Lineage is what type of creature you are. Each lineage is defined by a unique set of physical traits along with a general common physical appearance. A creature does not possess all of their lineage's traits, only a combination of a certain number of them, but anyone else would still easily recognize them as belonging to that lineage.
You gain 5 Lineage Points (LP) to buy your lineage traits. Traits are tiered into minor and major traits. Minor traits cost 1 LP and generally only affect a single statistic or provide a single benefit. Major traits cost 2 LP and generally affect a statistic or provide a benefit that increases the potency of other statistics.
DESIGN NOTES: Each lineage will need at least 5 minor traits + at least 3 major traits.
If you take traits belonging to only one lineage, you can claim to be a full-blooded member of that people. Some lineages have branch lineages to denote distinct peoples that have emerged over time or due to certain circumstances from other lineages. All branch lineage traits have requirements that prevent you from picking one or more traits from the parent lineage.
When you spend 3 or more LP on traits within a single lineage, you gain 1 bonus LP to spend on traits of that lineage. Creatures of branch lineages treat traits from their parent lineage and their branch lineage as one single lineage for this purpose.
Some lineages possess drawback traits which apply some sort of disadvantage to you. When you pick a drawback, you gain 1 LP to spend on traits belonging to that drawback's lineage. You can take one drawback for each minor or major trait of the same lineage you possess.
Unless otherwise stated, you can take a lineage trait only once. Furthermore, you can only have one trait per subtype. However, lineage modifiers from different trait subtypes do stack with each other if they affect the same statistics.
In addition to lineages and their branches, there is a universal lineage package with its own set of branches. These universal lineage branches exist because of interbreeding from magical NPC lineages like celestials and infernals.
Many lineages are capable of interbreeding with each other, allowing for traits from two or more lineages to appear in offspring. Sometimes, some traits skip a generation only to reappear in descendents further down the family line. If you choose lineage traits from more than one package, you are free to describe your physical appearance (appear fully as one of your lineages, mostly with one or few features of your other lineages, or a more even mix of between all of your lineages), however some lineage traits will specify distinct physical appearances associated with them. For any effect that affects a creature of a specific lineage, you are affected as such if you have at least 1 trait belonging to that lineage.
You are free to identify yourself as any lineage, a mixture of your various ancestries, or as a unique being. Whether or not you are accepted as such by others of those lineages is up to them and your interactions with them.
Some lineages (like Jiren) cannot interbreed with other lineages. These will be marked as incompatible. If you take a trait from these incompatible lineages, you cannot take traits from other lineages. If you take traits from other lineages, you cannot take traits from incompatible lineages. Incompatible lineages may list exceptions as to which lineages they can breed with.
All PC lineages are primanoids. They all have the following body parts:
- 10 fingers
- 10 toes
- 2 arms
- 2 hands
- 2 legs
- 2 feet
- 1 head
- 2 eyes
- 2 ears
- 1 nose
- 1 mouth
- 1 genitals
Specific lineages may add additional body parts.
Size: Medium is considered to be the default size with a base speed of 30 ft., and sizes smaller and larger than medium change certain attributes. Some lineages are Small size. If you have more than 6 or more LP worth of traits from Small lineages, your size is Small. If you have 1 to 5 worth of traits from Small lineages, you may choose your size to be Small or Medium. If you have no traits from Small lineages, your size is Medium.
- Small size effects: -1 to Str and Con, +1 to Dex, base speed 20 ft.
- Small PCs get an additional 3 LP.
Minor Trait Subtypes
Adaptable
Retraining time is halved for you.
Amphibious
You are able to breathe both in air and underwater.
Bite
You have a bite attack that deals 1d6 piercing damage for medium creatures (1d4 for small creatures). At 4th level, and every 3 levels higher, your bite's damage increases by 1 size.
Burrow
You gain a burrow speed equal to half of your base speed. You are able to move underground through dirt, gravel, and sand, but not solid rock.
Claw
A pair of appendages of yours can be used as claw attacks that each deal 1d4 piercing and slashing damage for medium creatures (1d3 for small creatures). At 4th level, and every 3 levels higher, the damage of each claw increases by 1 size.
Clever
When you take this trait, select a skill. You can choose to gain +1 advantage on this skill's checks a number of times per day equal to your level (minimum 1/day). You may take this trait more than once; each time you do so, select a different skill.
Darkvision
You are able to see perfectly in nonmagical darkness up to 60 feet. At 4th level, and every 3 levels higher, the range increases by 30 ft.
Energy Resistance
This trait will list an energy type. Stamina damage from effects of that energy type is reduced by by your level. Injuries by attacks with that energy type are reduced by 1 degree. At 7th level, and every 7 levels highers, such injuries are reduced by an additional degree.
