of Ancestral Esoterica
Preface
Dear reader, I believe introductions are firstly in order. My name is Mayall Crux, and what you have before you is a compilation of my own notes and occasional musings into the various races that I have interacted with throughout my journey across the vastness of the multiverse.
I must confess that the very concept of the "multiverse" is still a new concept to me. For instance, where I come from I can count on one hand the number of distinct races that live on my world. Yet as I explore these new worlds and realities, meeting new people and places beyond my comprehension was like finding a dragon's horde of knowledge. And truly, there is so much to study!
It may also be valuable to you, dear reader, to know that my own background. I was an anthropologist turned diplomat back on my world. I believe the denizens of the multiverse consider me to be a "Lore bard," which is an adequate enough title. Nevertheless, I mention this as the contents of this collection will be coloured by that lens.
This all brings me back to this appendix. Inside is a plethora of new information based off my surveys and observations, which will hopefully serve to give you some further insight into the races that you have already met, and are yet to meet.
Part 1: Feats
The Racial Feats table shows which feats belong to which race option. The feats shown are listed in alphabetical order, and are meant to be used in conjuction with the race options available in Monsters of the Multiverse.
Racial Feats
| Race | |
|---|---|
| Aarakocra | Aerial Manoeuvres, Gusting Wings |
| Aasimar | Empowered Healing, Glowing Angel |
| Bugbear | Layabout, Litter Picker |
| Centaur | Animal Kinship, Barrelling Charger |
| Changeling | Obfuscation, Silver Tongue |
| Deep Gnome | Subterranean Guide, Underdark Distortion, Underground Diver |
| Duergar | Psionic Defenses, Subterranean Guide, Underground Diver |
| Eladrin | Magic of Seasons, Shifting Seasons |
| Fairy | Animal Kinship, Dazzling Gift, Faerie Dust |
| Firbolg | Animal Kinship, Caretaker of Nature, Giant Form |
| Genasi (Air) | Elemental Prodigy, Inheritance of Air |
| Genasi (Earth) | Elemental Prodigy, Inheritance of Earth |
| Genasi (Fire) | Elemental Prodigy, Inheritance of Fire |
| Genasi (Water) | Elemental Prodigy, Inheritance of Water |
| Githyanki | Astral Adept, Psychic Knight |
| Githzerai | Controlled Chaos, Material Creation |
| Goblin | Giant Slayer, Gloaming Lineage |
| Goliath | Driven Competitor, Fearsome Thrower, Giant Form |
| Harengon | Bun-Bun Charm, Fluffy Feet |
| Hobgoblin | Bloody Nose, Honour Through Ferocity |
| Kenku | Dreams of Flight, Expert Forgery |
| Kobold | Dragonsblood, Urd Gift |
| Lizardfolk | Animal Kinship, Cold-blooded Detachment, Hungry Jaws |
| Minotaur | Dedicated Tracker, Fearsome Bull |
| Orc | Close Combatant, Undying Endurance |
| Satyr | Dancing Feet, Master of Ceremonies |
| Sea Elf | Aquatic Kinship, Waterbender |
| Shadar-Kai | Boons of the Raven Queen, Shadow Warrior |
| Shifter | Bestial Connection, Totemic Magic |
| Tabaxi | Honed Senses, Sprightly Reflexes |
| Tortle | Hardened Shell, Shell Breaker |
| Triton | Waterbender, Weapon of the Sea |
| Yuan-Ti | Deadly Poison, Serpentine Senses |
Aerial Manoeuvres
Prerequisite: Aarakocra
You have mastered flying in the air. You don’t provoke opportunity attacks while flying, and if you flew at least 30 feet toward a target immediately before hitting it with a weapon attack, the target takes an extra 1d8 damage of the weapon’s type. Additionally, you can use your talons to make an unarmed strike as a bonus action.
Animal Kinship
Prerequisite: Centaur, Fairy, Firbolg, Lizardfolk
As guardians of the primaeval forests, you’re able to call upon their spirits to aid you when needed. You gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- You can cast the animal friendship spell an unlimited number of times with this feat, but you can target only Beast creatures that reside in forest or grassland environments. You ignore the Intelligence score restriction when casting the spell in this way. At 5th level, you can cast the conjure animals spell without using a spell slot, choosing animals that live in the aforementioned environments, and you must finish a long rest before you can cast it this way again. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat
Aquatic Kinship
Prerequisite: Sea-Elf
You are a true friend of the seas, and the creatures there recognise you as such. You gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20
- You can cast the animal friendship spell an unlimited number of times with this feat, but you can target only Beast creatures that have a swimming speed. You ignore the Intelligence score restriction when casting the spell in this way. At 5th level, you can cast the conjure animals spell without using a spell slot, choosing animals with a swimming speed, and you must finish a long rest before you can cast it this way again. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Astral Adept
Prerequisites: Githyanki
You draw upon your connection with the Astral Plane to strengthen your psionic abilities, granting you the following benefits:
- Astral Step. As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Telekinetic Deftness. When you cast the mage hand cantrip with your Githyanki Psionics trait, you can manifest the hand at a point within 60 feet of you, and move it up to 60 feet each time you use it. The hand vanishes if it is more than 60 feet from you or you cast this spell again.
