Ancestry: Twinned Lineage (5.5)

by SovereignLeaderLore

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Ancestry: Twinned Lineage


When two people of different ancestries come together, they produce people that share the traits of both parents- people who can trace their origins back down two distinct lineages.

People of twinned lineage have appearances that combine characteristics of both the normal ancestries. An individual with both orcish and human parents might have human skin in shades of green, a child of a human and a tiefling might have a single horn and solid eyes, a dwarf and a Yuan-Ti's child half might have snake-like eyes, and so on.

Twinned Lineage Traits

Ability Score Increase. One ability score of your choice increases by 2, and another by 1, to a maximum of 20.


Age. A person of twinned lineage lives about as long as the average lifespan between both their parents.


Alignment. A person of twinned lineage typically inherits the alignment of their parentage, not leaning towards any particular alignment.


Creature Type. You are a humanoid.


Size. Your size is Medium or Small. You choose your size when you choose this Ancestry.


Speed. Your base walking speed is 30 feet.


Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.


Versatility. You are proficient in one skill or tool of your choice.


Languages. You can speak, read, and write Common and one language of your choice.


Twinned Heritage. You gain two Heritage Traits, which are listed on the right.

Heritage Traits

Adept Traveler (Badlands Orc)

You can travel twice the normal distance per day while exploring. Additionally, traveling at a fast pace doesn't impose a penalty to your passive perception score.

Aggressive Sprinter (Tangle Orc)

Once per turn, you can use a bonus action to increase your movement speed by 15 feet, provided you can end your turn within 5 feet of a hostile creature.

Arctic Hunter (Frost Orc)

You are proficient in the Survival skill.

Arctic Native (Arctic Elf)

You only require half the normal amount rations each day, and are adapted to extreme cold.

Artificer's Lore (Tinker Gnome)

Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.

Amphibious (Water Genasi)

You can breathe air and water.

Brutal Bite (Gnoll, Lizardfolk, or Tyrannos Saurian)

Your bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d6 Piercing damage on a hit.

Cantrip (High Elf)

You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Chaos Magic (Marauder Aasimar)

You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast Chromatic Orb once as a 1st level spell. When you reach 5th level, you can cast the Crown of Madness spell once as a 2nd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Claws (Klaw, Tabaxi, Tortle)

Your claws are natural melee weapons, which count as simple melee weapons with which you are proficient.. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Civil Crafter (Civildog Lupin or Pteradas Saurian)

You have proficiency in two tools of your choice.

Constrictor (Ophidianite Yuan-Ti)

You have a powerful tail you can use to grapple creatures. While you are grappling a creature using your tail, you can use a bonus action on your turn to deal 1d4 Bludgeoning damage + your Strength modifier to it.

Cosmic Breath (Astral Orc)

You can breathe in air and the vacuum of Wildspace.

Daunting Roar (Leonin Tabaxi)

As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become Frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this feature, you can't use it again until you finish a short or long rest.

Desert Native (Desert Elf)

You only require half the normal amount rations each day, and are adapted to extreme heat.

Draconic Cry (Kobold)

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. 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.

Dragon Hide (Dragonborn)

You have a +1 bonus to AC.

Drow Magic (Dark Elf)

You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once as a 1st level spell. When you reach 5th level, you can cast the Darkness spell once as a 2nd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Dwarven Resilience (Dwarf)

You have advantage on saving throws against poison, and you are resistant to Poison damage.

Earth Walk (Earth Genasi)

You can move across nonmagical difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.

Ecolocation (Chiropteran)

As a bonus action, you can let out a loud screech, which can be heard up to 60 feet away. Until the start of your next turn, youhave 60 feet of Blindsight. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Once you use this trait, you must complete a short or long rest to do so again.

Elf Weapon Training (High or Wood Elf)

You have proficiency with the longsword, shortsword, shortbow, and longbow.

Eye Beams

As an action, you can fire a beam of magic from one of your eyes. You cast one of the following spells, requiring no material or somatic components. Constitution is your spellcasting ability for it.

  • Catapult
  • Charm Person
  • Ray of Sickness

Once you cast one of these spells, you can't cast that spell again until you complete a long rest.

Fairy Magic (Fairy)

You know the Druidcraft cantrip. Starting at 3rd level, you can cast the Faerie Fire spell once as a 1st level spellStarting at 5th level, you can also cast the Enlarge/Reduce spell once as a 2nd level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Feline Agility (Stryder Tabaxi)

Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can choose to Dash as a bonus action. Once you use this feature, you must complete a short or long rest to do so again.

Fey Step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.

Fleet of Foot (Wood Elf)

Your base walking speed increases to 35 feet.

Fire Resistance (Fire Genasi)

You have resistance to Fire damage.

Firespawn Magic (Firespawn Tiefling)

You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Foxfire (Kitsune)

A crack of one or multiple of your tails sparks wisps of blue energy. Choose either Fire or Lightning when you choose this trait. When you make an unarmed strike as an action, you can choose to draw upon this spiritual magic. When you do so, the attack has a 20 foot reach, and deals 1d4 damage of the chosen type (no ability modifier is added to the damage roll).

