The Inheritance: Presets

Presets are sets that you can buy in full, however you cannot make any adjustments. Some Presets make things cheaper, and some have Special abilities that cannot be found elsewhere.

## Creature Presets

### **Hippo**

*Iron Grip: [3 points]* You count as one size larger for the purposes of wielding melee weapons with the heavy, versatile, two-handed, or oversized properties.

Lunging attack*: [2 Points]* You can use an attack action to make an attack directly after moving at least 10 feet in a straight line. The target must make a Dexterity saving throw or take 1d6 piercing damage for every 10 feet you charge in a straight line uninterrupted. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. This damage is capped at 2d6.

Brisk Movement: [2 Points] Your Base Speed is Increased by 10 (40ft)

Herbivore: [Gain 1 Point] You are unable to digest meat, if you consume meat you are poisoned for 24 hours.

Clumsy: [Gain 1 Point] You are considered clumsy and are unable to wield weapons you are not proficient with.

### **Tree**

*Photosynthesis: [2 Points]* Instead of eating, drinking, and sleeping as normal, you can root yourself in the soil in an area of dim or bright light and enter a meditative semi-conscious state in which you are fully aware of your surroundings. You must remain in this state for 4 hours to get the advantages of a long rest, and it counts as if you have had a day's ration of food. If the soil has any form of moisture content whatsoever, you can absorb the water you need for the day through your roots.

*Rooted Feet:* [Gain 2 Points] You have feet made of gnarled roots, which inhibit their movement often. You have disadvantage on saving throws against being knocked prone. You also must expend all of your movement speed to stand up from being prone. You also have disadvantage on checks to land on your feet.

Bark Skin: [2 Points] Thick layers of Bark line your body; it gives you a base AC of 17. Your Dexterity modifier doesn't affect this number. You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Elemental Vulnerability: [Gain 2 Point] You gain Vulnerability to Fire damage. Fire Damage is *doubled* against you.

Regeneration: [5 Points] Your body can naturally regenerate, although you can only regenerate small wounds in short bursts. If you have 1 or more hit points and are below half your hit point maximum, as a bonus action, you may spend up to half of your hit dice to regain hit points, similar to when you would regain hit points during a short rest. Once you use this trait, you can not use it again until you finish a short or long rest. In addition, any severed limbs you have lost will grow back within 2d4 days.

### Monkey

Excellent Climber: [2 Points] You gain a Climb speed of 20ft. You need not a grip, but you still take an athletics check to climb upside-down

Fully Functional Tail: [3 Points] You can fully wield an Extra one handed weapon/Shield as an off hand. (This could be a third Arm) Due to it's awkward position on your Body, you take disadvantage to all attack rolls with this weapon. You can attack enemies on your flanks without Disadvantage. Using a shield with your tail only applies its full effect if an attacker is on your flank, otherwise it only adds Half of its bonus rounded down. (Min 0) You can only choose this ability once.

*Claustrophobia:* [Gain 1 Point] With the need to explore the unknown programmed into their very being, the idea of having their freedom taken away is the most frightening thing to them. When they are locked in a room or bound they become nervous and anxious. You have disadvantage on ability checks and attack rolls while paralyzed, restrained, stunned, or within a room smaller than 10 by 10 foot.

Eager Mind: [1 Point] If you find someone who has a skill proficiency you don't have and they agree to teach you, you can spend a short or long rest learning that skill proficiency. You lose that skill proficiency after a long rest. You can only have one new skill proficiency learned this way at a time.

### Bear

On All Fours: [1 Point] You can run on both their hands and feet if needed. When you are prone you have a crawling speed of Your Base Speed. You cannot benefit from this speed if your hands are not empty. Standing up while prone does not cost movement.

*Ferocity:* [2 Points] You are a fearsome predator, capable of closing distances in a moment. As a bonus action, you can move up to your speed towards a hostile creature that you can see.

Quick Movement: [1 Points] Your Base Speed is Increased by 5 (35ft)

Carnivorous apatite: [2 Points] You may spend 10 minutes eating the raw flesh of a creature that was slain no longer than 1 hour ago. If you do so, you gain temporary hit points equal to your level which last until depleted or you complete a long rest. In addition, your food requirement for the day is fulfilled and the creature must be a Medium humanoid

Empty Stomach: [Gain 1 Point] You burn through your energy faster than most humanoids and must eat twice as much as a normal human requires each day.