Barrelling Charger
Prerequisites: Centaur
You gallop with ferocity and pace. Your movement speed increases by 10 feet. Additionally, when you use your Charge trait and proceed to use a bonus action to make an attack with your hooves, you can make the attack roll with advantage. If you hit, the target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or fall prone.
Bestial Connection
Prerequisites: Shifter
Your bestial bloodline runs deeper than most of your kind, granting you the following benefits:
- Ability Score Increase. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
- Pronounced Shifter. Your Creature Type changes to Beast for the duration of your transformation. You also gain additional benefits to the form you choose for your Shifting trait:
Beasthide. You have advantage on Constitution saving throws.
Longtooth. Once on each of your turns, when you hit a creature with your fangs, you can force it to succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or have it suffer a grievous wound; the creature has disadvantage on attack rolls during its next turn.
Swiftstride. You can use the Disengage action as a bonus action.
Wildhunt. You gain blindsight out to a range of 10 feet.
Bloody Nose
Prerequisites: Hobgoblin
Your distinct red/blue coloured nose is a sign of your potential prowess. You gain the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 20.
- You learn one 1st-level and one 2nd-level evocation spell of your choice from any class spell list. You can cast this spell once without expending a spell slot, and you must finish a long rest before you can do so again. You can also cast the spell using any available spell slots you have. This spell’s spellcasting ability is the ability score increased by this feat.
Boons of the Raven Queen
Prerequisites: Shadar-Kai
You have been afforded additional boons courtesy of the Raven Queen, granting you the following benefits:
- Memory Fragments. When using your Trance trait, you can give yourself one additional proficiency of your choice, which can be a skill, weapon, or tool proficiency. You tap into the repository of stored memories from those passed, kept by the Raven Queen.
- Raven Companion. You learn the find familiar spell, requiring no spell slot or components, and you can only summon a raven. While this raven is summoned, your proficiency bonus for the Perception skill is doubled (unless already affected by a feature that doubles proficiency bonus) and you can’t be surprised. You must finish a long rest before you can cast in this way again. You can also cast this spell using any spell slots you have. The spell's spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).
Bun-Bun Charm
Prerequisites: Harengon
You unashamedly lean into your adorable looks, and people love you for it. You gain the following benefits:
- Increase your Charisma by 1, to a maximum of 20.
- Whenever you make a Charisma (Persuasion) or Charisma (Performance) check, you can treat a roll of 7 or lower on the d20 as an 8.
- When a creature you can see within 5 feet of you, other than yourself, makes a Charisma (Persuasion) or Charisma (Performance) check, you can use your reaction to roll a d4 and add the number rolled to the check. You can do this after seeing the d20, but before knowing the result. You can’t use this reaction if the target of the check can’t see you.
Caretaker of Nature
Prerequisites: Firbolg
You know the importance of taking only what is needed in nature. You gain the following benefits:
- You gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
- When you use your Speech of Beast and Leaf trait, you can choose to communicate telepathically with Beasts, Plants, and vegetation that you can see within 30 feet of you.
- When you are in a coast, forest, hill, or grassland environment, you can cast the goodberry spell without requiring spell slots or components. You can do so an unlimited number of times, but the casting time for the spell becomes 1 hour. You can also cast the spell using any spell slots you have of the appropriate level.
Orcs throughout the multiverse are amazingly varied in their behaviour. On some worlds, they're treated no better than barbarians. On others, they are fierce warmongers. Yet in some worlds, they're peaceful druids and caretakers.
Close Combatant
Prerequisites: Orc
Like all orcs, you were born and bred for battle. You gain the following benefits:
- Increase your Strength or Constitution by 1, to a maximum of 20
- When you hit a creature with a melee weapon attack, you can force it to succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or have it drop its held item. If the creature is holding more than one item, it chooses which item to drop.
- You have advantage when attempting to grapple a creature that is your size or smaller.
Cold-blooded Detachment
Prerequisites: Lizardfolk
You survey your environment with extreme pragmatism. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- Whenever you make an ability check with a skill you gained proficiency in from your Nature’s Intuition trait, you can roll a d4 and add the number rolled to the ability check.
- When you are affected by the frightened or charmed condition, you can use an action to stop the condition. Once you use this action, you can’t do so again until you finish a long rest.
Controlled Chaos
Prerequisites: Githzerai
Through your time in Limbo, you’ve learned to harness the chaotic energy around you, granting you the following benefits:
- Chaos Nullification. When you or a creature you can see within 30 feet of you makes a d20 roll with advantage or disadvantage, you can use your reaction to nullify it. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Hedging Outcomes. You have a pool of d4 equal to your proficiency bonus. When you make an attack roll, ability check, or saving throw, you can roll any number of d4 to add to the d20 roll. You can do so after rolling the d20 but before knowing the outcome. You regain spent dice at the end of a long rest.
