon your elemental nature, your legs temporarily vanishing into a swirling vortex of ash.
For 1 minute, you gain a Flying Speed of 60', but lose your regular Walking Speed. You must finish a long rest before using
this ability again.

Spirit of Flame: As a Reaction, you and all of your equipment turn into a roaring fire. You gain Immunity to all Damage
except for Cold, for which you become Vulnerable. While in this form, you lose all movement speed. You also cannot
interact with any objects, cannot cast spells, and do not require food or water during this time. If oxygen is cut off, the
flames fade away and you are forced back into your true form. This ability lasts up to 4 hours but can be dismissed as a
Bonus Action at any time. During this time, you are indistinguishable from whatever form of fire you choose to take: a
torch, bonfire, etc. Any creature that ends their turn in your space takes xd6 Fire Damage, where x is your Proficiency
Bonus.

Level 10:
Skill Bonus: +2 Deception
Warrior From the Flames: You can cast Conjure Elemental (Fire Elemental only) innately. You must finish a long rest before
casting this spell again.
Efreeti pg 2
Level 15:
Ability Score Bonus: +1 Intelligence
Enslave: You can temporarily take control of a target creature. You make a Charisma check against a target creature's
Wisdom. If they fail, they bend to your will until you choose to release them. You can use a Bonus Action to order them to
move or an Action to order them to take an Action themselves. You can only enslave one creature at a time and if you order
them to make an action that would cause harm to themselves, they can make another Wisdom Check to break your hold, at
which point they can't be targeted again for 24 hours. You must finish a long rest before using this ability again. As a
descendent of the Efreeti, creatures have Disadvantage on their saving throw.

Level 20:
Return to the Plane: You can cast Plane Shift (Elemental Plane of Fire only). You must finish a long rest before using this
ability again.

Master of Flame: You can cast Incendiary Cloud innately. You must finish a long rest before casting it again. Also, as an
Action, you can hurl a bolt of fire at creatures or objects. You use your Charisma Modifier for your Attack Bonus and the
bolt has a range of 120'. On hit, it deals 6d6 Fire Damage (Recharge 6).
Those with the Marid Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 Arcana
Warp Water: You can cast Shape Water at will.
Elemental Nature: You become Resistant to Acid, Cold, or Lightning Damage..
Level 5:
Ability Score Bonus: +1 Intelligence
Take Flight: As an Action, you summon your elemental nature, your legs temporarily vanishing into a swirling vortex. For 1
minute, you gain a Flying Speed of 60', but lose your regular Walking Speed. You must finish a long rest before using this
ability again.

Liquify: As a Reaction, you and all of your equipment turn into a puddle of water. You gain Immunity to all Damage except
for Fire, for which you become Vulnerable. While in this form, you lose all Speeds but retain, or gain, a Swim Speed of 20'.
You also cannot interact with any objects, cannot cast spells, and do not require food, water, or air during this time. This
ability lasts up to 4 hours but can be dismissed as a Bonus Action at any time. During this time, you are indistinguishable
from liquid water and your body becomes Amorphous, able to squeeze into spaces as small as 1” wide without squeezing.

Level 10:
Skill Bonus: +2 Performance
Warrior From the Water: You can cast Conjure Elemental (Water Elemental only) innately. You must finish a long rest
before casting this spell again.
Marid pg 2
Level 15:
Ability Score Bonus: +1 Charisma
Enslave: You can temporarily take control of a target creature. You make a Charisma check against a target creature's
Wisdom. If they fail, they bend to your will until you choose to release them. You can use a Bonus Action to order them to
move or an Action to order them to take an Action themselves. You can only enslave one creature at a time and if you order
them to make an action that would cause harm to themselves, they can make another Wisdom Check to break your hold, at
which point they can't be targeted again for 24 hours. You must finish a long rest before using this ability again.

Level 20:
Return to the Plane: You can cast Plane Shift (Elemental Plane of Water only). You must finish a long rest before using this
ability again.

Master of Water: You can cast Create or Destroy Water and Purify Water at will. You can also cast Control Water once per
day before needing a long rest to cast it again. Finally, as an Action, you launch a jet of water in a 60' line that is 5' wide.
Each creature in the line must make a DC 16 Dexterity Saving Throw. On failure, a target takes 6d6 bludgeoning damage
and, if the creature is Large or smaller, it is pushed 20' away and knocked Prone. On success, it takes half damage and is
neither pushed or knocked Prone.
Giants
While the sheer problem of anatomy makes pairings between Giants and Humanoids seemingly impossible, young Giants
often have affairs with larger humanoids, such as Orcs, Ogres, or Goliaths. This noble bloodline is passed on for
generations, touching all manners of races, big and small alike. Those with the blood of a Giant possess superhuman
strength and toughness, and the mutations as their genes are passed on can often allow their descendents to tap into
supernatural powers that even their ancestors don't fully understand or even possess.

There are nine subsets of Giant Bloodlines, each with unique powers.