Inherent Casting
This trait will list a spell. You can cast that spell a number of times per day equal to your level (minimum once per day) at 0 power using your level as your tier. At 4th level, and every 3 levels higher, the maximum power you can cast this spell increases by 1, and you can augment it with any augments you know. You cannot recharge this spell once you have run out of uses per day, but you can spend stamina points equal to the spell's power (minimum 1) to cast it again.
Lucky
You gain the ability to reroll a natural 1 on any d20 roll a number of times per day equal to your level.
Maneuver Defense
This trait will list a combat maneuver. You gain a bonus to DV equal to your level against that combat maneuver.
Natural Armor
You gain a trait bonus to your natural armor equal to your level (minimum 1).
Special: You can take this trait multiple times. Its effects stack.
Nightvision
You are able to see in dim light as if it were daylight. You are also able to see twice the range of light provided by sources of light.
Save Advantage
This trait will list an effect. You gain +1 advantage on saving throws against that effect. At 7th level, and every 7 levels after, you gain an additional advantage.
Scent
You can detect creatures by smell within a base range of 30 feet. If the creature is upwind, the range is doubled; if downwind, the range is halved. The base range is doubled for strong scents, such as smoke and rotting flesh, and tripled for overpowering scents, such as a skunk's musk or a troglodyte's stench. At 4th level, and every 3 levels higher, the base range is increased by 15 feet.
You cannot determine the creature's position until the creature is within 5 feet of you, but you can determine in which direction they are to you as a simple action. You can track creatures by scent using the Survival skill. The DC starts at 10, and increases by 2 for every hour since the creature has passed. The DC decreases by 5 for strong scents, and by 10 for overpowering scents. Wind speed and other scents can increase the DC, and multiple creatures with the same scent traveling together can reduce the DC. Tracking by scent ignores the effects of surface conditions and visibility.
Skill Use Advantage
This trait will list a specific skill usage. You gain +1 advantage on checks for that skill's specific usage.
Swim
You gain a swim speed equal to your base speed.
Tail
You have a tail that grants you a +2 trait bonus on Acrobatics checks and can wear magical rings. At 4th level, your tail becomes prehensile and can pick up and hold objects, but cannot wield weapons. At 7th level, your tail can wield weapons and attack with them. At 10th level, and every 3 levels higher, your tail's trait bonus on Acrobatics checks increases by 2.
Venom
Using your spit or blood, you are able to produce one dose of poison as a standard action a number of times per day equal to your level + your Constitution modifier (minimum 1). Your victim can resist your poison by succeeding a Constitution saving throw against a DC equal to 10 + your level + your Constitution modifier. Your poison lasts a number of rounds equal to your level + Constitution modifier. Your poison can be used as a contact, ingested, and injury poison.
If this trait does not specify your poison's effect, then select an attribute upon taking this trait; you cannot change your choice afterwards. Your poison inflicts 1 attribute damage to the selected attribute each round for its duration.
Wings
You have a pair of wings that allow you to glide. At 4th level, your wings grant you a fly speed equal to your base speed. At 7th level, you gain a +2 trait bonus on Fly checks. At 10th level, and every 3 levels higher, your trait bonus on Fly checks increases by 2.
Major Trait Subtypes
Attribute Boost
This trait will specify an attribute. Increase that attribute's modifier by 1.
Casting Affinity
This trait will specify a casting tradition. Spells cast using that tradition gain 1 bonus circle to use on augments without needing to use a higher circle slot. At 7th level, and every 7 levels higher, you gain an additional bonus circle. This stacks with bonus circles gained from the magic affinity trait.
Immunity
This trait will specify an effect or an energy type. You are immune to the effects of that effect or energy type if they would be detrimental to you.
Magic Affinity
This trait will specify a spell school or descriptor. Spells of that school or with the descriptor gain 1 bonus circle to use on augments without needing to use a higher circle slot. At 7th level, and every 7 levels higher, you gain an additional bonus circle. This stacks with bonus circles gained from the casting affinity trait.
Quick Learning
You gain a bonus proficiency increase in a skill of your choice (up to the maximum proficiency determined by your level). At 4th level, and every 3 levels higher, you gain another bonus proficiency increase in a skill of your choice.
Talented
You gain a bonus standard talent. At 4th level, and every 3 levels higher, you gain an additional bonus standard talent. At 10th level, you can instead choose an expert talent.
Drawback Traits
Cold-Blooded
You produce little to no internal heat, and must rely on your surrounding temperature to regulate your metabolism. You become fatigued in cold or colder temperatures.
Energy Vulnerability
This trait will specify an energy type. Injuries received by attacks possessing the specified energy type are one degree higher. You gain +1 disadvantage on saves against effects with that type.
Hot-Blooded
Ravenous
You require twice as much food as the average creature of your size to not be hungry.
