Unique Ancestry

* HD: 1d8
* Bonus Skill Points: None
* Spellcasting: Major

* ***Celestial - Blessed***: Once per short or long rest, you can roll a 2d4 and add it to a failed attack roll or saving throw, possibly exchanging failure for success.
* ***Draconic - Natural Armor***: Your skin hardens and becomes more scale-like. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
* ***Flames - Ablazed Soul***: When you tap into your magical powers your very Soul becomes ablaze. As soon as you cast a spell that is of level one or higher, creatures of your choice within a 2 m radius centered on you take fire damage equal to half your [*Unique Ancestry*] level.

* ***Penumbra - Shadow’s Resilience***: If combat damage would bring you down to 0 hit points you make an Int/Cun saving throw where the DC equals 5 plus the damage taken. If the saving throw is successful you remain at 1 hit point instead. The saving throw is an automatic fail if the damage dealt was a critical hit or radiant damage. You may roll this saving throw again after you complete a long rest.

* ***Tempest - Elevated Soul***: When you tap into your magical powers your Soul unleashes the storm within. Before or after you cast a spell that is of level one or higher, you gain 2 meters of flight by elemental gusts of wind. This movement does not provoke opportunity attacks.
* ***Titan - Dictate of Order***: You gain three spells known at levels 1 and 3 of [*Unique Ancestry*]. The spells known you gain depends upon which true giant you possess a heritage of. Choose one:
	+ ***Cloud Titan***: At level one, you gain Fog Cloud and Minor Illusion, and at level 3 you gain Invisibility.
	+ ***Fire Titan***: At level one, you gain Burning Hands and Fire Bolt, and at level 3 you gain Flaming Sphere.
	+ ***Frost Titan***: At level one, you gain Armor of Cold and Frostbite, and at level 3 you gain Hold Person.
	+ ***Hill Titan***: At level one, you gain Heroism and Shillelagh, and at level 3 you gain Enlarge/Reduce.
	+ ***Stone Titan***: At level one, you gain Entangle and Resistance, and at level 3 you gain Spike Growth.
	+ ***Storm Titan***: At level one, you gain Shocking Grasp and Thunderwave, and at the third level you gain Gust of Wind.

##### **Secondary Selection**

Origin [***Unique Ancestry***]

* ***Draconic - Draconic Ancestry***: Any ability check you make involving Presence or Manipulation when interacting with dragons is considered to possess at least four skill points in the appropriate skill. You gain 2 skill points in Academics (the draconic language). Additionally, you gain +1 to your hit points now, and +1 hit points whenever you level up.
* ***Penumbra - Vision of the Deep***: You learn the Darkness spell as Soul Mastery when you reach level 3 of [*Unique Ancestry*]. You may cast Darkness by spending 2 sorcery points, if you do, you can see through the magical darkness you created with the spell. In addition, you gain a darkvision with a range of 24 m.
* ***Tempest - Tongue of the Primordials***: Any ability check you make involving Presence or Manipulation when interacting with elementals are considered to possess at least four skill points in the appropriate skill. You gain 2 skill points in Academics (the Primordial language). Additionally, you gain +1 to your hit points now, and +1 hit points whenever you level up.
* ***Titan - Giants’ Endurance***: Any ability check you make involving Presence or Manipulation when interacting with giants are considered to possess at least four skill points in the appropriate skill. You gain 2 skill points in Academics (the giant language). Additionally, you gain +1 to your hit points for every level you possess, and +1 hit points whenever you level up.

##### **Primary Selection**

Font of Magic [***Unique Ancestry***]

You have 2 sorcery points, and you gain one additional point every time you pick a level of [*Unique Ancestry*], to a maximum of 20 sorcery points at level 20. You can use your sorcery points in three ways:

* ***Spend Sorcery Points for Spell Slots***: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. A level 1 spell slot cost 2 sorcery points, and every level thereafter for the spell cost costs an additional 1 sorcery point. You can create spell slots no higher in level than 5th.
* ***Spend Spell Slots for Sorcery Points***: You can transform unused spell slots into sorcery points as a bonus action on your turn. The created sorcery points vanish at the end of a long rest. A level 1 spell slot creates 2 sorcery points, and every level thereafter generates an additional 1 sorcery point.
* ***Metamagic or Abilities***: You can spend sorcery points on abilities and metamagic options.

You regain all spent sorcery points when you finish a long rest.

##### **Secondary Selection**

General Upgrade [***Unique Ancestry***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

##### **Primary Selection**

Metamagic [***Unique Ancestry***]

You gain two of the following Metamagic options of your choice. You can use only one Metamagic option on a spell when you cast it unless otherwise noted.