Those with the Cloud Giant Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 Deception
Slowed Descent: You can cast Feather Fall once before needing a Short Rest to use it again (self only).
Heart of a Giant: +3 Max Hit Points at Level 1 and +1 Max HP every time you level up.

Level 5:

Ability Score Bonus: +1 Strength


Giant Strength: As an Action, your Strength is increased by your Proficiency Bonus for 1 minute. You must finish a long rest
before using this ability again.

Touch of Memnor: You can cast Catapult innately. You must finish a short rest before using this ability again.
Cloud Giant pg 2
Level 10:

Skill Bonus: +2 Insight


Voice of Memnor: As an Action, you increase your Charisma by your Proficiency Bonus for 1 minute. You must finish a long
rest before using this ability again.

Level 15:

Ability Score Bonus: +1 Charisma


Knowledge of the Ancients: You have Advantage on all Intelligence Checks.
Master of Storms: You can cast Control Weather innately. You must finish a long rest before using this ability again.

Level 20:
Power of the Ordning: As a Reaction, you gain Temporary HP equal to your Constitution Score. You must finish a short rest
before using this ability again. These HP last until you finish a Long Rest and can be healed as long as there is 1 Temp HP
remaining in your pool.

Child of Memnor: You have Advantage on all Deception checks. You can also add your Insight to you any Charisma check.
You must finish a short rest before using this ability again.
Those with the Desert Giant Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 Athletics
Wasteland Stride: You ignore difficult terrain caused by sand and rocks. Also, as a Bonus Action, you increase your Speed by
+10 until the start of your next turn.
Heart of a Giant: +3 Max Hit Points at Level 1 and +1 Max HP every time you level up.

Level 5:
Ability Score Bonus: +1 Constitution
Giant Strength: As an Action, your Strength is increased by your Proficiency Bonus for 1 minute. You must finish a long rest
before using this ability again.

Dune Walker: You gain Sand Camouflage and you move at double speed while in sandy terrain. You also never gain
exhaustion from intense heat.

Level 10:
Skill Bonus: +2 Survival
Surge of Energy: When you use the Speed bonus from Wasteland Stride, you also regain any movement points you have
used this turn and gain Temporary HP equal to your Constitution Score that lasts until the end of combat. You must finish
a short rest before using this ability again.
Desert Giant pg 2
Level 15:
Ability Score Bonus: +1 Charisma
Knowledge of the Ancients: You have Advantage on all Intelligence Checks.
Heart of the Desert: As a Bonus Action, you gain Fire Resistance and your attacks deal bonus Fire Damage equal to your
Proficiency Bonus for 1 minute. You must finish a long rest before using this ability again.
Level 20:
Power of the Ordning: As a Reaction, you gain Temporary HP equal to your Constitution Score. You must finish a short rest
before using this ability again. These HP last until you finish a Long Rest and can be healed as long as there is 1 Temp HP
remaining in your pool.

Keeper of the Past: You have inherited the secrets of your Desert Giant lineage. You can spend 1 hour meditating and have a
50% chance of finding the location of an untouched ruin within 10 miles of your location. If your attempt is successful, you
must finish a long rest to use this ability again. If it fails, you can make another attempt after a short rest. You also gain
Proficiency or Expertise in History.
Those with the Fire Giant Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 Armorer
Withstand the Flames: As a Reaction, you reduce any Fire Damage done to you by an amount equal to your Character Level.
You must finish a short rest before using this ability again.
Heart of a Giant: +3 Max Hit Points at Level 1 and +1 Max HP every time you level up.

Level 5:
Ability Score Bonus: +1 Strength
Giant Strength: As an Action, your Strength is increased by your Proficiency Bonus for 1 minute. You must finish a long rest
before using this ability again.

Battle Hardened: You can increase either your AC or Weapon Attacks by +1.

Level 10:
Skill Bonus: +2 Athletics
Tempered Armor: As a Reaction, you can reduce Damage taken by an amount equal to your Armorer skill. You must finish a
short rest before using this ability again.
Fire Giant pg 2
Level 15:
Ability Score Bonus: +1 Constitution
Knowledge of the Ancients: You have Advantage on all Intelligence Checks.
Warmonger (Recharge 6): After successfully hitting an enemy, you can use a Bonus Action to make a second attack that, on
hit, deals double weapon damage and leaves the target stunned until the end of their next turn.
Level 20:
Power of the Ordning: As a Reaction, you gain Temporary HP equal to your Constitution Score. You must finish a short rest
before using this ability again. These HP last until you finish a Long Rest and can be healed as long as there is 1 Temp HP
remaining in your pool.

Wrath of Surtur: As an Action, you make a powerful attack that, on hit, deals extra Fire Damage equal to your Strength
Score. You must finish a short rest before using this ability again.
Those with the Frost Giant Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 Athletics
Cold to the Core: As a Reaction, you reduce any Cold Damage done to you by an amount equal to your Character Level. You
must finish a short rest before using this ability again.
Heart of a Giant: +3 Max Hit Points at Level 1 and +1 Max HP every time you level up.

Level 5:
Ability Score Bonus: +1 Strength
Giant Strength: As an Action, your Strength is increased by your Proficiency Bonus for 1 minute. You must finish a long rest
before using this ability again.

