Professional Documents
Culture Documents
You create a Custom lineage very similar to Tasha’s cauldron to everything, you select a race to be you “skin” of what you look
like, and then purchase feature that fit your character, some of these feature can only be purchased at character creation (unless the
Dm can come up with a reason why the character would change that much)
You start by default with 30 point, and gain 2 point every level(except for Asi), and 4 point instead of normal ASIs
Custom lineage:
Creature type: humanoid, fey, construct, celestial, fiend, giant, aberration, elemental, beast, undead, dragon, ooze, plants, or
monstrosity you determine your appearance and what type of race you resemble
Size: Choose tiny, small, medium, or large
Speed: your default speed is 25 feet
ASI: you start with no ability score increase, you will gain them by spending your feature point
Feature point: you start with 30 feature point (26 if you are of a large size, or 33 if you are of a tiny size)(this is a little above a
normal race, usually, a race cost 26 points in average, so if you really want race to have the same importance as before, use 26, 29
for tiny and 22 for large size instead)
Language: you know Common and one other language
NOTE: some lineage feat has a type of prerequisite, if you think that a feat from another type would suit your character, feel free to
ask your dm for it!
Point cost (unless specified, you can take multiple time a feat):
(x point) you must pay x point to get the benefits of the feat
(x point each) each bullet point cost x point
(variable) point cost is specified for each feat
(x+y point) This mean that you pay now x point, and each 3 level, you must pay one additional point, until you put x+y point in
total in this feat, for example a (3+2 points) : you could pay 5 point at character creation, you could pay 4 points at character
creation and pay the last point at 1st, 2nd or 3rd level, or you could pay 3 point at character creation and you will have to spend at
least one point during 1st,2nd and 3rd level, and if you still haven’t spend the last point by third level, you have to spend it before
level 6, if you don’t pay, you loose the benefits until you pay the appropriated cost.
If a lineage feat can be upgraded, you can upgrade it even after character creation, same if a feat has a prerequisite that is another
feat.
CORE FEATS:
At higher level : if you dm is willing to reproduce the races that gain spell with level, like the tiefling, reduce the cost of a “learn a
x level spell” by 2 per level, up to half the original cost
Spell option:
Learn a cantrip (2 point)
You learn one cantrip that you can cast at will
Ritual caster (4 point)
You gain the ability to cast two 1st level spells or one 2nd level spell of your choice as ritual. The spells you choose must have the
ritual tag. Choose a spellcasting modifier that make sense (dm approval required, depend on the spell and the race)
Learn a 1nd level spell (4 point)
You can cast it once per long rest, choose a spellcasting modifier that make sense (dm approval required)
Learn a 2nd level spell (6 point)
You can cast it once per long rest, choose a spellcasting modifier that make sense (dm approval required)
Learn a 3rd level spell (10point)
You can cast it once per long rest, choose a spellcasting modifier that make sense (dm approval required), (yes, I know what
you’re thinking, ‘’you can choose 3 time fireball !!!!’’, but hey, you won’t have any Asi(unless you take negative asi), no
darkvision, no additional proficiency, no language, no other magic or martial ability …)
Additional option:
( if you increase an ability score, you can’t decrease it with another Asi, the inverse is true)
Asi (4 point)
1 ability score increase
Mastery (9 points)
You increase your proficiency bonus by one point, you can choose this feat only once
Expertise (4 points)
Gain expertise in a skill you are already proficient in
Lineage feat:
Are only available to character creation (unless if you have a good reason, like being a construct or a dragon, or coming across an
eldritch being that offer “upgrades”)
Free feat :
Some feat are free or should cost less, talk with your dm if you feel that you should get a free feat:
Special feat(variable)
You might sometime add restriction or bonus to feat, increasing or decreasing the price, for example you might say that in order
for you to use a shapeshifting ability, you must touch at least once the person, in order to get the creature’s DNA, or you might
want to have a longer fire form as a fire elemental.
Body frame:
Long-limbed (6 point)
Your reach increase by 5 feet when you make a melee attack on your turn
Powerful build (2 point)
You count as one size larger when determining your carrying capacity and the weight you can push, drag, and lift.
Jumper(2point)
You can make a running long or high jump after moving only 5 feet, instead of 10.
Soft landing(2point)
You take 0 fall damage from 20ft fall or lower, and half damage from 100ft fall or lower
Rabbit Hop (2 point). As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without
provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to
your proficiency bonus, and you regain all expended uses when you finish a long rest.
Amphibious. (3 points)
Prerequisite: Dragon type
The dragon can breathe air and water.
Speak with x
Speech of Beasts and Leaf (2 point each)
You have the ability to communicate in a limited manner, with different forms of life. They can understand the meaning of your
words, though you have no special ability to understand them in return. You have advantage on all Charisma check you make on
them. Choose one:
Beasts
Plants
Sea life
Union (2 point)
Prerequisite: plant type
You can speak with any plant while you touch it.
Beastly feature:
Aggressive. (4 points)
As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this
move closer to the enemy than you started.
Bloodthirst. (4 points) You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated,
or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s
hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount.
The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Feast of Blood. (2 points) When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed
increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.
Saving Face. (2 points). If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll
equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it
again until you finish a short or long rest.
Cunning Artisan (1 point). As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon,
monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or
blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
Lucky Footwork. (4 points) When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the
result, potentially turning the failure into a success.
Hare-Trigger. (2 point)
You add your proficiency bonus to your initiative rolls.
Unarmed strike:
1. Bite Attack. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal
piercing damage equal to 1d6 + your Strength modifier. You can upgrade the dice to a d8 then a d10 by spending three additional
point each time
2. Hungry Jaws. in battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack
with your bite. If the attack ham, a deal its normal damage, and you gain temporary hit points (minimum of 1) equal to your
Constitution modifier, and you can’t use this trait again until you finish a short or long rest.