Lineages
Anthousai (small)
Minor:
- Nightvision
- Wings
Major:
- Casting Affinity (nature)
- Magic Affinity (plant)
Dabyun
Minor:
- Bite
- Nightvision
- Scent
- Tail
Drawback:
- Ravenous
Dwarf (small)
Minor:
- Dwarf-Sight (darkvision)
- Hardy (save advantage [poison])
- Robust (save advantage [disease])
- Steady (maneuver defense [shove])
- Sure-Footed (maneuver defense [trip])
Major:
- Attribute Boost (Constitution)
- Magic Affinity (earth)
Gray
Major:
- Attribute Boost (Intelligence)
- Casting Affinity (psychic)
Elf
Minor:
- Nightvision
- Elven Agility (skill use advantage [acrobatics/balance])
- Elven Senses (skill use advantage [perception/detect]
- Elven Mind (save advantage [mind-affecting])
Major:
- Attribute Boost (Dexterity)
- Casting Affinity (nature)
- Magic Affinity (plant)
Aquatic
Minor:
- Amphibious
- Darkvision
- Swim
Major:
- Attribute Boost (Constitution)
- Magic Affinity (water)
Dark
Minor:
- Darkvision
Major:
- Magic Affinity (shadow)
Gnome (small)
Minor:
- Darkvision
- Nightvision
Major:
- (attribute boost [Constitution])
- (magic affinity [earth])
- (magic affinity [nature])
Goblin (small)
Minor:
- Bite
- Goblin Sneakiness (skill use advantage [stealth/hide])
- Goblin Tumbling (skill use advantage [acrobatics/tumbling])
- Iron Stomach (save advantage [poison])
Major:
Drawback:
- Ravenous
Hobgoblin
Minor:
- Bite
- Iron Stomach (save advantage [poison])
Major:
- Magic Affinity (fire)
Drawback:
- Ravenous
Human
Minor:
- Adaptable
- Clever
Major:
- Quick Learning
- Talented
Jiren (medium or small) [incompatible]
Kitai
Minor:
- Bite
- Claws
- Kitai Agility (skill use advantage [acrobatics/balance])
- Kitai Sneakiness (skill use advantage [stealth/hide])
- Nightvision
- Scent
- Tail
Major:
- Attribute Boost (Dexterity)
Kitsune
Minor:
- Bite
- Claws
- Nightvision
- Scent
- Tail
Major:
- Attribute Boost (Charisma)
- Magic Affinity (illusion)
- Magic Affinity (polymorph)
Kobold (small)
Minor:
- Bite
Legaren
Minor:
- Bite
- Claws
- Iron Stomach (save advantage [poison])
- Nightvision
- Scent
- Tail
Major:
- Attribute Boost (Constitution)
Lianti
Minor:
- Amphibious
- Darkvision
- Nightvision
- Swim
Major:
- Magic Affinity (water)
- Quick Learning
- Talented
Lucklyn (small)
Minor:
- Lucklyn Agility (skill use advantage [acrobatics/balance])
- Lucklyn Sneakiness (skill use advantage [stealth/hide])
- Lucklyn Tumbling (skill use advantage [acrobatics/tumbling])
- Lucky
Major:
Orc
Minor:
- Darkvision
- Iron Stomach (save advantage [poison])
- Nightvision
- Scent
Major:
- Attribute Boost (Strength)
- Attribute Boost (Constitution)
Drawback:
- Ravenous
Sakkadi
Minor:
- Bite
- Nightvision
- Tail
Drawback:
- Cold-blooded
Skriven (small)
Minor:
- Bite
- Skriven Agility (skill use advantage [acrobatics/balance])
- Skriven Sneakiness (skill use advantage [stealth/hide])
- Skriven Tumbling (skill use advantage [acrobatics/tumbling])
- Nightvision
- Scent
- Tail
Tengu
Minor:
- Nightvision
- Wings
Vanara
Minor:
- Nightvision
- Tail
Vishkanya
Minor:
- Venom
Wayang (small)
Universal
Many supernatural entities beyond the Middle Realm are capable of coupling with mortals of any lineage, resulting in the introduction of common otherwordly traits that can be found in any lineage.
Caelephelim
Descendents of natices of the Seven Heavens.
Minor:
Major:
Dhampir
Descendents of offspring who were still in their mothers womb while being fed upon by vampires.
Minor:
Major:
Ifrit
Descendents of natives of the Elemental Plane of Fire.
Minor:
- (energy resistance [fire])
Major:
- (magic affinity [fire])
Malephilim
Descendents of natives from the Seven Hells.
Minor:
Major:
Oread
Minor:
- (energy resistance [acid])
Major:
- (magic affinity [earth])
Sylph
Minor:
- (energy resistance [electric])
Major:
- (magic affinity [air])
Undine
Minor:
- (energy resistance [cold])
Major:
- (magic affinity [water])