Raider: As an Action, you increase your Speed by +10 and Attack by +2 for 1 minute. You also deal double damage to objects
during this time. You must finish a long rest before using this ability again.

Level 10:
Skill Bonus: +2 Survival
Trials of War: When you reduce a creature to 0 HP, your next weapon attack will deal double weapon damage if it hits.
Frost Giant pg 2
Level 15:
Ability Score Bonus: +1 Constitution
Knowledge of the Ancients: You have Advantage on all Intelligence Checks.
Reaver: Deal +1d6 weapon damage with all weapons. Also, you have a knack for finding plunder, gaining a 25% chance to
find an extra item when raiding a treasure horde.
Level 20:
Power of the Ordning: As a Reaction, you gain Temporary HP equal to your Constitution Score. You must finish a short rest
before using this ability again. These HP last until you finish a Long Rest and can be healed as long as there is 1 Temp HP
remaining in your pool.
Breath of Thrym: You can cast Cone of Cold innately, using your Constitution as your Spellcasting Ability. Any creature that
fails their Saving Throw is also frozen solid until the end of their next turn. You must finish a short rest before using this
ability again.
Those with the Hill Giant Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 Athletics
Oafish: -2 Intelligence, but you can use a Reaction to shrug off damage equal to your Character Level. You can use this
ability a number of times each day equal to your Proficiency Bonus before needing a long rest to restore your uses.

Heart of a Giant: +3 Max Hit Points at Level 1 and +1 Max HP every time you level up.

Level 5:

Ability Score Bonus: +1 Strength


Giant Strength: As an Action, your Strength is increased by your Proficiency Bonus for 1 minute. You must finish a long rest
before using this ability again.

Cast Iron Gut: You can eat rotten and poisoned food without ill effects. You also have Advantage on Survival Checks to find
food, though in many cases you will be the only one capable of eating it. You can also use a Reaction to gain Advantage on a
Constitution Saving Throw. You can use this ability a number of times equal to your Proficiency Bonus before needing to
finish a Long Rest to recharge your uses.
Level 10:
Skill Bonus: +2 Intimidation
Brawn Over Brains: You can add your Constitution Modifier to Intelligence and Wisdom Saving Throws.
Hill Giant pg 2
Level 15:
Ability Score Bonus: +1 Constitution
Knowledge of the Ancients: You have Advantage on all Intelligence Checks.
Gullet of Grolantor: You gain the Swallow ability. As an Action, Swallow a Grappled creature that is smaller than you.
Swallowed creatures are Restrained and have total cover against attacks. They take 2d6+Constitution Modifier Acid
Damage on the start of each of their turns while swallowed. They can make a DC 12 Strength check to escape, or you
automatically regurgitate them if they deal more than 15 Damage with a single attack.
Level 20:
Power of the Ordning: As a Reaction, you gain Temporary HP equal to your Constitution Score. You must finish a short rest
before using this ability again. These HP last until you finish a Long Rest and can be healed as long as there is 1 Temp HP
remaining in your pool.
Rage of Giants: As an Action, your Strength and Constitution Scores are increased by +6 for 1 minute. You also gain DR
equal to your Strength and Constitution Modifiers and you gain Temporary HP equal to your Constitution Score. You must
finish a long rest before using this ability again.
Those with the Jotun Giant Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 Arcana
Immortal: You no longer age by non-magical means and cannot be affected by effects that reduce Max HP.
Heart of a Giant: +3 Max Hit Points at Level 1 and +1 Max HP every time you level up.

Level 5:

Ability Score Bonus: +1 Strength


Giant Strength: As an Action, your Strength is increased by your Proficiency Bonus for 1 minute. You must finish a long rest
before using this ability again.

Resist Magic: As a Bonus Action, you gain Magic Resistance for 1 minute. You must finish a long rest before using this
ability again.
Level 10:
Skill Bonus: +2 History
Tremble: As an Action, you shake the earth, creating a tremor in a 15' radius centered around you. Any creature caught
within this area must succeed on a DC 15 Dexterity Saving Throw or be knocked Prone. There is also a 50% chance that a
fissure will randomly open beneath a randomly chosen creature (other than you). If this fissure opens, the creature must
succeed on an additional DC 15 Dexterity Saving Throw (even if he succeeded on the first), taking 4d6 Bludgeoning Damage
on a failed saving throw, half as much on a successful one.
Jotun Giant pg 2
Level 15:

Ability Score Bonus: +1 Wisdom


Knowledge of the Ancients: You have Advantage on all Intelligence Checks.
Ancient Curse: You can cast Bestow Curse innately. You must finish a short rest before using this ability again.

Level 20:
Power of the Ordning: As a Reaction, you gain Temporary HP equal to your Constitution Score. You must finish a short rest
before using this ability again. These HP last until you finish a Long Rest and can be healed as long as there is 1 Temp HP
remaining in your pool.