Tusks. (2 point)
Your tusks are natural melee weapons, which count as simple melee weapons for you. When you hit with them, the strike deals
1d6 + your Strength modifier bludgeoning damage. You can upgrade the dice to a d8 then a d10 by spending three additional point
each time
Talons. (2 point)
You are proficient with your unarmed strikes, which deal 1d4+ your strength modifier in slashing damage on a hit. In addition,
you can use your talons to make special grapple or shove attacks when you fly. You can upgrade the dice to a d6 then a d8 by
spending three additional point each time
Poison. (5 points)
After an unarmed strike, you may choose to inject the target with your venom when you hit a creature with your fangs. The target
must make a constitution saving throw (DC = 8 + proficiency bonus + your Constitution modifier). On a failed save, the target
takes 2d6 poison damage and is poisoned until the start of your next turn. On a successful save, it takes half as much damage and
isn't poisoned. If the poison damage reduces the target to 0 Hit Points, the target is stable but poisoned for 1 hour, even after
regaining hit points, and is paralyzed while poisoned in this way. You can use this feature a number of time equal to your
Constitution modifier +1
Tail (variable)
Prehensile Tail (4 points) You have a tail, you can use your tail to interact with objects, open and close doors, use
thieves’ tools, and hang upside down from an object. You can also draw or stow an object weighing up to 2 pounds with
your tail.
Stealthy tail. (3 point) You have a tail, your tail can take objects, if stealing with it, you gain advantage on your Sleight of
Hand check. Gain advantage on Grapple checks
strong tail (2 point). You have a tail; your tail can lift up to 10 pounds
Dangerous Tail (2 points). You have a tail, your tail can attack, as a bonus action make an unarmed strike (you have
proficiency), if you hit, you deal 1d6 + Strength Bludgeoning, piercing or slashing damage (choose one when you choose
this trait, you can choose this trait multiple time). You can upgrade the dice to a d8 by spending an additional point
Muscular Tail. (2 point) As a bonus action you can grapple or shove a creature within 10 feet of you with your tail.
While grappling a creature this way your speed is reduced to 0.
Armed tail. (Prerequisite: Prehensile tail, this cost 4 points) your tail can use weapon to attack (one handed only)
Stinging tail. (4 points). (Prerequisite: dangerous tail, this cost 4 points)
Your unarmed strike deal 1d4 + your dexterity in piercing damage( unless it is higher), and the target must succeed on a
DC (8+ your prof. + your constitution) Constitution saving throw or become poisoned for 1 hour. If the saving throw fails
by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action
to shake it awake.
Massive tail (4 point) (prerequisite: dangerous tail, this cost 4 points)
Your unarmed strike deal 1d4 + your dexterity in piercing damage (unless it is higher), and the target must succeed on a
DC (8+ your prof. + your strength) Strength saving throw or be pushed 10 feet in a direction of your choice
Long tail( 4 points) You increase the reach of your tail by 5 feet, up to 15 feet.
Natural armor :
Construct armor(variable)
Requirement: construct type
You have a composite armor; your AC is equal to:
11 + dex/con + proficiency (2 point)
13 + dex/con (max 2) + proficiency (require medium armor proficiency) 4 points
16+ proficiency (require heavy armor proficiency) 6 points
Armored Casing. (4 points)
Requirement: construct type
You are encased in thin metal or some other durable material. While you aren’t wearing armor, your base Armor Class is 13 +
your Dex or Con modifier.
Fly:
Winged (4 points)
Your wings can help you to propulse yourself through the air, but they are too weak to maintain you in flight for an extended
period of time. Your jump distance is equal to your walking speed, even without a running start.
Fly (7 points)
Prerequisite: Dragon type
You have a flying speed of 20 feet, for each point spend, add 10 feet to your fly speed, up to 40 feet below level 3, and up to 80
feet below level 8, finally: up to 120 over level 8
Other :
Keen Smell(3point)
You have advantage on Wisdom (Perception), Wisdom(survival) and Intelligence(investigation) checks that rely on smell.
Trunk (4 points)
You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds
equal to five times your Strength score. You can use it to do the following simple to lift, drop, hold, push, or pull an object or a
creature, open or close a door or a container grapple someone; or make an unarmed strike. Your DM might allow other simple
tasks to be added to that list of options Your trunk can't wield weapons or shields or do anything that requires manual precision,
such as usage of tools or magic ins or performing the somatic components of a spell
Animal Enhancements. (5 point each, if you choose one, you can spend four points at level five or more to gain one of the level 5
animal enhancement (you can do this once for each animal enhancement you chose at character creation)
Manta Glide (1st level). You have ray-like fins that you use as wings to slow your fall or allow you to glide. When you fall and
are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally
2 feet for every 1 foot you fall.
Nimble Climber (1st level). You have a climb speed equal to your walk speed, can climb flat and vertical walls and gain
advantage on athletics check outside of combat.
Underwater Adaptation (1st level). You can breathe air and water, and you gain a swim speed equal to your walking speed.
Grappling Appendages (5th level). You have two special appendages growing alongside with your arms. Choose whether they're
both claws or tentacles. As an action, you can use one of them to grapple a creature. Each one is also a natural weapon, which you
can use to make an unarmed strike with. If you hit, they do 1D6 + your strength modifier bludgeon damage. Immediately after
hitting, you can try to grapple the target as a bonus action. These appendages are not dexterous enough to use weapons, magic
weapons, and other specialized equipment.
Carapace (5th level). Your skin in places is covered by a thick shell. You gain a +1 to your AC when not wearing heavy armor.
Acid Spit (5th level). As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see
within 30 feet of you. The target must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your
Constitution modifier. The target takes 2D10 acid damage if they fail. The damage increases to 3D10 at 11th level and 4D10 at
17th level. You can use this up to your Constitution modifier's worth of times per long rest.
FEY FEATURE
Fey Gift. (1 point)
Requirement: fey type
You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency
bonus. You regain all expended uses when you finish a long rest If you spend 3 additional point on this feature, choose one of the
options below each time you take the Help action, whether as a bonus action or an action:
Hospitality. You and the target of your Help action each gain a number of temporary hit points equal to 1d6 plus your proficiency
bonus.
Passage. You and the target of your Help action each increase your walking speeds by 10 feet until the start of your next turn.
Spite. Until the start of your next turn, the first time you or the target of your Help action hits a creature with an attack roll, that
creature has disadvantage on the next attack roll that it makes within the next minute.
Flyby. (3 points):
Requirement: fey type
You may perform the Disengage action as a bonus action.
Sense Alignment. (4 points)
Requirement: fey type
You can touch a creature and magically knows the creature's current emotional state. If the target fails a Charisma saving throw,
the sprite also knows the creature's alignment. The DC of this saving throw is 8 + your proficiency bonus + your Charisma bonus.