To be perfectly frank, I'm still not quite sure whether the satyr was showing me actual combat stances or if he was simply dancing in a middle of a mock fight.
Dancing Feet
Prerequisites: Satyr
Your propensity to perform delightful dances has given you a fine degree of coordination, granting you the following benefits:
- Evasive Footwork. When you start moving on your turn, you can immediately use a bonus action to roll a d8 and add the number rolled to your AC, which lasts until you stop moving. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.
- Swap. When you are within 5 feet of a creature that you can see, you can use an action to force it to succeed on a Dexterity saving throw (DC equal to 8 + your proficiency bonus + Dexterity modifier) or have it switch positions with you. A creature can willingly fail this saving throw. This movement doesn’t provoke opportunity attacks.
Dazzling Gift
Prerequisites: Fairy
You spread joy wherever you go, granting
you the following benefits:
- Gleefulness. You gain proficiency in the
Performance skill. If you already have
proficiency in this skill, you gain proficiency
in another skill of your choice. - Magical Talent. When you cast a spell
using your Fairy Magic trait, you don’t need
to be concentrating on that spell. A spell cast
in this way lasts for the spell’s duration or until
you cast this spell on the target again.
Deadly Poison
Prerequisites: Yuan-Ti
You emit a potent poison from your body as a result of your serpentine transformation. You gain the following benefits:
- When you use your Serpentine Spellcasting trait to cast the poison spray cantrip, its range becomes 30 feet. Additionally, a creature that succeeds on its saving throw against this spell takes half damage.
- When a creature hits you with a melee weapon attack, you can use your reaction to force the creature to succeed on a Constitution saving throw or have it be poisoned for 1 minute. It can repeat the saving throw at the start of each of its turns, ending the effect on a success. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest. You use the spellcasting ability from your Serpentine Spellcasting trait to determine the DC of this reaction.
Dedicated Tracker
Prerequisites: Minotaur
Your ability to track others is even stronger than those of your kind. You gain the following benefits:
- You have advantage on Dexterity (Stealth) checks when trying to move quietly indoors.
- You learn the hunter’s mark and locate object spells. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spell's spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).
Dragonsblood
Prerequisites: Kobold
Your draconic association is even more pronounced, granting you the following benefits:
- Draconic Resistance. You gain resistance to one of the following damage types: acid, cold, fire, lightning, poison.
- Powerful Legacy. You gain additional benefits depending on which option you chose for your Kobold Legacy trait.
Craftiness. You choose an additional skill from this list to become proficient in. Alternatively, you can choose a skill you have proficiency in from this trait, and double your proficiency bonus for any ability check you make 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.
Defiance. You have advantage on saving throws to avoid or end one of the following conditions on yourself: blinded, deafened, charmed, paralyzed, stunned.
Draconic Sorcery. You pick one cantrip from the sorcerer spell list. The chosen spell uses the same spellcasting ability as your Draconic Sorcery trait.
You can select this feat multiple times. Each time you do so, you must choose a different option for your Draconic Resistance and Powerful Legacy.
Prerequisites: Kenku Your never ending pursuit of wanting to fly has given you the limited ability to do so. You can cast the levitate spell as a bonus action without needing a spell slot or components, but you can only target yourself. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you have spell slots of 2nd level or higher, you can cast this spell with them. The spell's spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat). The goliaths I met were highly competitive. To a fault. They treated my interviews like some sort of contest, as if there was a "correct" answer to every question I was asking. I think they determined the winner by seeing who troubled me the least... Prerequisites: Goliath You constantly keep track of your accomplishments and make sure to never get outdone by others. You Prerequisites: Genasi (Any) You’re able to channel your elemental energy to further protect yourself and deal stronger blows to your foes. You gain the following benefits: Prerequisites: Aasimar You are able to use your powers to heal others more effectively. You gain the following benefits when using your Healing Hands trait:
Dreams of Flight
Driven Competitor
gain the following benefits:
30 feet of you makes an ability check
or attack roll with advantage, you can
use your reaction to give yourself
advantage on your next ability check
or attack roll before the end of your
next turn. You must finish a short
or long rest before you can use this
reaction again.
ability check, you can roll a d4 and
add the number rolled to the d20.Elemental Prodigy
Empowered Healing
Faerie Dust
Prerequisites: Fairy
In the Feywild, fairies are known to be skilled crafters of magical dust. You gain proficiency with alchemist’s supplies if you don’t already have it. With one hour of work using alchemist’s supplies and expending 50 gp worth of materials, you can create a number of pouches of dust equal to your proficiency bonus. As an action, you can sprinkle the dust onto a willing creature within 5 feet of you, and choose from the effects in the Fairy Dust table below. Any pouches of dust that remain at the end of your next long rest lose its potency.