Ragnarok: As an Action, you become an agent of destruction. You receive +20 Temp HP, your AC increases by +2, and
Attack and Damage increase by +3. Your attacks become magical and any time you kill a creature, you can cast Tremble as a
Bonus Action on that same turn. This ability lasts for 1 minute. However, after using this ability, you are severely weakened
and vulnerable. All of your Ability Scores are decreased by -2, your Max HP is reduced by -10 and you have Weakness to
Bludgeoning, Piercing, and Slashing Damage. These negative affects last until you finish a long rest. If you use this ability
again before you finish a long rest, there is a 25% chance that you are instantly reduced to 0HP and fall unconscious. The
affects are also unable to be removed by Greater Restoration or equivalent magic, and even a Wish spell only has a 50%
chance of success, as this debilitating effect is a curse from the Gods themselves.
Those with the Stone Giant Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 Craft

Cave Dweller – You gain Deepvision (30') and Stone Camouflage.


Heart of a Giant: +3 Max Hit Points at Level 1 and +1 Max HP every time you level up.
Level 5:
Ability Score Bonus: +1 Dexterity
Giant Strength: As an Action, your Strength is increased by your Proficiency Bonus for 1 minute. You must finish a long rest
before using this ability again.

Graceful Athlete: You can add your Dexterity Modifier to your Athletics skill and have Advantage on Athletics checks that
involve running and jumping.

Level 10:
Skill Bonus: +2 Athletics
Balanced Throw: You use both your Strength and Dexterity Modifiers for your Attack bonus for Thrown Weapons.
Stone Giant pg 2
Level 15:
Ability Score Bonus: +1 Strength
Knowledge of the Ancients: You have Advantage on all Intelligence Checks.
Gift of Skoraeus: Your connection with Skoraeus Stonebones allows you to read ancient stonework. You have Advantage on
Intelligence checks when trying to decipher runes or read any sort of etchings or carvings in stone or caves. Also, while in
any sort of cave or mountainous region, you can cast Stone Skin at will (self only).
Level 20:
Power of the Ordning: As a Reaction, you gain Temporary HP equal to your Constitution Score. You must finish a short rest
before using this ability again. These HP last until you finish a Long Rest and can be healed as long as there is 1 Temp HP
remaining in your pool.
One with the Earth – You can cast Investiture of Stone innately. You must finish a long rest before using this ability again.
Those with the Storm Giant Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 Arcana
Arcane Sight: You can cast Detect Magic innately. You must finish a long rest before using this ability again.
Heart of a Giant: +3 Max Hit Points at Level 1 and +1 Max HP every time you level up.

Level 5:

Ability Score Bonus: +1 Wisdom


Giant Strength: As an Action, your Strength is increased by your Proficiency Bonus for 1 minute. You must finish a long rest
before using this ability again.

Walking on Air: You can cast either Feather Fall or Levitate innately. You also gain +5 to Walking and Flying Speeds.

Level 10:
Skill Bonus: +2 History
One with the Storm: As a Reaction, you gain Resistance to Cold, Lighting, and Thunder for 1 minute. You must finish a short
rest before using this ability again.
Storm Giant pg 2
Level 15:

Ability Score Bonus: +1 Strength

Knowledge of the Ancients: You have Advantage on all Intelligence Checks.

Lightning Strike: You hurl a magical lightning bolt at a point you can see within 60'. Each creature within 10' of that point
must make a DC 15 Dexterity Saving Throw, taking 6d8 Lightning Damage on a failed save, or half as much damage on a
successful one. You must finish a long rest before using this ability again.

Level 20:

Power of the Ordning: As a Reaction, you gain Temporary HP equal to your Constitution Score. You must finish a short rest
before using this ability again. These HP last until you finish a Long Rest and can be healed as long as there is 1 Temp HP
remaining in your pool.

Oracle – You are able to commune with Annam, Father of Giants. You can cast Contact Other Plane innately, but can only
contact Annam. You must finish a long rest before using this ability again. You also gain +1 Initiative, being able to see
slightly into the future and react more quickly to danger.
Those with the Thursir Giant Bloodline gain the following benefits:
Level 1:
Skill Bonus: +1 Athletics

Runic Weapon: As an Action, you inscribe your weapon with magical runes. That weapon's Attack and Damage increase by
+2 for rounds equal to your Proficiency Bonus. You must finish a long rest before using this ability again.

Heart of a Giant: +3 Max Hit Points at Level 1 and +1 Max HP every time you level up.

Level 5:

Ability Score Bonus: +1 Constitution

Giant Strength: As an Action, your Strength is increased by your Proficiency Bonus for 1 minute. You must finish a long rest
before using this ability again.

Master of the Forge: All of your crafted armor is worth double the amount of gold. You can also reinforce your armor,
gaining +1 AC.

Level 10:

Skill Bonus: +2 Armorer


Runic Armor: As an Action, you inscribe your armor with magical runes. You can choose any Damage type and your armor
will absorb damage of that type up to an amount equal to your Armorer Skill for 1 minute. You must finish a short rest
before using this ability again.
Thursir Giant pg 2
Level 15:

Ability Score Bonus: +1 Strength

Knowledge of the Ancients: You have Advantage on all Intelligence Checks.