Celestials, fiends, and undead automatically fail the saving throw. You can use this ability a number of times equal to your
proficiency bonus, and you regain all expended uses when you finish a long rest.
Robotkin. (5 points)
Requirement: construct type
Your creature type is both humanoid and construct.
Construct-friendly (4 point)
Requirement: construct type
Each healing spell you cast can heal construct, even if it said that construct is immune to the effect of the spell
Maintenance. (3 point)
Requirement: construct type
Whenever you are reduced to 0 hit points you can choose to deactivate and fall unconscious, you are resistant to all damage, and
you are immune to psychic and poison damage. in this state but must receive maintenance to regain consciousness. Healing magic
can be used to jump start your system and cause you to regain consciousness, however, you take a level of exhaustion until
repaired which can be done over a short rest, you can choose to take a long rest at any moment, if you don’t take any damage
during this time, you awake at the end of the rest. Alternatively, a creature may make a DC 18 engineering check to repair you
over the course of a short or long rest, if successful you gain 1d6 hit point and regain consciousness
Auto-repair (5 point)
Requirement: construct type
As a bonus action, you may expend a hit die to regain hit points. Roll the die, add your Constitution modifier, and add the total to
your hit points.
Reassemble. (1 point)
Requirement: construct type
If you lost a limb, you could reattach it by spending a long rest in contact with the limb and with 50gp x your level worth of
material.
Killswitch. (3 point)
Requirement: construct type
Because of the dangerous nature of your existence your creators built in a failsafe to ensure that if you are neutralized your body is
not lost. When you drop to 0 hit points you may choose to activate your Killswitch. This ability creates a burst of energy within 10
feet of you doing Xd6 damage, where X is your proficiency bonus + your Wisdom or constitution modifier. The damage type is
fire, lightning, thunder, or acid (you choose one when you take this feat). Affected creatures must make a Constitution save, and on
a successful save they take half damage. The DC for this saving throw is 8 + your proficiency bonus + your Constitution modifier.
You then become unconscious for 1d4 round, even if healed. You cannot use this ability again until the end of your next long rest.
UNDEAD(&construct) FEATURE:
There are many different types of undead. Most undead fall into one of three general categories: cadaverous, ghostly, and skeletal,
I recommend choosing one upon character creation, this only allow you to take specific feat, and may have in game consequences,
like a skeleton might be indifferent to torture but will have a hard time hiding in a crowd.
Noble. (3 points).
Requirement: undead type, cadaverous
You have advantage on Charisma (Persuasion) checks when dealing with someone who is swayed or cowed by those of noble birth
or when interacting with other nobles.
Possess (9 points).
Requirement: undead type, ghostly
As an action you can take control of a creature you can see within 30 feet of you and until the end of its next turn, if the creature
fail a DC (8+ your intelligence, wisdom or charisma modifier + your proficiency bonus). The target can repeat the saving throw at
the start of its next turn and when the target inflict damages to allie or take damage. The target completely forget about what
happened when the effect end if you spend 12 point instead of 9 on this ability. Once you used this feature, you can’t do so until
you take a long rest.
Rejuvenation. (17 points)
Requirement: undead type
If you die, you gains a new body in 24 hours if your heart is intact (Hardness 5, 10 hit point, immunity to psychic and resistance to
all other damage exept magical bludgeoning, slashing and piercing), regaining all your hit points and becoming active again. The
new body appears within 5 feet of your heart, or forms around it. You must complete 3+1d4 long rest to be able to use this feature
again
o
Knowledge from a Past Life. (4 point)
Requirement: construct type or undead type
You temporarily remember sporadic glimpses of the past, perhaps faded memories from ages ago or a previous life. When you
make an ability check that uses a skill, you can roll a d6 and add the number rolled to the check. You can use this feature a number
of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest and one use per short rest.
Regeneration. (1 point)
Requirement: beast type
If you are below half of your maximum hit points (rounded down), you can use a bonus action to regain hit points equal to your
total level plus your proficiency bonus. Once you use this feature, you cannot use it again until you finish a long rest.
Fury. (5 points)
Requirement: beast type
As a bonus action, you can gain resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you use this trait, you
can't do use it again until you finish a short or long rest.
Adhesive. (2 point)
Requirement: monstrosity type, you can’t have the slippery feat
Due to the sticky nature of your body, ability checks made to escape your grapple have disadvantage.
Slippery. (2 point)
Requirement: monstrosity type, you can’t have the adhesive feat
You have advantage on skill checks and saving throws you make to escape being grappled or restrained.
Grappler. (4 points)
Requirement: monstrosity type & object Shapechanger feat
You have advantage on grapple checks. In addition, whenever a large or smaller creature interacts with you or enters a space
within 5 feet of you, while you have shape changed into an object, you can use your reaction to attempt to grapple that creature.
Stink. (2 point)
Requirement: monstrosity type
Your odorous body stench makes others cringe with a whiff. As an action, you may force any creature that can smell within 5 feet
of you to make a Constitution saving throw or be poisoned until the start of their next turn. You may use this trait once, regaining
use after finishing a short or long rest. Your stink, however, causes others to be irritable to even be near you. You have
disadvantage on Charisma (Persuasion) checks against creatures who can smell you.
CELESTIAL AND FIEND FEATURE:
ELEMENTAL FEATURE:
When a feat requires a specific type of elemental, if you have the associated quasi-type, you count as having the elemental type,
unless it is a para planar type ( smoke, magma, ooze and ice) in which case, both type are already determined
Air = Lightning = Vacuum
Earth = Dust = Mineral
Fire = Radiance = Ash
Water = Steam = Salt
Air + Fire = Smoke
Fire + Earth = Magma
Earth + Water = Ooze
Water + Air = Ice
Whirlwind. (6 points)
Requirement: elemental type, air elemental
Creatures in your space must make a DC (8+your dex mod+ your proficiency) Strength saving throw. On a failure, a target takes
3d8 magical bludgeoning damage and is flung up 20 feet away from you in a random direction and knocked prone. If a thrown
target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the
target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be
knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or
knocked prone. You can use this feature a number of time equal to your proficiency per short or long rest.