### Octopus

Tentacles: [3 points] You have four prehensile tentacles that can be used to carry objects, these extend from your back. These tentacles are too weak to wield weapons/shields

Fully Functional Tentacle: [3 Points] You can fully wield an extra one handed weapon/Shield as an off hand. Due to it's awkward position on your Body, you take disadvantage to all attack rolls with this weapon. You can attack enemies on your flanks without Disadvantage. Using a shield with your tail only applies its full effect if an attacker is on your flank, otherwise it only adds Half of its bonus rounded down. (Min 0)

Compression: [1 Point] You are able to compress your body to the point where you can fit into anything a tiny creature can.

Water Dependency: [Gain 2 Points] If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour per exhaustion level.

### Bird

Leisurely Movement: [Gain 2 Points] Your Base speed is reduced by 10 (20ft)

Excellent Flight: [4 Points] You gain 30ft Fly speed (Excellent)

Heightened Sight: [2 Points] You add your proficiency bonus to Perception checks that rely on sight, even if you have no proficiency in the Perception skill. If you have proficiency in the Perception skill, add double your proficiency bonus to Perception checks that rely on sight.

*Soft Fall: [1 Point]* You have an innate reflex to protect from a fall. You take no damage falling from heights of 60 feet or less, and you always land on your feet.

### Wolf

On All Fours: [1 Point] You can run on both their hands and feet if needed. When you are prone you have a crawling speed of Your Base Speed. You cannot benefit from this speed if your hands are not empty. Standing up while prone does not cost movement.

Bite: [3 Points] Using your body, you deal 1d8 + Strength Modifier for any damage you deal with your unarmed strikes. The Type of Damage you deal is Piercing.

Intimidating howl: [2 Point] As an action, you can give a loud, menacing howl. Creatures 60 feet of you must attempt a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. A creature automatically succeeds if it cannot hear or see you. On a failed save, the creature becomes frightened until the end of their next turn. On success, they become immune to this trait's effect for the next 24 hours. You must complete a short or long rest to use this trait again.

*Colorblind: [Gain 1 Point]* You can’t discern color, only shades of gray.

## Substance Presets

### **Lightning**

*Cloud Charge: [1 Point]* When angered, you can enter a frenetic stage of energy, much like a lightning cloud. On your turn, as a bonus action, you charge up a violent storm within. For 1 minute, your unarmed strikes deal lightning damage, and you can deal an extra 1d4 lightning damage to one creature you hit with an unarmed strike or an attack with a metal weapon once per round. You cannot use this trait again until you finish a long rest.

Superior Movement: [3 Points] Your Base speed is increased by 15 (45ft)

Lesser Natural Unarmed Strikes: [1 Point] Using your body, you deal 1d4 + Strength Modifier for any damage you deal with your unarmed strikes. The Type of Damage you deal is based on your unarmed Natural body. This damage is Lightning.

### Sound

Heightened Hearing: [2 Points] You add your proficiency bonus to Perception checks that rely on hearing, even if you have no proficiency in the Perception skill. If you have proficiency in the Perception skill, add double your proficiency bonus to Perception checks that rely on hearing.

*Mute:* [Free] You are mute and incapable of speaking. You can cast spells without using a vocal component.

Elemental Resistance: [3 Point] You gain Resistance to Thunder damage. Thunder Damage *halved* against you.

### Stone

Mask of the Statue: [1 Point] While you are motionless, you have advantage on Charisma (Deception) checks to appear as a lifeless statue.

Digger: [1 Points] You gain a burrow speed of 10ft, capable of moving through non magical sand, earth, dirt, or similar material. While doing so, you leave a tunnel through the material you dig through. You cannot dig into rock, metal, wood, or similar material that is too hard to dig through.

Tremorsense: [3 points] You gain Tremorsense of 30ft. You are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. While in the water you can also sense the location of creatures moving through water.

Blind: [Gain 4 Points] You lose all sight in your eyes, you cannot make skill checks involving sight.

Critical Negation: [4 Points] If an enemy scores a critical hit or a Precision attack against you, you can use your reaction to turn the attack into a normal hit. If you do, you can't use this trait again until an attack roll against you rolls a 1 on the d20 or you finish a long rest.

