U A Gothic Lineages - Wizards Of The Coast

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UNEARTHED ARCANA 2021Gothic LineagesBy F. Wesley Schneider, Ben Petrisor, and Jeremy Crawford, with input from the rest of the D&D design teamThis Is Playtest MaterialThe material in this article is presented for playtestingand to spark your imagination. These game mechanicsare in draft form, usable in your campaign but notrefined by full game design and editing. They aren’tofficially part of the game and aren’t permitted in D&DAdventurers League events.The best way for you to give us feedback is in thesurvey we’ll release on the D&D website soon. If wedecide to make this material official, it will be refinedbased on your feedback, and then it will appear in aD&D book.The character options you read here might be moreor less powerful than options in the Player’s Handbook.If a design survives playtesting, we adjust its power tothe desirable level before official publication. Thismeans an option could be more or less powerful in itsfinal form.This document features three new race optionsto playtest for player characters in D&D: Dhampir Hexblood RebornThese options are special; you can choose one atcharacter creation or at an appropriate timelater in a campaign, transforming your character.Creating Your CharacterAt 1st level, you choose whether your characteris a member of the human race or of one of thegame’s fantastical races. Alternatively, you canchoose one of the following lineages. If youchoose a lineage, you might have once been amember of another race, but you aren’t anylonger. You now possess only your lineage’sracial traits.When you create a character using a lineageoption here, follow these additional rules duringcharacter creation. 2021 Wizards of the Coast LLCAbility Score IncreasesWhen you determine your ability scores,increase one of those scores by 2, and increase adifferent one by 1. These increases can’t raise ascore above 20. You follow this rule regardless ofthe method you use to determine the scores,such as rolling or point buy. If you are replacingyour race with a lineage, replace any AbilityScore Increases you previously had with these.LanguagesYour character can speak, read, and writeCommon and one other language that you andyour DM agree is appropriate for the character.The Player’s Handbook offers a list of widespreadlanguages to choose from. The DM is free to addor remove languages from that list for aparticular campaign. If you are replacing yourrace with a lineage, you retain any languages youhad and gain no new languages.Creature TypeEvery creature in D&D, including every playercharacter, has a special tag in the rules thatidentifies the type of creature they are. Mostplayer characters are of the Humanoid type. Arace option presented here tells you what yourcharacter’s creature type is.List of Types. Here’s a list of the game’screature types in alphabetical order: Aberration,Beast, Celestial, Construct, Dragon, Elemental,Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze,Plant, Undead. These types don’t have rulesthemselves, but some rules in the game affectcreatures of certain types in different ways. Forexample, the text of the cure wounds spellspecifies that the spell doesn’t work on acreature that has the Construct or Undead type.Having More Than One Type. Some creaturesare of more than one creature type. If an effectworks on at least one of a creature’s types, thateffect can work on that creature. For example, ifyou are both a Humanoid and an Undead, curewounds works on you, since the spell works on aHumanoid.1

Design Note: Changes to Racial TraitsIn 2020, the book Tasha’s Cauldron of Everythingintroduced the option to customize several of yourcharacter’s racial traits, specifically the Ability ScoreIncrease trait, the Language trait, and traits that giveskill, armor, weapon, or tool proficiencies.Following in that book’s footsteps, the race options inthis article and in future D&D books lack the AbilityScore Increase trait, the Language trait, the Alignmenttrait, and any other trait that is purely cultural. Racialtraits henceforth reflect only the physical or magicalrealities of being a player character who’s a member ofa particular lineage. Such traits include things likedarkvision, a breath weapon (as in the dragonborn), orinnate magical ability (as in the forest gnome). Suchtraits don’t include cultural characteristics, like languageor training with a weapon or a tool, and the traits alsodon’t