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The Protoborn
\pagebreak # The Protoborn ## Suffused with power Whether born infused with it in their blood while in the womb or created through experimentation or magic ritual, the Protoborn are individuals which have an innate connection with energy from the Inner Planes. These individuals may have small indications that they are not entirely human, such as eyes that glow or spark with energy, smoke rising from their eyes or skin, a film on their skin that causes minor irritations to others, etc. Other than these minor differences they appear more or less like others of their base race. ## Protoborn Traits **Creature Type.** You are a Humanoid **Size.** You are Medium or Small. You choose the size when you gain this lineage. **Speed.** Your walking speed is 30 feet. **Ancestral Legacy.** If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. **Elemental Blood.** Energies course through your veins tied to whichever plane influenced your transformation. Choose an elemental infusion associated with the plane you are bonded with from the following: Water or Ice (Cold), Fire or Magma (Fire), Air (Lightning or Thunder), Ash (Poison or Fire), Ooze (Poison or Acid), or Earth (Acid). This element is present in your blood and cannot be changed after being chosen. Once per turn, when you take the Attack action on your turn, you can imbue one of your attacks with burst of energy. The target, and other creatures within 5ft of the target, must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d8 damage of the type associated with your Elemental Infusion. On a successful save, it takes half as much damage. Other creatures within 5ft of the target take half as much damage on a failed save and no damage on a successful one. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You may imbue an attack this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. **Damage Resistance.** You have resistance to the energy type associated with your chosen elemental infusion. **Boon Of The Blood.** Upon reaching 5th level, the energy that transformed your body gains you a boon based on the plane you share a connection with. These effects last 1 minute per character level or until dismissed. Not all of the time needs to be used at once, you may split the time up throughout your day expending a minimum of minute per use. **Fire**: *Burn* If the target of the your elemental imbued attack is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 1d8 fire damage at the start of each of its turns. **Earth**. *Earth Glide* You can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you moves through. **Water**: *Tidebound* While your boon is active, you have a swim speed equal to your walking speed, you also become amphibious, gaining the ability to breath in water and air. **Ice**: *Ice Walk* You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost you extra movement if you are walking. **Air**: *Child Of The Wind* You are constantly under the effect of the Feather Fall spell while your boon is active, additionally you can glide 20ft for every 10 ft you fall. **Ash**: *Breathless* You do not need to breathe though you can if you choose to, due to this you are immune to inhaled poisons. **Ooze**: *Spider Climb* While your boon is active you have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. **Magma** *Tempered Buoyancy* While your boon is active you can traverse molten rock as if it were solid ground and take no damage from traversing across the molten material. This protection does not extend to any nonmagical equipment or clothing you wear.
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