- Alacrity. The creature can add 1d4 to its next initiative roll.
- Calmness. The creature has advantage on saving throws made to avoid or end the charmed or frightened condition on itself for the next hour.
- Disappearance. The creature turns invisible for 1 minute, along with anything it is wearing or carrying. This ends early if it makes an attack or casts a spell.
- Flight. The creature gains a flying speed of 30 feet for 1 minute. If the creature is airborne when this effect ends, it immediately falls to the ground.
- Hardiness. The creature gains 1d6 temporary hit points which disappear at the end of its next long rest.
Fearsome Bull
Prerequisites: Minotaur
Your imposing stature strikes fear into others. You gain the following benefits:
- When you make a Charisma (Intimidation) or Charisma (Persuasion) check, you can add your Strength modifier to the roll.
- Your horns deal piercing damage equal to 1d8 + your Strength modifier.
- When you use your Hammering Horns trait, the target has disadvantage on its saving throw if it is at least one size smaller than you.
Fluffy Feet
Prerequisites: Harengon
Your feet hold innate luck and power, and granting you the following benefits:
- Hopping Kick. Your hops are extra powerful and pack a mean punch… kick. When you use your Rabbit Hop trait and move towards a creature, you can make an unarmed strike against it. You use your Dexterity modifier for this attack, which deals 1d4 + your Dexterity modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. On a hit, you also push the target back 5 feet.
- Lucky Rabbit’s Foot. You're able to pull good fortune out of thin air. When you make an ability check, attack roll, or saving throw with disadvantage, you can use your reaction to roll with advantage instead of disadvantage. Once you use this reaction, you can’t do so again until you finish a short or long rest.
You may not believe this, dear reader, but it was a kenku that wrote this note! As you can see, I've perfectly mimicked both Mayall's handwriting and tone. Please ask for Scriber if you are in need of my services!
Forgery Master
Prerequisites: Kenku
Copying the works of others is second nature to you. You gain the following benefits:
- Increase your Dexterity or Intelligence by 1, to a maximum of 20.
- When you use your Expert Duplication trait to remake a duplicate, you can do so in half the time required.
- Whenever you make an ability check using artisans' tools, you can roll a d4 and add the number to the check. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Giant Form
Prerequisites: Firbolg, Goliath
You are deeply connected to your giant ancestry, granting you the following benefits:
- Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
- Growth Spurt. As a bonus action, you magically become Large if you aren’t this size already, along with anything you are wearing or carrying. If you lack the room to become Large, your size doesn't change. While in this form, you have advantage on Strength checks and Strength saving throws. Additionally, once per turn, your weapon attacks deal extra damage equal to your proficiency bonus. This form lasts for 1 minute, and you must finish a long rest before you can use this bonus action again.
Giant Slayer
Prerequisites: Goblin
You possess additional boons from your fey heritage to aid you against larger creatures. You gain the following benefits:
- When you make an attack roll against a creature that is at least one size larger than you, you can do so with advantage. If the attack hits and you use your Fury of the Small trait to deal extra damage, that extra damage is doubled. You must finish a short or long rest before you can use this benefit again.
- If you take the Attack action against a creature that is at least one size larger than you, you can make one weapon attack against the same creature as a bonus action. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gloaming Lineage
Prerequisites: Goblin
Your ancestors served the Gloaming Court before being conquered by Maglubiyet, and you have honed those fey gifts that have been passed down to you, granting the following benefits:
- Absolute Darkness. You can cast the darkness spell without needing a spell slot or components. When you cast the spell in this way, you can see through the spell’s darkness. You must finish a long rest before you can cast it this way again. If you have spell slots of 2nd level or higher, you can cast this spell with them. The spell's spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).
- Fearsome Ambush. When you attack a creature that is surprised, you can force it to succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or have it be frightened of you for 1 minute or until it takes any damage.
Glowing Angel
Prerequisites: Aasimar, 4th level
You’re able to bring forth the full might of your celestial powers. You can use your Celestial Revelation trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Your Creature Type also changes to Celestial for the duration of your Celestial Revelation.
Gusting Wings
Prerequisites: Aarakocra
You use your wings to whip up terribly strong winds. You can use your Wind Caller trait to cast the gust of wind spell a number of times equal to your proficiency bonus, regaining spent uses at the end of a long rest.
In addition, you can use an action and flap your wings to stir up a miniature tornado; choose a point you can see on the ground within 60 feet of you. You create a 5-foot-radius, 40-foot tall cylinder of air. Each creature inside the cylinder must succeed on a Strength saving throw or be restrained. You are immune to this effect. A creature that is restrained in the air stays there, rather than falling to the ground. This tornado lasts for 1 minute (as if you’re concentrating on a spell), and it ends early as a bonus action or if the tornado is more than 60 feet away from you. Also as a bonus action, you can move the tornado up to 30 feet in any direction. When you do so, creatures trapped inside the tornado move with it. Once you use this action, you can’t do so again until you finish a long rest. You use the spellcasting ability from your Wind Caller trait to determine the DC of this action.