Touch (2 point)
Requirement: elemental type, fire elemental
Your unarmed strike deal 1d6+ your constitution fire damage. You can spend four additional point to add:
If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes
1d10 fire damage at the start of each of its turns. You can use this feature a number of times per long rest equal to twice your
Constitution score
Whelm (7 points)
Requirement: elemental type, water elemental
Each creature in you must make a DC (8+you Constitution modifier + your proficiency) Strength saving throw. On a failure, a
target takes 2d8 magical bludgeoning damage. If it is Large or smaller, it is also grappled (same DC to escape). Until this grapple
ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed
out of your space, taking 2d8 magical bludgeoning damage and landing prone. You can use this feature a number of times per
short rest equal to twice your proficiency. If you spend two additional point, you also have “+twice your Constitution modifier”
number of uses
OOZE FEATURE:
Each ooze have the following feat:
Moving matter :
Ooze character don’t suffer from injury, instead they loose one size or loose one AP for each 5 wound point lost. To stabilize an
ooze, you don’t need bandage, but liquid like water, alcohol and such, food will also help. By default, ooze are blind, mute, and
deaf, they gain 8 points from those disability (instead of 9)
Ooze can’t have additional appendage or any organic modification of their body, unless it have the requirement of ooze.
All ooze are either a ooze cube( or any simple shape) or an amorphous being, you must take the ooze cube feat or the amorphous
feat. I Highly recommend the pseudopod feat for ooze cube as they don’t have (and can’t create) hands.
Due to your amorphous or cubic nature, you cannot benefit from armor, though you can use a shield.
Ooze don’t eat normally, as an ooze, you can eat almost anything, but I recommend choosing a matter for your ooze, see below
Disguise (5 points)
Requirement: ooze type, amorphous
You choose one of the following type and gain it, your amorphous normal form must resemble the chosen type: humanoid, beast,
plant
Pseudopod. (4 points)
Requirement: ooze type
If you are a ooze cube, a pseudo pod allow you to use weapon and do everything a hands can do, you can have multiple
pseudo pod, each pseudo pod can be anywhere on your body
Your unarmed strike deal 1d8 + your strength acid damage. In addition, nonmagical armor worn by the target is partly dissolved
and takes a cumulative −1 penalty to the AC it offers, magical armor takes this malus if you roll a 1 on a d10. The armor is broken
if the penalty reduces its AC to 10, it takes 1lb of whatever material the armor is made of 5 minutes and a set of smith tool to repair
the armor.
Split. (8 points)
Requirement: ooze type
If you are Small or larger you can, as an action splits into two new oozes. Each new ooze has hit points equal to half your original
hit points, rounded down. New ooze is one size smaller than the original ooze. You control both oozes. One of those ooze is
destroyed if they are at more than 10 miles from each other (if you have more than two ooze, each one must be within 10 miles of
at least one ooze) (or on different plane), you choose which. If one of those ooze is destroyed, the ooze that is still alive will start
growing, over the course of 3d6 hours, and consuming 10lb of food and/ or water, the ooze will regrow one size larger. As an
action, two adjacent oozes can fuse into a one size larger ooze, if they are from the same original ooze.
Corrosive form. Up to three time per short rest : A creature that touches you or hits it with a melee attack while within 5 feet of it
takes 1d8 acid damage.
Any nonmagical weapon made of metal or wood that hits you corrodes. After dealing damage, the weapon takes a cumulative −1
penalty to damage rolls. If its penalty drops to −5, the weapon is broken. Nonmagical ammunition made of metal or wood that hits
you are destroyed after dealing damage. it takes 1lb of whatever material the armor is made of 5 minutes and a set of smith tool to
repair the armor.
Petrifying Form. Up to three time per short rest : A creature that touches you or hits it with a melee attack while within 5 feet of it
must make a Constitution saving throw. On a failed save, the creature magically begins to turn to stone and is restrained. If it used
a nonmagical weapon made of wood or other organic material to hit the pudding, that weapon turns to stone. The creature must
repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until You are
more than 10 miles away for more than 1 day, or 1 day after you die. Nonmagical ammunition made of wood or other organic
material that hits you is turned to stone after dealing damage. Nonmagical ammunition made of stone that hits the pudding is
destroyed after dealing damage.
Irritating Fumes. Up to three time per short rest : If you takes fire, force, lightning or thunder damage, you can emanates a cloud
of semi-transparent vapor that irritates the eyes and respiratory system of living creatures within 10 feet of you. All creatures other
than undead , ooze or constructs within the area must succeed on a Constitution saving throw or take 3d6 acid damage and
be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a
success. The cloud disperses in 1 minute, or can be dispersed by a moderate or greater wind.
Transparent. (3 points)
Requirement: ooze type
Even when the cube is in plain sight, it takes a successful DC(8+ proficiency+ stealth skill bonus) Wisdom (Perception) check to
spot a transparent ooze that has neither moved nor attacked. A creature that tries to enter your space while unaware of you is
surprised by the cube.
GIANTS FEATURE:
Giants can’t be of a small size or lower
Burly. (2 point)
Requirement: giant type
When you successfully hit with a melee weapon, an unarmed strike, or a ranged weapon with the Thrown quality, you may choose
to roll twice as many dice when determining how much weapon or unarmed strike damage you deal. Once you use this ability, you
can't use it again until you complete a short or a long rest.
Regeneration. (3 points)
Requirement: giant type
As a bonus action on your turn, you can expend one Hit die and recover hit points equal to the roll plus your Constitution modifier,
unless you have taken acid or fire damage since the end of your last turn. You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when you finish a long rest.
ABBERATION FEATURE:
Aberrations are alien entities, often with powers drawn from their minds
Beholder Form. (10+4 points, or 13+4 if you are not a beholder)
Prerequisite: Aberration type
In 1 minute, you can switch your form to resemble a beholder. Your eyes become one, your body bloats in size, your teeth sharpen
to a point, with various eyestalks protruding from your significantly larger head (if you already are a beholder ignore the previous
sentences). if you are not originally a beholder this effect ends if you falls unconscious or if you end it ( this take 1 minute).
While in this form you gain the following racial traits:
Hover (1 point). While in beholder form, you hover up to 5 feet off the ground and you are immune to being knocked prone .
Aberrant.(-1 point) While in this form, you have disadvantage on all Charisma based skill checks except Intimidation
Beholder Eye(9 points). While in beholder form, you can draw out the power of the beholders most well-known weapon, its eye
beam. As an action you roll a d6 and target a creature you can see within 60 feet of you. The DC for this saving throw is equal to 8
+ your proficiency bonus + your Intelligence modifier.