include an alignment suggestion, since alignmentis a choice for each individual, not a characteristicshared by a lineage.Finally, going forward, the term “race” in D&D refersonly to the suite of game features used by playercharacters. Said features don’t have any bearing onmonsters and NPCs who are members of the samespecies or lineage, since monsters and NPCs in D&Ddon’t rely on race or class to function. Moreover, DMsare empowered to customize the features of thecreatures in their game as they wish.DhampirPoised between the worlds of the living and thedead, dhampirs retain their grip on life yet areendlessly tested by vicious hungers. Their ties tothe undead grant dhampirs a taste of a vampire’sdeathless prowess in the form of increasedspeed, darkvision, and a life-draining bite. Withunique insights into the nature of the undead,many dhampirs turn to the lives of adventurersand monster hunters. Their reasons are oftendeeply personal. Some seek danger, imaginingmonsters as personifications of their ownhungers. Others pursue revenge againstwhatever turned them into a dhampir. And stillothers embrace the solitude of the hunt, strivingto distance themselves from those who’d tempttheir hunger.Dhampir HungersEvery dhampir knows a thirst slaked only by theliving. This desire is a whisper in the mind, atinge to the sight, a reflex constantly needing tobe suppressed. Those who overindulge theirthirst risk losing control and forever viewing 2021 Wizards of the Coast LLCothers as prey. Those who resist might findexceptional ways of controlling their urges orsuppress it through constant, molar-grindingrestraint. In any case, temptation hauntsdhampirs, and circumstances conspire to givethem endless reasons to indulge.While many dhampirs thirst for blood, yourcharacter might otherwise gain sustenance fromthe living. Roll on or choose an option from theDhampir Hungers table to determine whattempts your character to feed.Dhampir Hungersd812345678HungerBloodFlesh or raw meatCerebral spinal fluidEsoteric humorsPsychic energyA color from one’s appearanceDreamsLife energyDhampir OriginsDhampirs often arise from encounters withvampires, but all manner of macabre bargains,necromantic influences, and encounters withmysterious immortals might have transformedyour character. The Dhampir Origins tableprovides suggestions for how your charactergained their lineage.Dhampir Originsd812345678OriginYou are the reincarnation of an ancestor whowas a vampiric tyrant.Your pact with a predatory deity, fiend, fey, orspirit causes you to share their hunger.You survived being attacked by a vampire butwere forever changed.A parasite inhabits your body. You indulgeyour hunger to sate it.You loved an immortal and were willing to betransformed into a vampire to join them, buttragedy interrupted the transformation.You are a diminished manifestation of anotherworldly being. Slaking your hungerhastens your renewal.You don’t know your origins, but you wereraised by vampires or other monsters.A radical experiment changed your body,making you reliant on others for vital fluids.2

Dhampir TraitsType: Humanoid and UndeadSize: Medium or Small (choose when you gainthis lineage)Speed: 35 feetDarkvision. You can see in dim light within 60feet of you as if it were bright light and indarkness as if it were dim light.Spider Climb. You have a climbing speed equalto your walking speed. In addition, at 3rd level,you can move up, down, and across verticalsurfaces and upside down along ceilings, whileleaving your hands free.Vampiric Bite. Your fanged bite is a naturalweapon, which counts as a simple melee weaponwith which you are proficient. You add yourConstitution modifier to the attack and damagerolls when you attack with your bite. Your bitedeals 1d4 piercing damage on a hit. While youare missing half or more of your hit points, youhave advantage on attack rolls you make withthis bite.When you use your bite and hit a creature thatisn’t a Construct or an Undead, you can empoweryourself in one of the following ways of yourchoice: regain hit points equal to the damage dealt bythe bite gain a bonus to the next ability check or attackroll you make; the bonus equals the damagedealt by the biteYou can empower yourself with your bite anumber of times equal to your proficiencybonus, and you regain all expended uses whenyou finish a long rest.HexbloodWhere wishing fails, ancient magic can offer aheart’s desire—at least, for a time. Hexbloodsare individuals infused with eldritch