Gale Winds (Aarakocra Fledgling)

Starting at 3rd level, you can cast the Gust of Wind spell as a 2nd level spell, requiring no material components. You must finish a short or long rest to cast this spells again with this trait. Constitution is your spellcasting ability for this spell.

Gnome Cunning (Gnome)

You have a +1 bonus to all Intelligence, Wisdom, and Charisma saves against spells and other magical effects.

Hollow Soul (Hollow Aasimar)

You have advantage on saving throws against being Charmed or Frightened.

Horns (Minotaur)

Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal Piercing damage equal to 1d4 + your Strength modifier, instead of the Bludgeoning damage normal for an unarmed strike.

Hulking Form (Ankylos Saurian)

Your base movement speed is 25 feet instead of 30 feet, but you have advantage on saving throws against being moved against your will.

Human Versatility (Human)

You have proficiency in one skill of your choice, and your carry weight is increased by 1/4.

Hydro Blast (Mosa Saurian)

You can release powerful bouts of water from your mouth as a natural weapon, which count as a simple ranged weapon with which you are proficient. It has the loading property, and a 30 foot /60 foot range. If you hit with it, you deal Bludgeoning damage equal to 1d4 + your Strength modifier, instead of the Bludgeoning damage normal for an unarmed strike. To reload this natural weapon, you must swallow at least 1 gallon of water.

Iceborn Magic (Iceborn Tiefling)

You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Ice Knife spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Gust of Wind spell once as a 2nd level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Incredible Smell (Lupin)

You have advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on smell.

Lawful Rebuke (Arbiter Aasimar)

At 3rd level, when a creature within 60 feet of you deals damage to you, you can use your reaction to rebuke it. The target must succeed a Wisdom saving throw, where the DC equals 8 + your proficiency bonus + your Constitution modifier. On a failed save, creatures take 1d6 Psychic damage. Once you use this feature, you must complete a long rest to do so again.

Mask of the Wild (Wood Elf)

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Mimicry (Kenku)

You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

Mirthful Leaps (Satyr)

You can make a long or high jump without a running start.

Negative Resistance (Scourge Aasimar)

You have resistance to Necrotic damage.

Nimble (Halfling, Ratfolk)

Your size is Small. Additionally, you can move through the space of any creature that is of a size larger than yours.

Nimble Escapist (Goblin)

You can take the Disengage or Hide action as a bonus action on each of your turns.

Owlin Feathers (Owlin Fledgling)

You have proficiency in Stealth.

Positive Resistance (Protector Aasimar)

You are resistant to Radiant damage.

Powerful Build (Centaur, Orc, Goliath, Loxodon)

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Rabbit Hop (Harengon)

You can jump double the normal distance, and don't need a running start to jump.

Rallying Howl (Wildhound Lupin)

As a bonus action, you can let out a loud howl that can be heard up to 300 feet away. Creatures of your choice within 30 feet of you when you howl gain 2d4 + 2 temporary hit points. Once you use this feature, you must complete a short or long rest to do so again.

Saurian Magic (Triceras Saurian)

You know the Light cantrip. When you reach 3rd level, you can cast the Identify spell once as a 1st level spell. When you reach 5th level, you can cast the Arcane Lock spell once as a 2nd level spell. You must finish a long rest to cast these spells again with this trait. Wisdom is your spellcasting ability for these spells.

Sea Weapon Training (Wave Orc)

You have proficiency with the blowgun, net, pike, and trident.

Serpent Spellcasting (Pureblood Yuan-Ti)

You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Siren's Song (Siren)

You know the Friends cantrip. When you cast it, you use verbal components instead of somatic or material.

Speech of Beast and Leaf (Firbolg)

You have the ability to communicate in a limited manner with beasts and plants. 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 checks you make to influence them.

Street Smarts (City Orc)

You have advantage on checks made to hide and track in urban environments.

Swim Speed (Sea Elf)

You have a swimming speed of 30 feet.

Telekinetic Hand (Deep Orc)

You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. Intelligence is your spellcasting ability for it.

Trunk

You have a trunk, which you can use to grasp things and 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 tasks: 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. It can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

Unending Breath (Air Genasi)

Channeling the power of elemental air, you don't need to breathe.

Wormhole Step (Cosmic Elf)

Once per long rest as a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see.

Twinned Lineage Prestige

The Twinned Lineage can also be played as a Prestige ancestry, taken after character creation at any point when you would receive a Feat in place of taking a regular Feat. A character must meet the following prerequisites to do so:

  • You cannot already be a Twinned Lineage.
  • You can't already have a Prestige Ancestry.

Your DM might allow you to ignore this prerequisite, and may allow you to take this Prestige ancestry at 1st level.


Regardless of when you gain this ancestry, its features modify or add onto your base ancestry's. If a feature is present on both the prestige ancestry and the base ancestry, you take the version of the feature in the prestige ancestry. If you gain more than one prestige ancestry, you use the newest version of any feature it has that you previously gained.


When you play this ancestry as a Prestige ancestry, you gain the benefits of its Twinned Heritage feature.

 

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