No arm no chocolate. (-4 points) You don’t have any arm, you can’t make melee weapon attack, wear armor, you can have up to
two backpacks on you, or a special backpack created for your shape. You can only cast spell with somatic components if you
succeed on a DC 10 Arcana check each time you cast a spell
D Eye Ray Table
6
1 Disintegration Ray. You fire a blast of destructive energy. Make a ranged spell attack, dealing 1d10 force damage on a
successful hit. If a creatures hit points are reduced to 0 by this attack, the creature is disintegrated. A disintegrated creature
and everything it are wearing and carrying, except magic items, are reduced to a pile of fine grey dust.
2 Fear Ray. You awaken the sense of mortality in one creature you can see within range. Constructs and undead are immune
to this effect. The target must succeed on a Wisdom saving throw or become frightened of you for 1 minute.
The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3 Petrification Ray. You make eye contact with a creature, forcing the target within range to make a Wisdom saving throw.
On a failed save, the creature's speed is reduced to 0 and its legs, if any, have turned to stone for 1 minute. The target can
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4 Telekinetic Ray. You can mentally hold a creature in place. The creature must make a Strength saving throw. On a failed
save, the creature is restrained, and using a bonus action you may move them up to 30 feet in any direction. The effect ends
at the end of your next turn. You can lift up to 300 pounds. you can also exert fine control on objects with this ray, such as
manipulating a simple tool or opening a door or a container
5 Paralyzing Ray. You fire a bolt of lightning from your eye, the creature must make a Dexterity saving throw. On a failed
save, the target is paralyzed. The effect ends at the end of your next turn.
6 You may pick an eye ray of your choice.
Inexhaustible. (4 points)
Prerequisite: Aberration type
You are a tough creature, able to tank attacks and also take offense for long periods of time. You have advantage on saving throws
against exhaustion.
Overdrive. (3 points)
Prerequisite: Aberration type
At any moment, without action, you change your eyes and force its powers to amazing limits momentarily. You gain 60 feet
of truesight until the end of your next turn. When this effect ends, you take a level of exhaustion . You cannot use this trait again
until you finish a long rest.
DRAGON FEATURE :
Dragon typical stats : 15/10/13/10/11/13, darvision, blindsight, burrow speed, fly speed, walking speed
If you select the dragon type, you must take the following feat:
Draconic shape:
If you have feat to gain appendage, they cost one additional points
If you start as a large creature, instead of having 26 starting points you only have 18 points
Your forepaws have opposable thumbs, allowing you to manipulate objects like your peers; however, your stance definitely makes
many tasks harder for you. You cannot properly wield any weapons made for bipedal folk. Weapon proficiency bonuses do not
apply to your attacks with such weapons. You cannot use two-handed weapons or dual-wield in combat. You cannot
don armor made for bipeds; armor specifically made for quadrupeds, that is, barding, needs obtained if you wish to wear it. (Any
armor you get as part of starting a new character can be considered barding.) Wielding shields does not grant AC bonuses. Finally,
many actions are harder for you because you normally don’t have free hands. Actions like loading a weapon, drinking a potion, or
casting any spells with material or somatic components, requires you to retrieve them from one of your pack bags, around your
neck, or something similar. These tasks cost 5 feet of movement.
You have a set of wings and four legs, which give you the following feature:
You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb
that requires hands and feet is especially difficult for you because of your legs. When you make such a climb, each foot of
movement costs you 4 extra feet, instead of the normal 1 extra foot. You also can only climb ladder and such to the speed of 5 foot
per turn, this cost you all your movement
Dragon Tail: If you have a tail your maximum tail size depends on your size, if you are tiny, it is 5 feet, for each size above tiny
you increase the length by 5 feet
Fighter (4 points)
Prerequisite: Dragon type
You can apply their proficiency bonuses to a single one-handed weapon, by wielding it with their mouth. This does not affect their
ability to speak (although they might sound funny while trying to speak).
Caster (4 points)
Prerequisite: Dragon type
You can fulfill somatic components by waggling their tail around, and may fulfill material components by merely having them on
their person. No longer do movement speed penalties gained via Feral Stance apply.
Lightning Breath. (Wyrmling) The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in
that line must make a Dexterity saving throw, taking 2d8 lightning damage on a failed save, or half as much damage
on a successful one.
Repulsion Breath. (Wyrmling) The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area
must succeed on a Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.
Lightning Breath. (Young) The dragon exhales lightning in a 60- foot line that is 5 feet wide. Each creature in that
line must make a Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on
a successful one.
Repulsion Breath (Young). The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must
succeed on a Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.
Lightning Breath (Adult). The dragon exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that
line must make a Dexterity saving throw, taking 6d10 lightning damage on a failed save, or half as much damage on
a successful one.
Repulsion Breath (Adult). The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must
succeed on a Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
Lightning Breath (Ancient). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in
that line must make a Dexterity saving throw, taking 8d10 lightning damage on a failed save, or half as much damage
on a successful one.
Repulsion Breath (Ancient). The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must
succeed on a Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
Green dragon
Poison Breath (Wyrmling)The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must
make a constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a
successful one.
Poison Breath (Young). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a
constitution saving throw, taking 5d6 poison damage on a failed save, or half as much damage on a successful one.
Poison Breath (Adult). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a
constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one.
Poison Breath (Ancient). The dragon exhales poisonous gas in a 90--foot cone. Each creature in that area must
make a constitution saving throw, taking 11d6 poison damage on a failed save, or half as much damage on a
successful one.
Silver dragon
Cold Breath. (Wyrmling) The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a
constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. (Wyrmling) The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area
must succeed on a Constitution saving throw or be paralyzed 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.
Cold Breath. (Young) The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a
constitution saving throw, taking 4d8 cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. (Young) The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must
succeed on a Constitution saving throw or be paralyzed 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.
Cold Breath (Adult). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a
constitution saving throw, taking 6d10 cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath (Adult). The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must
succeed on a Constitution saving throw or be paralyzed 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.
Cold Breath (Ancient). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a
constitution saving throw, taking 8d10 cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath (Ancient). The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must
succeed on a Constitution saving throw or be paralyzed 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.
White dragon
Cold Breath (Wyrmling). The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make
a constitution saving throw, taking 2d12 cold damage on a failed save, or half as much damage on a successful one.