Hardened Shell
Prerequisites: Tortle
Your shell exterior is harder than most. You gain the following benefits:
- The AC from your Natural Armour increases by 1.
- When you withdraw into your shell, bludgeoning, piercing, or slashing damage that you take is reduced by an amount equal to your proficiency bonus.
Honed Senses
Prerequisites: Tabaxi
Your senses are as sharp as any predatory feline. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You can use the Search action as a bonus action.
- You have advantage on Wisdom (Perception) checks that rely on smell.
Honour Through Ferocity
Prerequisites: Hobgoblin
You will do anything to obtain glory on the battlefield. You gain the following benefits:
- When you take the Attack action and reduce a hostile creature’s hit points to 0 with an attack, you can make an additional attack as part of the same action.
- Once on each of your turns, when you hit a creature with an attack roll, you can deal additional damage equal to your proficiency bonus.
- You have advantage on saving throws made to avoid or end the frightened condition on yourself.
The enlongated snouts that belonged to the lizardfolk I met seemed to be unique among its kind. Are they perhaps some sort of offshoot?
Hungry Jaws
Prerequisites: Lizardfolk
Your jaws have incredible gripping power; you can use them to attempt to grapple a creature that is your size or smaller, but you can do so only by making a Strength (Athletics) check. If you successfully grapple a creature in this way, your speed becomes 0 until you let go of the creature, unless both of you are fully submerged underwater. Additionally, at the start of each of the creature’s turns, it takes 1d6 + your Strength modifier slashing damage, and you have advantage on attack rolls against the grappled creature when you attack with your Bite.
Inheritance of Air
Prerequisites: Genasi (Air), Pact Magic or Spellcasting
You have a greater command over the element of air. When you cast a spell using your Mingle with the Wind trait, you regain the ability to cast that spell when you finish a short or long rest. You also have the following spells added to the spell list of your spellcasting class, as shown in the Inheritance of Air Spells table. The spells’ spellcasting ability is the same one you use for your Mingle with the Wind trait.
Inheritance of Air Spells
| Spell Level | Spells |
|---|---|
| 3rd | fly, wind wall |
| 4th | freedom of movement, storm sphere |
| 5th | control winds |
Inheritance of Earth
Prerequisites: Genasi (Earth), Pact Magic or Spellcasting
You have a greater command over the element of earth. When you cast a spell using your Merge with Stone trait, you regain the ability to cast that spell when you finish a short or long rest. Additionally, you can cast the earth tremor spell without a spell slot, regaining the ability to do so when you finish a short or long rest. You can also cast it using any spell slots you have of the appropriate level. The spells’ spellcasting ability is the same one you use for your Merge with Stone trait.
In addition, you have the following spells added to the spell list of your spellcasting class, as shown in the Inheritance of Earth Spells table.
Inheritance of Earth Spells
| Spell Level | Spells |
|---|---|
| 3rd | erupting earth, meld into stone |
| 4th | stone shape, stoneskin |
| 5th | wall of stone |
Inheritance of Fire
Prerequisites: Genasi (Fire), Pact Magic or Spellcasting
You have a greater command over the element of fire. When you cast a spell using your Reach to the Blaze trait, you regain the ability to cast that spell when you finish a short or long rest. You also have the following spells added to the spell list of your spellcasting class, as shown in the Inheritance of Fire Spells table. The spells’ spellcasting ability is the same one you use for your Reach to the Blaze trait.
Inheritance of Fire Spells
| Spell Level | Spells |
|---|---|
| 3rd | fireball, Melf's minute meteors |
| 4th | aura of life, fire shield |
| 5th | flame strike |
Inheritance of Water
Prerequisites: Genasi (Water), Pact Magic or Spellcasting
You have a greater command over the element of water. When you cast a spell using your Call to the Wave trait, you regain the ability to cast that spell when you finish a short or long rest. You also have the following spells added to the spell list of your spellcasting class, as shown in the Inheritance of Water Spells table. The spells’ spellcasting ability is the same one you use for your Call to the Wave trait.
Inheritance of Water Spells
| Spell Level | Spells |
|---|---|
| 2nd | Melf's acid arrow |
| 3rd | wall of water |
| 4th | control water, ice storm |
| 5th | maelstrom |
Layabout
Prerequisites: Bugbear
While not engaged in battle, you become particularly sedentary. You gain the following benefits:
- Once per day, you can finish a short rest in 10 minutes, instead of 1 hour.
- You treat any 1 on a Hit Die you roll as a 2.
- When you are at your hit point maximum, you can take a short rest, expending and rolling any number of Hit Dice from your pool. Your hit point maximum increases by an amount equal to the number rolled plus your Constitution modifier. This lasts until the end of your next long rest.