magic, feyenergy, or mysterious witchcraft. Some whoenter into bargains with hags gain their deepestwishes but eventually find themselvestransformed. These changes evidence a hag’sinfluence: ears that split in forked points, skin inwild shades, lengthy hair that regrows if cut, andan irremovable living crown. Along with thesemarks, hexbloods manifest hag-like traits, suchas long life, darkvision, and a variety of magical 2021 Wizards of the Coast LLCmethods to beguile the senses and avoid thesame.While many hexbloods gain their lineage aftermaking a deal with a hag, others reveal theirnature as they age—particularly if a haginfluenced them early in life or even before theirbirth. Many hexbloods turn to lives of adventure,seeking to discover the mysteries of their magic,to forge a connection with their fey natures, or toavoid a hag that obsesses over them.Heir of HagsOne way hags create more of their kind isthrough the creation of hexbloods. Everyhexblood exhibits features suggestive of the hagwhose magic inspires their powers. Thisincludes an unusual crown, often called a“eldercross” or “witch’s turn.” This living,garland-like part of a hexblood’s body extendsfrom their temples and wraps behind the head,serving as a visible mark of the bargain betweenhag and hexblood, a debt owed, or a change tocome.Becoming a HagHags can undertake a ritual to irreversibly transform ahexblood they created into a new hag, either one oftheir own kind or that embodies the hexblood’s nature.This requires that both the hag and hexblood be in thesame place and consent to the lengthy ritual—circumstances most hexbloods shun but might come toaccept over the course of centuries. Once a hexbloodundergoes this irreversible ritual, they emerge as a hagNPC no longer under the control of the hexblood’splayer, unless the DM rules otherwise.Hexblood OriginsA bargain with a hag or other eerie forcestransformed your character into a magical being.Roll on or choose an option from the HexbloodOrigins table to determine how your charactergained their lineage.Hexblood Originsd8123OriginSeeking a child, your parent made a bargainwith a hag. You are the result of thatarrangement.Fey kidnappers swapped you and yourparents’ child.A coven of hags lost one of their members.You were created to replace the lost hag.3

45678You were cursed as a child. A deal with thespirits of the forest transformed you into ahexblood, now free of the curse.You began life as a fey creature, but anaccident or crime changed you and forced youfrom your home.A slighted druid transformed you and boundyou to live only so long as a sacred tree bearsfruit.You made a deal with a hag, but they twistedyour words and transformed you.You are a child of the wilds. Animals andmysterious whispers were the only family youever knew.Hexblood TraitsType: Fey and HumanoidSize: Medium or Small (choose when you gainthis lineage)Speed: 30 feetDarkvision. You can see in dim light within 60feet of you as if it were bright light and indarkness as if it were dim light.Fey Resilience. You have advantage on savingthrows you make to avoid or end the charmedcondition on yourself.Hex Magic. You can cast the disguise self andhex spells with this trait. Intelligence, Wisdom, orCharisma is your spellcasting ability for thesespells (choose when you gain this lineage). Onceyou cast either of these spells with this trait, youcan’t cast that spell with it again until you finisha long rest. You can also cast these spells usingany spells slots you have.Magic Token. As an action, you can harmlesslypull out one of your nails, a tooth, or a lock ofhair. This token is imbued with magic until youfinish a long rest. While the token is imbued inthis way, you can use an action to send atelepathic message to the creature holding orcarrying the token, as long as you are on thesame plane of existence and are within 10 milesof it. The message can contain up to twenty-fivewords.In addition, while you are within 10 miles ofthe token, you can use an action to enter a trancefor 1 minute, during which you can see and hearfrom the token as if you were located where it is.While you are using your senses at the token’slocation, you are blinded and deafened in regardto your own surroundings. Afterward, the tokenis harmlessly destroyed. 