Cold Breath (Young). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a
constitution saving throw, taking 4d8 cold damage on a failed save, or half as much damage on a successful one.
Cold Breath (Adult). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a
constitution saving throw, taking 6d8 cold damage on a failed save, or half as much damage on a successful one.
Cold Breath (Ancient). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a
constitution saving throw, taking 8d8 cold damage on a failed save, or half as much damage on a successful one.
Blue dragon
Lightning Breath (Wyrmling). The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that
line must make a Dexterity saving throw, taking 2d10 lightning damage on a failed save, or half as much damage on a
successful one.
Lightning Breath (Young)The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line
must make a Dexterity saving throw, taking 4d10 lightning damage on a failed save, or half as much damage on a
successful one.
Lightning Breath (Adult). The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line
must make a Dexterity saving throw, taking 6d10 lightning damage on a failed save, or half as much damage on a
successful one.
Lightning Breath (Ancient). The dragon exhales lightning in a 120--foot line that is 10 feet wide. Each creature in that
line must make a Dexterity saving throw, taking 8d10 lightning damage on a failed save, or half as much damage on a
successful one.
Gold dragon
Fire Breath. (Wyrmling) The dragon exhales fire in a 15-foot cone. Each creature in that area must make a Dexter-
ity saving throw, taking 2d10 fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath (Wyrmling). The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed
on a Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving
throws 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.
Fire Breath (Young). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a Dexterity
saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath (Young). The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a
Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving
throws 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.
Fire Breath (Adult). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a Dexterity
saving throw, taking 6d10 fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath (Adult). The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a
Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving
throws 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.
Fire Breath (Ancient). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a Dexterity
saving throw, taking 7d10 fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath (Ancient). The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on
a Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving
throws 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.
All dragon:
Frightful Presence (Young). (8 points) Each creature of the dragon's choice that is within 120 feet of the dragon and
aware of it must succeed on a DC (8+prof+Charisma mod.) 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 the dragon's Frightful Presence for the next
24 hours.
Wing Attack (Adult) (4 points). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a
DC (8+prof+strength) Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone.
Wing Attack (Ancient) (7 points). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed
on a DC (8+prof+strength) Dexterity saving throw or take 3d6 bludgeoning damage and be knocked prone.
Change Shape. (Young) (9 points) The dragon magically polymorphs into a humanoid or beast that has a challenge
rating no higher than its level, or back into its true form. It reverts to its true form if it dies. Any equipment it is wear -
ing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, and Intelligence,
Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of
the new form, except any class features or legendary actions of that form.
Steam Breath (adult). The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a
DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful
one. Being underwater doesn't grant resistance against this damage.
See shape change and morphing
PLANTS FEATURE:
Typical plants stats :3/1/10/1/3/1, blind, speed of 5 feet, mute, vulnerable to fire,
Plants start with the following feat:
Vegetal constitution ( -8 points)
Prerequisite: plant type
You are vulnerable to fire
You are considered magical for every spell that would harm non-magical plant
You can’t eat normal food, instead you must stay in contact with dirt, grass, or vegetal matter to nourish yourself, this takes one
hour for 1 lb. of food and drinks, this can coincide with any rest.
Your base walking speed is 5 feet
Instead of hands, you have flexible branches, this does not provide any benefits in itself
Instead of legs, you have roots, this allows you to “flow” instead of walking and this does not provide any benefits in itself
Enhanced roots(variable)
Prerequisite: plant type
You have roots that are built different:
Powerful roots (2 point) you have a climbing speed equal to your walking speed
Dangerous roots (2 point) you can deal 1d6+ your strength modifier in bludgeoning damage with your unarmed strike
Long roots (4 points) your roots are 5 feet larger in length, giving you a reach of 10 feet with your unarmed strike
Sticking roots (4 points) you can take object with your roots, up to three time your strength score plus your constitution
score
See speeds
MISC FEATURE :
Sleeper( 4 points)
You instantly fall asleep when you want to, meaning that you don’t take +1d4 hour or +1 hour to sleep if you try to take a long rest
in a dungeon or dark forest, etc.)
Telekinetic (8 points)
You can manipulate object using your mind, you can lift up to 10 time your charisma modifier, and use tools, open container and
such, but you can’t attack or make fast movement, a creature trying to take an object you are manipulating must succeed on a
strength check contested by a charisma check made by you, if it fail, it can’t try again for 1 minutes
Advantage against x :
Strong constitution (4 points )
You have advantage on all strength, dexterity and constitution saving throws again magic effects.
1. Resilient Mind You have advantage on saving throws against being charmed
A Resilient Heart You have advantage on saving throws against the frightened condition
4 Resilient Body You have advantage on saving throws against being paralyzed or stunned
5 Arachnidan Sight. You have advantage on saving throws to avoid or end the blinded condition on yourself.
6 Magical inclination When you are subjected to a spell or magical effect that requires a saving throw, you may choose to make
the saving throw with advantage. Once you use this trait, you can't use it again until you finish a short or long rest.
As an action, you can polymorph into an object of your medium or small size that you have seen, or back into your true form.
While you remain motionless, as an object you are indistinguishable from an ordinary object. Your equipment does not change
with you; however, it may be contained within you as long as your shape has the dimensions to accommodate it. If you die, you
revert to your true form. You retain all of your normal statistics while in this form, except your speed, which is 0. You revert to
your normal form if you use a bonus action, which is the only physical action you can take (you are for example, still able to use
telepathy). You can use this feature once per day, for one additional point, you can use this feature a number of time equal to your
proficiency bonus each long rest, for a total of (4+1)point, you have unlimited uses.
Shifting. (6 points)
Requirement: humanoid type
As a bonus action, you can assume an more bestial appearance. This transformation lasts for 1 minute, until you die, or until you
revert to your normal appearance as a bonus action. Each time you shift, you gain temporary hit points equal to your level + your
Constitution modifier (minimum of 1 temporary hit point), as well as one of the following benefits of your choice, described
below:
Whenever you shift, you gain 1d6 additional temporary hit points, and you have a +1 bonus to your AC.
While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs,
you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an
unarmed strike.
While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a
creature ends its turn within 5 feet of you. This fast movement doesn't provoke Opportunity attacks.
While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with
advantage against you, unless you're incapacitated.