Hone Weapon: During a short rest, you can hone the effectiveness of your weapon. Once this is done, you can use a Bonus
Action to increase your Critical Range Threat by +2. You can use this ability three times when you choose to do so, but
must declare it before you make your roll. You must finish a long rest before using this ability again.

Level 20:

Power of the Ordning: As a Reaction, you gain Temporary HP equal to your Constitution Score. You must finish a short rest
before using this ability again. These HP last until you finish a Long Rest and can be healed as long as there is 1 Temp HP
remaining in your pool.

Runic Blood: As an Action, you spill your blood to create a Blood Rune on your weapon. You sacrifice -20 HP and your
weapon deals 3d8 Lightning Damage and any creature hit by your weapon must succeed on a DC 12 Constitution Saving
Throw or be stunned until the start of their next turn. This ability lasts for 1 minute and you must finish a long rest before
using it again.
Gith
As the descendent of the mysterious Gith, or, more specifically, the Githyanki or Githzerai, you possess supernatural astral
powers borne from Gith or Zerthimon. The Gith rarely mingle with other Humanoids, but occasionally they fall in love with
members of other races. Their descendents have powerful innate psionic abilities and martial prowess.

Those with the Gith Bloodline gain the following benefits:


Level 1:

Skill Bonus: +1 Perception

Psionic Hand: You can cast Mage Hand at will (the hand is invisible). Your unarmed attacks also deal bonus Force Damage
equal to your Proficiency Bonus.

Level 5:

Ability Score Bonus: +1 Dexterity

Alter Physics: You can cast Jump, Longstrider, and Feather Fall innately. You can cast each one once before needing to finish
a long rest to cast it again.

Psionic Blast (Recharge 6): As an Action, you launch a bolt of psionic energy at a target within 30', using Wisdom for Attack.
On hit, it deals xd4 Force Damage, where x is your Proficiency Bonus. On a Critical Hit, it also stuns the target until the end
of their next turn.
Gith pg 2
Level 10:

Skill Bonus: +2 Arcana


Astral Sight: You can use Truesight for up to 1 hour. You need to finish a long rest before using it again. Also, you can use
this same trait to temporarily see into other planes if you have been to them before and can focus on a specific location that
you are familiar with.
Level 15:
Ability Score Bonus: +1 Wisdom
Psionic Strike (Recharge 6): As a Bonus Action, you focus your psionic energy into your weapon (or unarmed attacks). Your
next weapon attack deals a bonus 3d6 Force Damage if it hits.
Level 20:
Psionic Barrier: You can cast Shield at will a number of time per day equal to your Proficiency Bonus. When you use this
ability, it not only increases your AC, it also blocks all Psychic Damage. You must finish a Long Rest before regaining these
uses.
Psychic Wrath – You can cast Telekinesis innately. Once you cast it, you must finish a long rest before using it again. Also,
an Action, you can unleash a wave of Psionic energy in a 15' radius centered around you. Any creature of your choosing, up
to 5, must succeed on a DC 15 Wisdom Saving Throw or take 8d4 Psychic Damage. If any creature is reduced to 0 HP from
this damage, their heads explode. You must finish a short rest before using this ability again.
Hag
Hags are masters of manipulation, easily and often disguising their hideous, malformed appearances in order to trick locals
into giving into their whims. Most often the Hag is content with something simple, like taking control of their soul or
taking their first born child. Other times, the Hag needs the seed of a mortal to complete her Coven, giving birth to a new
Hag to fill her ranks. Sometimes this children are born with seemingly no magic powers and are discarded, left to die by the
Hags. But sometimes these children are rescued, or survive thanks to hidden supernatural powers, growing up to be
powerful spellcasters once their powers manifest.

Those with the Hag Bloodline gain the following benefits:


Level 1:
Skill Bonus: +1 Arcana
Ritual I: You can select any Level 1 Ritual spell to be able to cast, using Intelligence as your Spellcasting Modifier.
Deceit: You can now use Mimicry. You can also cast Disguise Self at will. You must finish a short rest before using Disguise
Self again.
Level 5:
Ability Score Bonus: +1 Strength

Ritual II: You can select any Level Ritual spell of 2nd Level or lower to be able to cast, using Intelligence as your Spellcasting
Modifier.
Hag Escape: You can use Invisible Passage innately. You must finish a Short Rest before using this feature again.
Hag pg 2
Level 10:

Skill Bonus: +2 Alchemy

Ritual III: You can select any Level Ritual spell of 3rd Level or lower to be able to cast, using Intelligence as your Spellcasting
Modifier. Also, it takes you 5 less minutes to cast a Ritual.

Deceit II: You can cast Alter Self at will. You must finish a short rest before using this ability again.

Level 15:

Ability Score Bonus: +1 Intelligence

Ritual IV: You can select any Level Ritual spell of 4th Level or lower to be able to cast, using Intelligence as your Spellcasting
Modifier.

Into the Ether: You can cast Etherealness at will. You must finish a long rest before using this ability again.