Litter Picker
Prerequisites: Bugbear
You keenly identify weaker individuals among a pack to take apart. When you hit a creature with a weapon attack, you deal an extra 1d8 damage of the weapon’s type if the creature is below its hit point maximum. You can deal this extra damage only once on each of your turns. If you score a critical hit on the attack roll, you deal an extra 2d8 damage (for a total of 3d8 damage).
Magic of Seasons
Prerequisites: Eladrin
You draw magical power from the cycle of the seasons. You gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You can cast the following spells once, depending on the season you are in: flame blade (Summer), hold person (Winter), moonbeam (Autumn), suggestion (Spring). When you cast in this way, you require no spell slots or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Master of Ceremonies
Prerequisites: Satyr
You brighten up any place with merriment, granting you the following benefits:
- Performer's Revelry. When you make a Charisma (Performance) check or an ability check with a musical instrument, you can roll a d4 and add the number rolled to the ability check.
- Serenade Song. As an action, you can begin playing a musical instrument you are proficient in. Each creature of your choice within 30 feet of you that can hear you must succeed on Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be charmed by you for 1 minute or until it takes any damage. You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.
Material Creation
Prerequisites: Githzerai
As an action, you can use the chaotic energy around you to spontaneously manifest a nonmagical item in an unoccupied space you can see within 10 feet of you. This item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 10 times your level, and the item must be Medium or smaller. Once you create an item in this way, you can't do so again until you finish a long rest. You can have only one item created using this action at a time. If you already have a created item when you use this action, the first one immediately vanishes.
Additionally, if you have not already used this action before your next long rest, you can attempt to affect permanence onto an item you have already created. Make a spellcasting ability check against a DC of 13 or the gp value of the item divided by 5, whichever is higher; you use the spellcasting ability from your Githzerai Psionics trait for this check. On a success, the item properly exists in reality and doesn’t vanish when you use this feat to create a new item. On a failure, the chosen item vanishes. Once you make this attempt, you can’t repeat it and you can’t manifest a new item using this feat until you finish a long rest.
Obfuscation
Prerequisites: Changeling
You draw on magic from your fey heritage to obscure your identity even further. You gain the following benefits:
- You can use your Shapechanger trait as a bonus action once, and you must finish a long rest before you can do so again.
- You can cast the disguise self spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. You can also cast the spell using spell slots you have of the appropriate level. The spell's spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).
Psionic Defenses
Prerequisites: Duergar
You use your psychic powers to defend others, granting you the following benefits:
- Shield of Free Will. As an action, you emit a psychic shield in a 30-foot radius centred on yourself, which lasts for up to 1 minute (as if you’re concentrating on a spell). Creatures of your choice within this aura gain the benefit of your Psionic Fortitude trait. Once you use this action, you can’t do so again until you finish a long rest.
- Psychic Latency. When an attacker you can see makes an attack roll against you or a creature you can see within 30 feet of you, you can use your reaction to impose disadvantage on the roll. If the creature still hits, it takes psychic damage equal to your level. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Psychic Knight
Prerequisites: Githyanki
You project force of will into both your offence and defence during combat. You gain the following benefits:
- You can deal an extra 2d6 psychic damage when you hit a target with a weapon attack, which you can do no more than once per turn. You can deal this extra damage a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- If you are hit by an attack and you can see the attacker, you can use your reaction to psychically shield yourself, adding your proficiency bonus to your AC and potentially turning the hit into a miss. You can’t use this reaction if you are charmed or frightened.
Serpentine Senses
Prerequisites: Yuan-Ti
Your transformation has given your senses more snake-like qualities. You gain the following benefits:
- You have blindsight out to a range of 10 feet.
- You have advantage on Wisdom (Perception) checks that rely on smell.
Shadow Warrior
Prerequisites: Shadar-Kai
Your link with the Shadowfell has bestowed you with unique powers, granting you the following benefits:
- Ability Score Increase. Increase Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- Blade of Darkness. You learn the shadow blade spell, requiring no spell slots and without needing to maintain concentration, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
I've heard so much about how a tortle considers its shell as a home, not simply a defensive mechanism. So imagine my surprise when I see one slip out of its shell like how one takes off clothes! Maybe tortles have different shells for different occasions?
Shell Breaker
Prerequisites: Tortle
Unique among Tortles, you’re able to
burst out of your shell to give yourself
extra mobility. You gain the following
benefits:
- Ability Score Increase. Increase your
Dexterity score by 1, to a maximum
of 20. - Shed Shell. As a bonus action, you can
break out of your shell, and you can
return to it as a bonus action. You
must finish a long rest before you
can use this bonus action again.
Also, while outside your shell, you
lose your Natural Armour and
Shell Defense traits, replacing
them with the following benefits:
- Your speed becomes 40 feet.
