The following are lineages to current species’
Defiant Aasimar
Angels were born the moment the gods said no…
- Creature Type: Humanoid
- Size: Medium (about 4 to 7 feet tall) or Small (about 2 to 4 feet tall), chosen when you select this species
- Speed: 30 feet
- Force Resistance: You have resistance to Force damage.
- Darkvision: You have Darkvision with a range of 60 feet.
- Healing Hands: As a magic action, you touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains hit points equal to the total rolled. Once you use this trait, you cannot do so again until you finish a long rest.
- Light Bearer: You know the Light cantrip. Charisma is your spellcasting ability for this spell.
- Celestial Revelation: Starting at level 3, as a bonus action you can transform for 1 minute or until you end it early (no action required). While transformed, you hover 10 feet above the ground. The first time on each of your turns that you hit a creature with a weapon attack or spell attack, that creature must make a saving throw against your spell save DC. On a failed save, one spell affecting the target is dispelled, starting with the lowest level spell. You can use this ability once per long rest. The extra damage granted by Celestial Revelation is radiant or necrotic (your choice when you transform).
Leyline Dwarf
Timekeepers of the unraveling edge…
- Creature Type: Humanoid
- Size: Medium (about 4 to 5 feet tall)
- Speed: 30 feet
- Darkvision: You have Darkvision with a range of 120 feet.
- Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level.
- Chrono Resilience: You have resistance to Force damage. You also have advantage on saving throws to avoid being forcibly moved or teleported.
- Timecunning: As a bonus action, you gain Chronosense for 10 minutes. You must be touching a magical object or terrain to activate or maintain this effect. While active, you can see translucent trails showing where visible creatures have moved within your line of sight, relative to the object you are touching. This does not reveal exact positions or paths of invisible creatures. You can use this ability a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Glass Elf
Never accept a gift from a Glass Elf…
- Creature Type: Humanoid
- Size: Medium (about 5 to 6 feet tall)
- Speed: 30 feet
- Darkvision: You have Darkvision with a range of 60 feet.
- Fey Ancestry: You have advantage on saving throws to avoid or end the Charmed condition.
- Keen Senses: You have proficiency in the Insight, Perception, or Survival skill.
- Trance: You do not need to sleep, and magic cannot put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you remain conscious.
- Glass Ritualist: Choose one Transmutation or Enchantment spell from any spell list. You can cast this spell as a ritual, even if it does not have the ritual tag. You must touch your spellcasting focus to a mirror or polished surface for the entire 10 minute ritual. The chosen spell must be of a level no higher than one third your character level, rounded up. You can change your selected spell whenever you gain a level.
- Innate Spells: You know the Magic Stone cantrip. At level 3, you can cast Charm Person. At level 5, you can cast Alter Self. You can cast each of these once per long rest without expending a spell slot, and may also cast them using spell slots if you have any. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this lineage).
Nameless Tiefling
Descendants of the god no one remembers…
- Creature Type: Humanoid
- Size: Medium (about 4 to 7 feet tall) or Small (about 3 to 4 feet tall), chosen when you select this species
- Speed: 30 feet
- Darkvision: You have Darkvision with a range of 60 feet.
- Legacy of Completion: You have resistance to Psychic damage. You know the Terminate cantrip. At level 3, you can cast Balancing Bolt. At level 5, you can cast Complete the Scene. You can cast each of these once per long rest without expending a spell slot, and may also cast them using spell slots if you have any. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this lineage). These spells are part of a banned school of magic. Casting them causes your horns to glow black and may provoke legal or social consequences depending on who witnesses it.
- Otherworldly Presence: You know the Thaumaturgy cantrip. When you cast it with this trait, it uses the same spellcasting ability you use for your Legacy of Completion.