Fighter Battlemaster - Weapons Evolvi

### Silver

Silver Sulfide: [1 Point] You exude an unpleasant aroma. Under normal circumstances, it is noticeable but not intolerable. You have disadvantage to Stealth and Charisma checks against creatures with a sense of smell. When you take piercing, slashing or bludgeoning damage that puts you below half of your max hit points, your exposed innards release an eye-watering stench in a 10 foot radius that persists for 1 minute. Any creatures with a sense of smell within range must make a Constitution save of 8 + your proficiency bonus + Constitution modifier. On a success, they hold their ground but have disadvantage to any melee attacks against you until the start of the next round. On a fail, they must use their movement action to retreat outside of the area of effect. This effect may not trigger again until you finish a long rest

Anosmia: [Gain 1 Point] You cannot perceive any smells.

Critical Negation: [4 Points] If an enemy scores a critical hit or a Precision attack against you, you can use your reaction to turn the attack into a normal hit. If you do, you can't use this trait again until an attack roll against you rolls a 1 on the d20 or you finish a long rest.

Battle Analysis: [2 Points] As a Full Round action you can choose 1 target to study. You gain advantage on Precise attacks for your next 3 attacks on that target however you must maintain concentration on this target. Losing concentration on the target will void the effects of this ability, (This does not mean this target is the only thing you can focus on, but it is the center of your focus). You can use this ability once per long rest.

Bulky: [Gain 1 Point] Your bulk makes it hard for you to get back up. When you stand up from being knocked prone, you must use all your movement instead of half

### **Shadow**

Stalker of the Night: [2 points] You are deadliest when covered by darkness. Amidst the hours between dusk and dawn, your movement speed is increased by 10 feet, and you gain advantage on Dexterity (Stealth) checks while in dim light or darkness.

Darkvision: [2 Points] You gain Dark Vision; You have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray. This ability Replaces low light vision.

Tentacles: [2 points] You have four prehensile tentacles that can be used to carry objects, these extend from your back. These tentacles are too weak to wield weapons/shields

Light Sensitivity [Gain 1 Point] If exposed to bright light you disadvantage on ranged attack rolls and sight-based Perception checks for 1d6 rounds

### Fire

Exhaust: [3 Points] When you're reduced to 0 hit points, you remain semi-conscious and turn into a cloud of smoke, appearing dead to all outward inspection and to spells used to determine status. Additionally you're immune to the restrained condition.

Elemental Resistance: [3 Point] You gain Resistance to Fire damage. This type is *halved* against you.

Elemental Vulnerability: [Gain 2 Point] You gain Vulnerability to Cold damage. This type is *doubled* against you.

*Bioluminescence: [1 Point]* Due to your nature you have the ability to glow in the dark, This can be a specific body part or your entire body. As an action, you can glow in the dark for an up to an hour a day, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. You regain use of this feature once you complete a short or long rest.

### **Rubber**

Compression: [1 Point] You are able to compress your body to the point where you can fit into anything a tiny creature can.

Relentless Endurance: [2 Points] When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Clumsy: [Gain 1 Point] You are considered clumsy and are unable to wield weapons you are not proficient with.

Amorphous: [3 Points] Your body is slightly malleable and shapeless. Precision Attacks have Disadvantage when targeting you

### **Mercury**

*Iron Grip: [3 points]* You count as one size larger for the purposes of wielding melee weapons with the heavy, versatile, two-handed, or oversized properties.

Amorphous: [3 Points] Your body is slightly malleable and shapeless. Precision Attacks have Disadvantage when targeting you

Slippery Skin: [1 Point] Creatures have disadvantage in checks to grapple you.

## Concept Presets

### **Chaos**

*Chaotic Form:* Your form is changing sometimes, and not always to what you may like. Whenever you finish a long rest, you roll a d10 and take one of the effects from the Unplanned Body table as it corresponds to your result. This effect lasts until you start your next long rest.

*Lob Chaos:* You know the *chaos bolt* spell and can cast it at its lowest level without material components. Once you cast this spell via this trait, you must finish a long rest before using it again.

Paracausal Will: Chaos are so chaotic that it would take an obscene amount of luck to subdue their free will. You have advantage against spells and effects which would have you act, move, or influence your thoughts against your will.

Light Sensitivity: If exposed to bright light you take a –1 penalty on attack rolls and sight-based Perception checks.

Fantastic Unpredictability: When you make an attack roll, saving throw or ability check using a D20, you can choose to roll twice, and flip a coin (d2). Whichever dice roll the coin lands on is the result you take for the roll. You must finish a short rest or long rest before using this trait again.

### **Ghost-Touched**

Ghostly Sight: Ghost-touched can see 10 feet into the ethereal plane.