You choose the benefit each time you shift, and you can shift a number of times equal to twice your proficiency bonus. You regain
all expended uses when you finish a long rest.
Amorphous :
Amorphous. (4 point)
Requirement: ooze type
You can move through a space as narrow as 1 inch wide without squeezing provided you are wearing and carrying nothing larger
than the space you are getting in. you are immune to the prone condition.
Amorphous. (5 points)
Requirement: fey type
You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have
advantage on ability checks you make to initiate or escape a grapple.
Nanites (2 point)
Requirement: construct type
You can consume metals during a long rest. If you maintain contact with a handheld object made of metal, such as a sword or
other weapon, you regain all your hit dice when you complete the long rest. The object loose 1 lb. each time and is destroyed if
downed to 0lb.
Hydrophobia ( -2 point)
Requirement: monstrosity, humanoid, aberration, fire elemental or beast type
You do not need to drink to prevent exhaustion. You also have disadvantage on Wisdom saving throws while standing in running
water and takes 1 acid damage when you end your turn there.
Darkvision(1point):
You can see shape in color of grey in the darkness, Dim light doesn’t impose disadvantage on your wisdom(perception) check
relying on sight.
See in shadow
If you select this feature a second time, you can see in obscurity as in dim light and in dim light as in bright light, to a range of 60
feet for 3 point (total of 4 points), or a range of 30 feet for a total of 3 points
If you select this feature a 3rd, you double the range (from 60 to 120 feet, for a total cost of 6 point)
If you select this feature a 4th time and for a total 9 points, you can see in obscurity as in bright light, to a range of 60 feet
Grit. (6 points)
Requirement: monstrosity or beast type
You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 12 +
your Dexterity modifier.
Blob (5 points)
Requirement: ooze type
You gain resistance to non-magical piercing damage; you can spend two additional point to be instead resistant to piercing damage
This is your primary type( exept para planar, see elemental special rules), you may have a secondary elemental type (you don’t
need to buy this feat a second time), this allows you to choose feat only available to other types of elementals (for example, you
could choose fire and water). You can only buy this feat three time even if you don’t have the elemental type of the resistance that
you want to buy. If you have resistance and vulnerability to a same type, you don’t gain either.
If you really want to have all types of elements, you can buy a 3 rd type for 1 point and a 4th element for 2 other points.
You no longer need to share a language with the creature for us to understand your telepathic trances, but the creature must
be able to understand at least one language. (2 point)
Increase Range to 30 (2 point)
Increase Range to 60 (2 point)
Increase Range to 120 (1 point)
Increase Range to within sight (2 point)
When you're using this trad to speak telepathically to a creature, you can use your action to give that creature the ability to
speak telepathically with you for 1 hour or until you end this effect as an action. To see the ability, the creature must be
able to see you and must be within this trait's range. You can give the ability to only one create at a time giving it to a
creature takes away from another creature who has. (3 points)
NEGATIVE ABILITIES
Water Dependency (- 6 points). If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of
exhaustion at the end of that day (this stack). You can recover from this exhaustion only through magic or by immersing yourself
in water for at least 1 hour. (Or you must apply water on yourself (1 pint/ 5 minutes))
Amputee(vary)
You have lost a limb, if you lost a leg, you gain point from losing a leg and a foot and have the malus from losing a leg and a foot,
same for arm and hand. you have a prothesis of the appropriate appendage or limb as starting equipment:
Limb or Max hp Malus Point Malus with prothesis
appendage reduction gained
lost
Foot 5% You have disadvantage on dexterity saving 4 You have disadvantage on dexterity saving
throw and check that involve walking, your throw and check that involve walking,
walking speed is reduced by 15 feet, all
other speed is reduced by half
Leg 10% You can’t walk, only crawl, you can’t 6 Your speed on foot is halved, you fall prone
swim or climb after using the Dash action. You have
disadvantage on Dexterity checks made to
balance. your climbing and swimming speed
are halved
Hand 5% You can’t use object that are two handed, 7 You can only use fixed equipment such as
nor have an object in this hand, you can shield, lantern, mirror, if you want to use
cast spell with somatic components if you weapons, you can only do a basic attack (no
succeed on a DC10 dexterity save each combat move, no combat maneuver with
time you cast a spell, your climbing speed this hand, you also don’t gain your
is halved proficiency bonus to attack and damage roll
if you would, and if you would not, you
reduce damage inflicted by the target
proficiency bonus. You can cast somatic
component
Arm 10% You have disadvantage on checks or save 4 you can cast spell with somatic components
made against being prone, on strength and if you succeed on a DC10 dexterity save
dexterity check and save, you can’t climb, each time you cast a spell, you’re climbing
or swim and you can’t cast somatic and swimming speed are halved, and you
components have a -2 malus to dexterity and strength
save and checks
If you have a malus twice (for example if you have lost two leg or one leg and an arm and you have a prothesis you’re
climbing and swimming speed are halved) you add the two maluses before applying them to you (meaning that you can’t
swim or climb if you lost two legs, two arm or one leg and one arm, even with prothesis)
RICH FEAT
Sometime, rich people go adventuring, but usually, when you have lots of money, you aren’t as skilled as other, so you can spend
your feat point into riches and bartering skills
Shopkeeper (4 point)
Requirement: Humanoid type
You start your adventure with 200gp in goods like materials, weapon, or armor, clothe, jewelry, spell component, food (up to 25%
in gold)
You have a +2 bonus to barter and negotiate
Merchant (6 point)
Requirement: Humanoid type
You start your adventure with a loyal servant (won’t combat, you have to pay him 5sp every week) a wagon and 350gp in goods
like materials, weapon, or armor, clothe, jewelry, spell component, medicine, potion, invention, tools, foods, slave (up to 25% in
gold)
You have advantage to barter and negotiate
Stable Family: You have a great influence on the people in your country: If you ask for a night into their house, for little sum of
money (up to 20 time their lifestyle cost) or any small favor, people are very likely to agree, but other people may ask for similar
things. You start with 2 loyal servants
Warlord family: people from the continent your country is from know you well, you have advantage on intimidation check if they
know your identity. You start with a weapon worth up to 100gp
New family: Your family only started to occupy the throne recently, people from your country are not familiar with your face and
will not recognize you in the street, everything you do in public will have consequences with your family, they might reward you if
you help them gain more authority over their people, or might try to stop you(read : eliminate, imprison) if you do the opposite.