Level 20:

Ritual V: You can select any Level Ritual spell of 5th Level or lower to be able to cast, using Intelligence as your Spellcasting
Modifier. Any of your Ritual spells taken with this Bloodline no longer cost materials and can be cast using its original
casting time.

Arcane Resistance – You gain Magic Resistance. Also, as a Reaction, you can absorb ½ Damage from Spell Attacks.
Illithid
These powerful psionic tyrants spread their vile control across every realm possible, traveling from one world to another
with their only purpose to enslave every sentient creature they come across. While the Mind Flayers themselves are
incapable of breeding with other races, in rare cases sentient creatures survive the Ceremorphosis process, the Illithid
Tadpole actually merging with its host, allowing them to live out the rest of their days as normal, but with a trace of Illithid
blood coursing through their veins. If these men and women live on to reproduce, traces of Illithid DNA remain to be
passed on through the generations.

Those with the Illithid Bloodline gain the following benefits:


Level 1:
Skill Bonus: +1 Insight
Psionic Burst: You emit a blast of psychic energy at a target creature within 30' that you can see as a Ranged Attack, using
Intelligence as your Ability Score Modifier. On hit, it deals xd6 Psychic Damage, where x is your Proficiency Bonus.
Recharge 6.
Mental Acuity: You can cast Guidance and True Strike at will.
Level 5:
Ability Score Bonus: +1 Intelligence
Lesser Telepathy: You gain Telepathy 60', however, you can only use it speaking Languages you are Proficient in.
Read Mind: You can cast Detect Thoughts innately. You must finish a long rest before using this ability again.
Illithid pg 2
Level 10:
Skill Bonus: +2 Arcana
Untapped Potential: Your superior intellect grants you the ability to quickly learn and adapt to new situations. Every time
you finish a Long Rest, you can choose any Skill to either be Proficient in or gain Expertise in.
Level 15:
Ability Score Bonus: +1 Wisdom
Psychic Lash: As an Action, you unleash a blast of psychic energy at a target creature, even on you can't see, as long as they
are on the same Plane of Existence. Make a Ranged Attack, using Intelligence as your Ability Mod bonus. On hit, the
creature takes 8d8 Psychic Damage and is immobilized by pain until the start of their next turn. They cannot make any
Reactions and automatically fail Strength and Dexterity Saving Throws while immobilized in this way. You must finish a
Short Rest before using this ability again.
Telepathy: You can now use regular Telepathy up to a distance of 120'
Level 20:
Psychic Sense: You no longer need to rely on your regular sense to track creatures. You can sense any living creature within
30' of you, as if you had Truesight.
Devour Intellect: As an Action, you attempt to psychically rip out a portion of a target creature's mental ability. The target
must succeed on a Wisdom Saving Throw equal to your Intelligence Ability Score. On failure, they take 10d8 Psychic
Damage and your Intelligence increases by 5 for 1 minute. If a creature is reduced to 0HP using this ability, they are not
killed, but instead left in a vegetative state, which can only be reversed using Greater Restoration or equivalent magic.
Kuo-Tao
While the very idea of this pairing may seem revolting, occasionally a very drunk sailor or adventurer has sought comfort in
the slippery arms of these creatures. Most of these offspring do not survive childbirth, but every so often, a mostly normal
looking child is born healthy enough to survive to adulthood. These lucky few live to pass on these degenerate genes,
producing odd mutations along the way.

Those with the Kuo-Tao Bloodline gain the following benefits:

Level 1:
Skill Bonus: +1 Perception
Slippery: You have Advantage on ability checks and saving throws made to avoid or escape a Grapple.
Amphibious: You can breathe air and water.
Kuo-Tao pg 2
Level 5:
Ability Score Bonus: +1 Wisdom
Otherworldly Perception: You can sense the presence of any creature within 30' that is invisible or on the Ethereal Plane.
You do not suffer Disadvantage when attacking invisible creatures.
Blind Faith: You invent a God of your own design. You can choose its domain, belief system, rites, and rituals. You can
choose up to three minor abilities (that the DM must approve of) that your “God” can grant you through prayer or
meditation. These powers mysteriously manifest despite the fact that you're a total loon, coming to being through sheer
power of belief. To manifest these abilities, you must either meditate for an hour or use an Action in combat. Traits gained
through meditation can be more powerful and last longer. In any case, you must finish a long rest before using a particular
ability again. As a side effect of this, you must succeed on a DC 15 Wisdom Saving Throw after finishing a long rest. If you
fail, you suffer from Insanity until you finish your next long rest. The product of your insanity is determined by the DM.