- You have advantage on Dexterity checks and Dexterity saving throws. Additionally, when you make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- You have an extra action you can take on each of your turns, which can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
- When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
The number of subraces that elves possess seem to be endless! What it is about them that makes them more susceptible to such branching? Their long lives? Their fey heritage? What's interesting to me is just how distinct their cultures are from one another. I would have never guessed that an eladrin and shadar-kai were both elves at first glance.
Shifting Seasons
Prerequisites: Eladrin
Your seasons quickly change with your emotions, granting you the following benefits:
- Sudden Change. As an action, you can change your current season into another, and you must finish a long rest before you can do so again.
- Seasonal Protection. You gain resistance to a damage type depending on the season you are in: Cold (Winter), Fire (Summer), Poison (Spring), or Radiant (Autumn).
Silver Tongue
Prerequisites: Changeling
Your slippery mannerisms are hard to pin down. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- Once, before the end of your next long rest, you can change one of the skill proficiencies gained from your Changeling Instincts into another.
- Whenever you make an ability check with a skill you gained proficiency in from your Changeling Instincts trait, you can roll a d4 and add the number rolled to the ability check. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Sprightly Reflexes
Prerequisite: Tabaxi
Your reflexes are a cut above. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You can use the Disengage action as a bonus action.
- Getting up from prone only costs 5 feet of movement rather than half your speed. Additionally, when you use your Feline Agility trait while prone, you don’t suffer any reduction in movement speed as a result of being prone.
Subterranean Guide
Prerequisites: Deep Gnome, Duergar
You have spent so much time living in the Underdark’s winding caverns that navigating them is second nature to you. You gain the following benefits:
- As a bonus action, you can give yourself tremorsense out to a range of 10 feet which lasts for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.
- Dim light doesn’t pose disadvantage on your Intelligence (Investigation) or Wisdom (Perception) checks.
- You have advantage on ability checks made to find an exit from a cave system or to retrace your steps while inside one.
Totemic Magic
Prerequisite: Shifter, Spellcasting or Pact Magic
Your bestial lineage also comes with it the spark of latent magical potential, granting you the following benefits:
- Ability Score Increase. Increase your Wisdom, Intelligence, or Charisma score by 1, to a maximum of 20.
- Primal Focus. When you transform using your Shifting trait, you summon a unique arcane focus that is worn around your neck as a necklace, a ring on your finger, or a bracelet on your wrist or ankle (your choice). You can use this arcane focus for your spells, which gain additional benefits based on your the form you choose for your Shifting trait:
Beasthide. When you cast a spell that restores hit points, each target of the spell also gains 1d6 temporary hit points, which lasts for 1 minute.
Longtooth. When you cast a spell on your turn, you can use a bonus action to summon spectral fangs, making a ranged spell attack against a target you can see within 30 feet of you; you don’t roll with disadvantage when choosing a target within 5 feet of you. If you hit with this attack, you can force the target to succeed on a Constitution saving throw or have it be poisoned for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on a success. This attack's spellcasting modifier is the ability score increased by this feat.
Swiftstride. When you cast a spell with a range of touch, you can give the target of the spell an additional 5 feet of movement speed, which lasts for the spell's duration.
Wildhunt. When you cast a spell that forces a creature to make a saving throw, choose one target of the spell. If it fails its saving throw, the next attack roll made against it has advantage.
Underdark Distortion
Prerequisites: Deep Gnome
You’re able to make your form look hazy even when being directly looked at. You gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You can cast the blur spell as a bonus action without using a spell slot, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Underground Diver
Prerequisites: 4th level, Subterranean Guide feat
You’ve honed your subterranean abilities further. You gain a burrow speed equal to half your movement speed. While you are burrowing, your tremorsense expands to a range of 30 feet.
Urd Gift
Prerequisites: Kobold
You’ve spontaneously developed a pair of wings, a blessing from the godling Kurayulek, represented by the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20
- You gain a flying speed equal to your walking speed, which you can use as long as you aren’t wearing medium or heavy armour.
Waterbender
Prerequisite: Sea Elf, Triton
You have been blessed with the magic of the oceans. You gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- While you are fully submerged in water, you can use a bonus action to turn invisible until the start of your next turn or until you make an attack or cast a spell. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.
- You can cast the create or destroy water spell. When you reach 5th level, you can also cast the wall of water spell. You can cast these spells requiring no spell slot or components, and you must finish a long rest before you can cast the spells in this way again. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Weapon of the Sea
Prerequisite: Triton
As protector of the oceans, you’ve taken up arms with the weapon most suited to the task. You gain proficiency in the trident, and you have the following benefits while wielding it:
- You can use a trident as a spellcasting focus for the spells you cast using your Control Air and Water trait.
- The trident’s attacks deal cold damage, and its thrown range becomes 40/120 ft. When you throw the weapon, it immediately returns to your hand.
- Once on each of your turns, when you hit a creature with the trident, you can force it to succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or have its speed reduced by 10 feet until the start of your next turn.