You start with +100gp if you are in good terms with your family, if not you instead start with one more loyal bodyguard
Fallen family: Your family recently lost the throne, people might attack you if you are recognized, or might help you (like for the
stable family) you might find rebellion if your people still like you, or you might be wanted, and hunted by bounty hunter,
depending on how you lost the throne, and the context. You start with a disguise kit and gain proficiency with it, you can’t use
your bank account and instead have a wagon and a false-bottomed chest (DC25 instead of 20).
Make your own state: I just made 4 sample, feel free to propose rules for other family
You have advantage to barter and negotiate if the person knows your status and like you, or -2 if it despises you, you have
advantage on insight, history, and deception check against everything touching to royalty
CUSTOM FEATS
This is where you can get fancy and really make your character be able to do unique and different things mechanically than they
could ever do before. These feats are structured and balanced around the feats currently in the game and are broken apart into
pieces to be able to pick and choose exactly the abilities that you want.
COMBAT FEATS
Combat stance( 4 points)
You learn one Basic Stance of your choice from the fighter class, following the rules on using and changing stances.
Determination (4 points)
When you make an attack roll or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again
until you finish a short or long rest. You may choose to use this ability more than once per short or long rest, but you increase you
overexertion DC as if you had used overexertion.
1. Shield Breaker You have mastered combat against shielded targets, gain a +2 bonus to attack rolls against creatures wielding a
shield
2. Escaping Trip When you hit a creature with an Opportunity Attack, the target must succeed a Dexterity saving throw (DC 8 +
your Proficiency bonus + your Strength modifier) or fall prone.
3. Merciless On your turn, when you score a critical hit or reduce a creature to 0 hit points with a weapon held in two hands, you
can immediately make one more melee weapon attack with your bonus action. If you select this option a second time, may make
the additional attack without using your bonus action. You may only benefit from Merciless once per turn.
WEAPON FEATS
DAMAGE FEATS
Fury (6 points)
When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damages dice an additional time
and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or
long rest
1. Long Range Sniper Attacking at long range doesn't impose disadvantage on your bow or crossbow weapon attack rolls. If you
select this feature a second time, you may attack with your weapon up to twice the weapon's maximum range, attacks over the
original maximum range of the weapon impose disadvantage on the attack roll
2. Blown Cover Your ranged weapon attacks ignore half cover and three-quarters cover.
4. Hidden Sniper When you are hidden from a creature and miss it with a ranged weapon attack, you may use your reaction to
make another hide check, on a success your position is not revealed. If you select this feature a second time, you can make a hide
check even after hitting an enemy.
Fast Loader (4 points) You can reload with a reaction instead of a bonus action with weapon with the load property
2 Long Throw Attacking with a thrown weapon at long range does not impose disadvantage
3 Quick Draw Unsheathing thrown weapons is always a free action for you.
4. Sword Tosser Simple and Martial melee weapons without the Throws property can be treated as if they had the Throws
property. One handed weapon has a range of 20/60, two handed weapons have a range of 15/30.
5. Set Up Shot If you hit with a ranged thrown weapon, you gain advantage on the next melee attack against the same creature
until the start of its next turn.
Sharpshooter (4 points)
Once per turn before you make an attack with a ranged weapon that you are proficient with, you can choose to subtract your
Proficiency bonus from the attack roll. If the attack hits, you add twice your Proficiency bonus to the attack damage
MOBILITY FEATS
Charger (4 points)
When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature if you
move at least 10 feet in a straight line you either gain a +5 bonus to the attack's damage roll (if you chose to make a mele attack
and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
DEFENSIVE FEATS
UTILITY FEATS
Healer (4 points)
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following
benefits:
When you use a healer's kit to stabilize a dying creature, that creature also regains hit point (equal to your proficiency bonus)-
Alternatively, if you do not have a healer’s kit you can accomplish the same effect with a medicine check of 20 or higher
As an action, you can spend one use of a healer's kit to tend to a conscious creature's wounds. The target must expend and roll one
of its hit dice and heal for the result, plus the target constitution modifier plus the healer's wisdom modifier.
Lucky/Determination (6 points)
You haw inexplicable luck that seems to kick in at just the right moment, or a deep drive and determination to push through. You
have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one point to roll an
additional d20 giving yourself advantage. You can also spend one point when an attack roll is made against you to have the target
roll at disadvantage You regain your expended luck points when you finish a long rest
STEALTH FEATS
Fade Away (2 point each)
Immediately after you take damage, you can use your reaction to magically become invisible until the end of your next turn or
until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you
finish a short or long rest. If you select this ability a second time, you can activate the invisibility with a bonus action. If you select
this ability a third time, you can use this ability a number of time equal to your proficiency bonus.
Timberwalk (2 point)
Ability checks made to track you by non-magical means have disadvantage, and you can move across difficult terrain made of
nonmagical plants and undergrowth without expending extra movement
SKILL FEATS
Prodigy (6 points)
You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice
Choose one skill or tool in which you have proficiency. You gain expertise with that skill or tool, which means your proficiency
bonus is doubled for any ability check you us with it. The skill you choose must be one that isn’t already benefiting from a feature,
such as Expertise, that doubles your proficiency bonus.
3. Versatile Intellect Whenever you make a Wisdom ability check, you may substitute your Intelligence score if it is higher.
4. Versatile Intuition Any time you make an Intelligence ability check you may substitute your Wisdom score if it is higher.
5. Forgery You can duplicate other creatures handwriting and craftwork. You have advantage on all checks made to produce
forgeries or duplicates of existing objects.
6. Linguist You learn three languages of your choice. Your understanding of communication allows you to communicate with a
creature who speaks a language you don't know on rudimentary level after 10 minutes of interaction. In addition, you may decipher
a written language you don't know on a rudimentary level after 10 minutes of study.
7. Coder You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an
Intelligence check (DC equal to your Intelligence score your proficiency bonus), or they use magic to decipher it. Your spell book,
if you have one, may be written in such ciphers, preventing it from being copied by anyone who has not been taught the cypher.
8. Studied You gain advantage on any intelligence ability check to recall information about any type of creature
Actor (2 point)
Skilled at mimicry and dramatics you gain the following benefits:
You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different
person.
You can mimic the speech of another person, or the sounds made by other creatures. You must have heard the person speaking, or
heard the creature make the sound, for at least 1 minute.
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