Level 10:
Skill Bonus: +2 Religion
Theocrat: You can add ½ your Religion skill to Persuasion checks.
Addled Mind: Your Intelligence is reduced by -1, but you are resistance to mind affecting spells and take ½ Damage from
Psychic Damage.
Kuo-Tao pg 3
Level 15:
Ability Score Bonus: +1 Dexterity
Protected by Faith: You can cast Guidance and Sacred Flame at will. You can also cast Spirit Guardians and Shield of Faith
innately, needing to finish a long rest before using them again.
Evangelist: You impose your religious beliefs on another creature (as an Action if during combat). They must succeed on a
Wisdom check against your Religion skill. If they fail the contest, they are firm believers in your faith for up to an hour
(possibly longer, even forever, depending on their Intelligence) and you have Advantage on Deception, Intimidation, and
Persuasion checks against them.
Level 20:
Mind's Eye: You can cast Scrying innately. When you cast this spell, you must finish a long rest before using it again.

Faith Healer – As an Action, you can heal any amount of targets from a pool of healing that equals your Religion Skill
multiplied by ½ your Proficiency Bonus. You can also use half of the pool to cast Greater Restoration. Your available
healing points regenerate after you finish a long rest.
Lycanthrope
Lycanthropes, or Were-creatures, are all among us. These creatures are often relatively easy to find, as the supernatural
powers that exist within them are nearly impossible to control, causing mortals to become dangerous and volatile. But
sometimes the Curse doesn't manifest right away, lurking deep inside. This allows the dark powers to manifest slowly and
within the control of the victim, turning their curse into a blessing.

Those with the Lycanthrope Bloodline gain the following benefits:


Level 1:
Skill Bonus: +1 Survival
Animal Instincts: You gain Keen Hearing and Keen Smell.
Beast Form: You can use Shapechange once per short rest. You can only change into the shape of your Lycanthrope
ancestor (Wolf, Bear, Rat, Boar, or Tiger). If you reach 0 HP while in this form, you do not revert back to your human form;
you fall unconscious and must roll Death saving throws as normal.
Level 5:
Ability Score Bonus: +1 Constitution
Ancestral Speech: You can freely communicate with Beasts the same as your Lycanthrope ancestor.
Bestial Rage: As an Action, you release your inner beast, scaring other beasts near you. Any Beast that can see or hear you
must roll a Wisdom saving throw against your Intimidation. If they fail, they suffer fear for 1 minute.
Lycanthrope pg 2
Level 10:
Skill Bonus: +2 Animal Handling
Lycanthrope Skin: You become resistant to non-magical Bludgeoning, Piercing, and Slashing Damage. However, you also
become vulnerable to Silver.
Level 15:
Ability Score Bonus: +1 Dexterity

Ancestral Kinship: Beasts the same as your Lycanthrope ancestor will no longer attack you unless you attack them first.
They also see you as kin and will come to your aid in battle.

Hybrid Form: You can now Shapechange into your Lycanthrope Hybrid form. The number of times you can use
Shapechange is now a number of times equal to your Proficiency Bonus before needing to finish a long rest.

Level 20:

Lycanthrope Flesh: You become Immune to non-magical Bludgeoning, Piercing, and Slashing Damage.

Bestial Fury – As an Action, you let out a terrifying roar. Any living creature within 30' that can hear you must succeed on a
DC 15 Wisdom saving throw or suffer Fear for 1 minute. Any creature that succeeds on this saving throw is immune for one
hour. You must finish a long rest before using this ability again.
Merfolk
It is not unusual for sailors and merchants to couple with the beautiful, mysterious aquatic Merfolk. These pairings can
result in a variety of different types of offspring, ranging from Merfolk, to Sirens, to Kelpies. Often times, a child of a
Merfolk can seem absolutely normal, exhibiting no signs of their Merfolk parentage. These individuals can slowly exhibit
traits of their exotic heritage over time.

Those with the Merfolk Bloodline gain the following benefits:


Level 1:

Skill Bonus: +1 Persuasion

Webbed Toes: You gain a Swim speed of 40'.

Water Dancer: You can cast the Shape Water Cantrip.

Level 5:

Ability Score Bonus: +1 Constitution

Scaled: Your skin becomes harder and denser, granting you +1 to your Natural AC and Resistance to Slashing Damage.

Amphibious: You can breathe air and water.


Merfolk pg 2
Level 10:
Skill Bonus: +2 Animal Handling (+4 to Aquatic Beasts)

Siren's Lure: You have Advantage on Charisma checks against members of the opposite sex, and can cast Charm Person at
will once before needing to finish a Long Rest to use it again.

Water Camouflage: While submersed in water, you are treated as being Invisible. You also have Advantage on Hide checks
while at least ½ of your body is in water.

Level 15:

Ability Score Bonus: +1 Dexterity

Healing Waters: You can channel your affinity for water to bestow upon it healing properties. You can turn a drought of
water into a Potion of Greater Healing a number of times per day equal to your Proficiency Bonus. The water only retains
this power for 24 hours. Also, while fully submersed in water, you can channel the waters around you to heal you for 4 of
your Hit Die. You must finish a Long Rest before using this ability again.
Merfolk pg 3
Level 20:
Poseidon's Gift: You are protected by the ancient God of the Seas. As an Action, your body becomes more amorphous,
taking on properties of water. For 1 minute, you become Resistant to all forms of Damage, except Fire, which you become
Vulnerable to (unless you have Fire Immunity or Protection from another source) and your body quickly regenerates
wounds, healing at a rate of 2d8 HP at the start of each of your turns. While this ability is active, you can use an Action to
release a torrent of water from your body. Any creature within 5' of you must succeed on a DC 12 Strength Saving Throw or
be knocked 5' away, and any space where the ground is made of sand or dirt becomes mud, leaving it as Difficult Terrain.
Once you use this ability, you must finish a Long Rest before using it again.