Part 2: Character Options
This part introduces an optional mechanic that can be used to emphasize your character's mixed ancestry. If your character is the offspring of two different races, you can use the following rules below:
Mixed Lineage
Most race options have a common set of traits. As a child of mixed ancestry, you can use this rule to customise your character’s unique racial traits.
You have 4 lineage points to spend on the following options below (options worth 0 points are mandatory). Each option is worth a different amount of points, and you can’t pick more than one of each type. You adopt the racial trait taken from the race of your parents when you pick an option. If a trait covers more than one option from the list below (eg. Dwarven Resilience), it takes up all options and the points are added together. A trait that doesn't fit the options below can't be chosen.
Ability Score Increases
You increase one ability score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20. 0 points.
Languages
Your character can speak, read, and write Common and one other language from the Player's Handbook, that you and your DM agree is appropriate for the character. 0 points.
Creature Type
You are a Humanoid, worth 0 points. If one of your parents is a Creature Type that isn’t Humanoid, or if your parent belongs to a wider racial group, such as an elf or dwarf, you can choose that option instead which costs 1 point.
Size
You are Medium. If one of your parents can be a size of Small, you can choose to be Small or Medium. 0 points.
Speed
Your walking speed is 30 feet, worth 0 points. If one of your parents has a unique movement speed option, such as swimming or flying, or if your parent’s movement speed is more than 30 feet, you can choose this option, worth 1 point.
Darkvision
You can choose this trait if one of your parents has darkvision. The range of the darkvision does not affect the amount of lineage points spent. 0.5 points.
Condition Saving Throws
You can choose this option if one of your parents has a trait that gives them advantage on saving throws to avoid or end one or more conditions. 1 point.
Damage Resistance
You can choose this option if one of your parents exhibit a trait that grants resistance to a damage type. 1 point for each damage resistance.
Skill Proficiencies
You can choose this option if one of your parents has a trait that allows them to pick a skill proficiency upon choosing the race option. This does not include traits that give changeable proficiencies. 0.5 points for each skill proficiency.
Spellcasting
You can choose this option if one of your parents has a trait that allows them to cast spells without using spell slots.
1 point for one spell, 2 points for two or more spells.
Tool and Weapon Proficiencies
You can choose this option if one of your parents has a trait that allows them to pick a tool or weapon proficiency upon choosing the race option. This does not include traits that give changeable proficiencies. 0.5 points.
Natural Weapon
You can choose this trait if one of your parents sports a natural weapon that can be used to make unarmed strikes like horns, jaws, or hooves. 1 point.
Unique Rechargeable Trait
You can choose this option if one of your parents has a trait unique to their race that can be used once before finishing a short or long rest (such as a half-orc’s Relentless Endurance), or a number of times equal to your proficiency bonus (such as a shifter’s Shifting trait). A trait that requires a short or long rest to be used again costs 2.5 points, while a trait that can be used a number of times equal to your proficiency bonus costs 3 points.
Mayall's Example Corner
Let's try a harder example right off the bat! I'm sure you, dear reader, will have no trouble figuring out the simpler trait combinations.
Example 1: Vael is the child of a drow father and multiverse duergar mother. He inherits Dwarven Resilience from his mother, worth 2 points because it offers a damage resistance and a saving throw advantage on a condition. This also means he won't be able to inherit Fey Ancestry from his father. Instead, he could take Drow Magic OR Drow Weapon Training, Superior Darkvision, and Keen Senses. Both options bring us to a total of 4 points!
Example 2: Xi'va has a multiverse githyank father and multiverse shadar-kai mother. Xi'va inherits Astral Knowledge, worth 3.5 points; 2.5 points from being a unique trait on a long rest, and 1 point from giving one skill and tool/weapon proficiency. Because of this, Xiva can only inherit darkvision from her mother.
Your Lineage is in Your Hands
Made by /u/Stuffies_12 (#Stuffies12#7807). Created in GM Binder.
There is still so much more to learn about the races that live amongst the multiverse. What will you glean from your adventures?
Front Cover - Mavinda, Students' Advocate by Wesley Burt
Page 2 Art - "Sea Elf" official art from "Monsters of the Multiverse" (pg30)
Page 4 Art - "Fairy" official art from "Monsters of the Multiverse" (pg14)
Page 5 Art - "Kettlesteam the Kenku" official art from "Wild Beyond the Witchlight" (pg52)
Page 7 Art - "Aasimar" official art from "Volo's Guide to Monsters" (pg105)
Page 9 Art - MtG: Gallia of the Endless Dance by Johannes Voss
Page 11 Art - "Deep Gnome" official art from "Monsters of the Multiverse" (pg11) and "Shifter" official art from "Eberron: Rising from the Last War" (pg33)
Page 12 Art - Triton Tactics by Jack Wang
Back Cover - Welcome to Strixhaven by Dave Greco
Notes and Disclaimer
Karamela's White Day Return Gift is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Special thanks to exoduspie, Inkayaku, and Juan Bot for their feedback and support.
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