2021 Wizards of the Coast LLCOnce you create a token using this feature, youcan’t do so again until you finish a long rest, atwhich point your missing part regrows.RebornDeath isn’t always the end. The reborn exemplifythis, being individuals who have died yet,somehow, still live. Some reborn exhibit thescars of fatal fates, their ashen flesh, missinglimbs, or bloodless veins making it clear thatthey’ve been touched by death. Other reborn aremarvels of magic or science, being stitchedtogether from disparate beings or bearingmysterious minds in manufactured bodies.Whatever their origins, reborn know a new lifeand seek experiences and answers all their own.Faded MemoriesReborn suffer from some manner ofdiscontinuity, an interruption of their lives orphysical state that their minds are ill equipped todeal with. Their memories of events before thisinterruption are often vague or absent.Occasionally, the most unexpected experiencesmight cause sensations or visions of the past tocome rushing back.Rather than sleeping, reborn regularly sit anddwell on the past, hoping for some revelation ofwhat came before. Most of the time, these aredark, silent stretches. Occasionally, though, in amoment of peace, stress, or excitement, a reborngains a glimpse of what came before. When youdesire to have such a dreamlike vision, roll onthe Lost Memories table to inspire its details.Lost Memoriesd812345MemoryYou recall a physically painful moment. Whatmark or scar on your body does it relate to?A memory causes you to shed a tear. Is it abitter or cheerful memory? Does recalling itmake you feel the same way?You recall a childhood memory. What aboutthat event or who you were still influencesyou?A memory brings with it the voice of someoneonce close to you. How do they advise you?You recall enjoying something that you can’tstand doing now. What is it? Why don’t youlike it now?4

678A memory carries a vivid smell or sensation.What are you going to do to recreate thatexperience?You faintly remember a place that couldn’tpossibly exist. What is this vision? How does itmake you feel?You experience a memory you’re certain isn’tyour own. How does it seem unnatural? Couldit be a glimpse of a past nightmare orsomething worse?Reborn OriginsReborn might originate from circumstancessimilar to those of various undead or constructs.Roll on or choose an option from the RebornOrigins table to determine how your charactergained their lineage.Reborn Originsd812345678OriginsYou were magically resurrected but somethingwent wrong.Stitches bind your body’s mismatched pieces,and your memories come from multipledifferent lives.After clawing free from your grave, yourealized you have no memories except for asingle name.You were a necromancer’s undead servant foryears. One day, your consciousness returned.You awoke in an abandoned laboratoryalongside complex designs for clockworkorgans.You were released after being petrified forgenerations. Your memories have faded,though, and your body is not what it oncewas.Your body hosts a possessing spirit that sharesits memories and replaces your missingappendages with phantasmal limbs.In public, you pass as an unremarkableindividual, but you can feel the itchy strawstuffing inside you.Darkvision. You can see in dim light within 60feet of you as if it were bright light and indarkness as if it were dim light.Deathless Nature. You have escaped death, afact represented by the following benefits: You have advantage on saving throws againstdisease and being poisoned, and you haveresistance to poison damage. You have advantage on death saving throws. You don’t need to eat, drink, or breathe. You don’t need to sleep, and magic can’t putyou to sleep. You can finish a long rest in 4hours if you spend those hours in an inactive,motionless state, during which you retainconsciousness.Knowledge from a Past Life. You temporarilyremember sporadic glimpses of the past,perhaps faded memories from ages ago or aprevious life. When you make an ability checkthat uses a skill, you can roll a d6 and add thenumber rolled to the check. You can use thisfeature a number of times equal to yourproficiency bonus, and you regain all expendeduses when you finish a long rest.Reborn TraitsType: Humanoid, as well as Construct or Undead(choose when you gain this lineage)Size: Medium or Small (choose when you gainthis lineage)Speed: 30 feet 2021 Wizards of the Coast LLC5

3 You survived being attacked by a vampire but were forever changed. 4 A parasite inhabits your body. You indulge your hunger to sate it. 5 You loved an immortal and were willing to be transformed into a vampire to join them, but tragedy interrupted the transformation. 6 You are a diminished manifestation of an otherworldly being.