Arcane Scales: You again another +1 Natural AC and Magic Resistance.


Troll
These terrifying, grotesque creatures occasionally breed with other giants, Orcs, or take Humanoids as their slaves and
force them to sire children. The most typical offspring of this unnatural pairing are the Trollkin, but often the vile blood lies
dormant for generations, occasionally granting the descendents of these unfortunate souls great powers.

Those with the Troll Bloodline gain the following benefits:


Level 1:
Skill Bonus: +1 Intimidation
Vile Hunter: You gain Keen Smell and have Advantage on tracking (Survival) and Perception checks against creatures that
are below their Max HP.
Regeneration: You regain a number of HP equal to your Character Level at the start of each of your turns. If you take Acid
or Fire damage, this trait doesn't function at the start of your next turn. You can only be knocked unconscious or killed
from damage if you start your turn with 0 HP and do not regenerate. If an attack that would deal Fire or Acid damage hits,
your Regeneration is nullified even if you have Resistance or Immunity and take no damage from the attack.

Level 5:
Ability Score Bonus: +1 Constitution
Thick Hide: You gain +1 Natural AC and Resistance to Piercing Damage.
Level 10:
Skill Bonus: +2 Perception
Savage Attack: Each time you use an Attack Action you can make a second attack at Disadvantage.
Troll pg 2
Level 15:

Ability Score Bonus: +1 Strength

Body Restoration: Your regenerative powers are so strong that you become virtually immune to disease and many
debilitating conditions. After you finish a long rest, your body is treated as if having been affected by Greater Restoration.

Level 20:

Howl of Battle (Recharge 6): As an Action, up to 3 allies that can hear you can make a single melee attack as a Reaction.

Focused Regeneration – As an Action, you greatly increase the speed of your regeneration. You either instantly regrow a
limb, are cured of blindness or deafness, or regain 50 HP. You must finish a long rest before using this ability again.
Vampire
Legends tell of Vampire half-breeds walking the earth. These individuals can walk in the light without fear of the sun, but
still possess some of the superhuman speed and strength of the Undead blood coursing through their veins. It is very
unclear how these half-breeds come to be. The most common theory is that an expectant mother is bitten by a Vampire
and turned, but gives birth before the unholy transformation is complete. Normally, these children are stillborn, but every
so often one survives, born between the worlds of life and death, walking among us and harboring dark powers few can
understand.

Those with the Vampire Bloodline gain the following benefits:


Level 1:
Skill Bonus: +1 Perception
Daywalker: You do not suffer from sunlight hypersensitivity, but are still Vulnerable to silver and take 1d6 Acid Damage
from running water.
Regeneration: You regain a number of HP equal to your Character Level at the start of each of your turns. If you take
Radiant damage, are hit by a silvered weapon, or are in running water, this trait doesn't function at the start of your next
turn. If you reach 0 HP, you are knocked unconscious as normal, but as long as you don't take further Radiant damage and
are not in running water, at the start of your next turn you awaken with 1 HP. You can be killed though if, while
unconscious, you are staked through the heart or decapitated with a silver weapon.
Level 5:
Ability Score Bonus: +1 Constitution
Vampiric Grip: You gain Spider Climb and have Advantage on Grapple checks.
Vampiric Charm: You can cast Charm Person innately, using Charisma as your Spellcasting ability. You must finish a long
rest before using this ability again.
Vampire pg 2
Level 10:

Skill Bonus: +2 Stealth


Child of the Night: You have Advantage on Saving Throws when not in direct sunlight.
Level 15:
Ability Score Bonus: +1 Charisma
Vampiric Bite: You can make a Bite attack against a creature that you have Grappled or is unconscious or otherwise
incapacitated (unless Petrified). Use your Strength for you Attack Modifier and Damage. It deals 2d4+Str Mod Piercing
damage, and 3d6 Necrotic Damage. The target's HP Max is reduced by the amount of Necrotic Damage dealt and you
regain HP equal to that amount.
Stay in the Shadows: You have Advantage on Stealth checks when in shadows. Also, as an Action, you can Shadow Walk,
vanishing into shadows using 10' of movement and reappearing in any other shadow within 30'. You must finish a short rest
before using this ability again.
Level 20:

Slayer: You are adept at hunting your own kind. You have Advantage on Weapon Attacks against Undead and any damage
dealt by them is automatically reduced by ½.

One Foot in the Grave – You become more like your Vampire ancestors, gaining resistance to Bludgeoning, Piercing, and
Slashing Damage. But you also become Vulnerable to Radiant and Fire Damage and susceptible to any sort of attack or
ability that deals extra damage to Undead, as well as Turn Undead.

You might also like