*Wraith:* As a bonus action once per long rest you can cast the etherealness spell only on yourself. The spell lasts up to 5 minutes and requires you to hold concentration at least once every 30 seconds. If you end your turn in a square occupied by another creature or object, you are pushed to the nearest unoccupied square and take 5d10 force damage.

*Ghostly Strike:* As an attack, you can choose to strike with a ghostly fist that deals 1d8 force damage.

Anosmia: You cannot perceive anything that smells.

Deaf: You cannot Hear

### **Sight**

Heightened Sight: [2 Points] You add your proficiency bonus to Perception checks that rely on sight, even if you have no proficiency in the Perception skill. If you have proficiency in the Perception skill, add double your proficiency bonus to Perception checks that rely on sight.

Multiple Vision: [3 Points] You see in all directions at once. You gain advantage on all Sight based Perception Checks, Additionally, You cannot be flanked.

Heat Sensor: [1 Point] As an action, you attune yourself to the environment's temperature to sniff and taste out heat signatures. For 1 minute, you can essentially see through objects by sensing heat. You can see different colors, the hotter the object the more on the warm spectrum of the color wheel it will be. You must finish a long rest before using this trait again.

### Half-Dead (Might Change)

Odor: [1 Point] You exude an unpleasant aroma. Under normal circumstances, it is noticeable but not intolerable. You have disadvantage to Stealth and Charisma checks against creatures with a sense of smell. When you take piercing, slashing or bludgeoning damage that puts you below half of your max hit points, your exposed innards release an eye-watering stench in a 10 foot radius that persists for 1 minute. Any creatures with a sense of smell within range must make a Constitution save of 8 + your proficiency bonus + Constitution modifier. On a success, they hold their ground but have disadvantage to any melee attacks against you until the start of the next round. On a fail, they must use their movement action to retreat outside of the area of effect. This effect may not trigger again until you finish a long rest.

Elemental Resistance: [3 Point] You gain Resistance to Necrotic damage. This type is *halved* against you.

Elemental Vulnerability: [Gain 2 Point] You gain Vulnerability to 1 Radiant damage. This type is *doubled* against you.

Bite: [2 Points] Using your body, you deal 1d6 + Strength Modifier for any damage you deal with your unarmed strikes. The Type of Damage you deal is Necrotic

Cantrip: [1 Point] You know the Spare the Dying Cantrip that you can use Once per Long Rest.

### **Explosive**

Deaf: [Gain 1 Point] You cannot perceive any sounds.

Explosive Strike: [3 Points] You can shoot an Explosive that is naturally produced by your body, This is a ranged weapon attack without using your hands. If you hit with it, you deal Fire damage equal to 1d6 + your Dexterity modifier. This attack has a range increment of 20/60 ft. You are proficient with this weapon.

Enhanced Explosives: When you hit someone with your Ranged Explosive attack, you can choose to add a bit of power to it. Choose 1 of the following effects and apply them. You can use this ability up to your proficiency modifier per long rest.

* Your Strike deals damage to the adjacent opponents. All creatures directly adjacent to your target must make a DC 14 Dex Save, or take 1d6 Fire damage
* Your Strike has a lot more force behind it. Your Opponent must make a DC 14 Strength save or be pushed back directly 5ft
* Your Strike has more Firepower. Your Ranged Explosive deals 2d6 + Dex mod instead of the normal 1d6

### **Weapon**

Fully Functional Arm: [3 Points] You can fully wield an extra one handed weapon/Shield as an off hand. Due to it's awkward position on your Body, you take disadvantage to all attack rolls with this weapon. You can attack enemies on your flanks without Disadvantage. Using a shield with your tail only applies its full effect if an attacker is on your flank, otherwise it only adds Half of its bonus rounded down. (Min 0) As normal you can only gain the effects of 1 shield at a time.

*Iron Grip: [3 points]* You count as one size larger for the purposes of wielding melee weapons with the heavy, versatile, two-handed, or oversized properties.

Clumsy: [Gain 1 Point] You are considered clumsy and are unable to wield weapons you are not proficient with.

### **Basic**

Ability Score Increase: [2 Points] You gain a +1 to any ability score. As per usual you cannot exceed 20 to any 1 score.

Ability Score Increase: [2 Points] You gain a +1 to any ability score. As per usual you cannot exceed 20 to any 1 score.

Superior Toughness: [2 Points] Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.