* ***Careful Spell***: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Presence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
* ***Distant Spell***: When you cast a spell that has a range of 1 m or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 6 m.
* ***Empowered Spell***: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Presence modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

* ***Extended Spell***: When you cast a spell with a duration of 10 rounds or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
* ***Heightened Spell***: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
* ***Hunting Spell***: A spell you cast that requires a Dexterity saving throw or an attack roll ignores three-quarters and half cover by spending 1 sorcery point.
* ***Quickened Spell***: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
* ***Primordial Spell***: You may change the damage type of a spell by spending 1 sorcery point. You may change the damage type of a spell that deals acid, cold, fire, lightning, or thunder to another damage type mentioned in this list.
* ***Subtle Spell***: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
* ***Twinned Spell***: When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

##### **Secondary Selection**

General Upgrade [***Unique Ancestry***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

#### **Level 4**

Ability Score improvement or Feat [***Unique Ancestry***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 5**

Improved Magical Upgrade [***Unique Ancestry***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section
* 20 Potential
* +1 to an ability score of your choice
* Pick an additional feat from the feat list

#### **Level 6**

Origin [***Unique Ancestry***]

* ***Celestial - Potent Recovery***: Once per turn you may reroll dice from a spell that restores hit points that you or an ally cast within 1 m of you. If you aren’t incapacitated, you may spend 1 sorcery upgrade to reroll any number of dice that restore hit points and you must keep the new result.
* ***Draconic - Elemental Affinity***: If you have not already done so, choose one chromatic or metallic dragon as your ancestor. When you cast a spell that deals damage of the type associated with your draconic ancestry, add your Presence modifier to that damage (minimum 1). The damage bonus applies to one damage roll of a spell, not multiple rolls. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

* ***Flames - Blood on Fire***: Spells you cast ignore resistance to fire. Once per long rest you can do the dash action as a free action. In addition, once per short rest, you may increase your movement speed by 3 m for one turn.

* ***Penumbra - Dire Shade***: If you spend 3 sorcery points you can summon a spectral hound as a bonus action. The Dire Shade uses the dire wolf’s statistics with a few changes:
	+ Choose a target for the Dire Shade. The Dire Shade can only move directly towards its target, attack, and perform opportunity attacks against its target.
	+ You can summon the Dire Shade up to 24 m away from you in an unoccupied space you can see. However, the Dire Shade cannot be summoned within 6 m of the target.
	+ When the Dire Shade appears, roll initiative for it.
	+ It’s hit point total equals half your total level.
	+ The Dire Shade can move through objects as they were thick liquid. The Dire Shade treats any square with a creature or an object as difficult terrain. However, if it would end its turn inside of an object or a creature, the Dire Shade takes 5 force damage.
	+ The Dire Shade always knows it’s target’s location, regardless of any invisibility, hidden conditions, etc.
	+ The Dire Shade’s target has disadvantage against any spell you cast as long as the spectral hound is within 1 m of its target.
	+ The Dire Shade is a medium creature and counts as a beast.
	+ When the Dire Shade is brought down to 0 hit points, its target is brought down to 0 hit points, or 5 minutes has passed, it disappears.

* ***Tempest - Lightning Veins***: When you tap into your tempestuous powers your Soul crackles with lightning. As soon as you cast a spell that deals lightning or thunder damage and is of level one or higher, creatures of your choice within a 2 m radius centered on you take lightning or thunder damage (you may choose which damage type every time you use this ability) equal to half your [*Unique Ancestry*] level. In addition, you are resistant to lightning and thunder damage.
* ***Titan - Mark of Ouskira***: Depending upon your Dictate of Order ability, you gain a benefit whenever you cast one of the spells given by the ability.
	+ ***Cloud Titan***: As a bonus action you can teleport up to 2 + your Vitality modifier (minimum +1) m away to an unoccupied space you can see. This benefit triggers immediately after you cast any of your Dictate of Order spells.
	+ ***Fire Titan***: Your Dictate of Order spells gain a bonus to their damage equal to your Vitality modifier (minimum of +1).
	+ ***Frost Titan***: You gain temporary hit points equal to your Vitality modifier (minimum 1). If the spell cast was Armor of Cold, you instead increase its temporary hit points equal to your Vitality modifier (minimum of +1). This benefit triggers immediately after you cast any of your Dictate of Order spells.
	+ ***Hill Titan***: Within 1 m of you, you can target up to two creatures you can see and force them to make a Brawn saving throw against your spell save DC. If a creature fails this saving throw, willingly or not, they are pushed a number of m away from you equal to 1 + your Vitality modifier (minimum +1). This benefit triggers immediately after you cast any of your Dictate of Order spells.
	+ ***Stone Titan***: Until the end of your next turn, your AC receives a bonus equal to your Vitality modifier (minimum +1). This benefit triggers immediately after you cast any of your Dictate of Order spells.
	+ ***Storm Titan***: Choose up to three creatures you can see within 6 m of you, they take lightning damage equal to your Vitality modifier (minimum 1). This benefit triggers immediately after you cast any of your Dictate of Order spells.

#### **Level 7**

General Upgrade [***Unique Ancestry***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

#### **Level 8**

Ability Score improvement or Feat [***Unique Ancestry***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 9**

General Upgrade [***Unique Ancestry***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

#### **Level 10**

Metamagic [***Unique Ancestry***]

Gain another Metamagic option.

#### **Level 11**

General Upgrade **[*Unique Ancestry*]**

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 20 Potential

#### **Level 12**

Ability Score improvement or Feat [***Unique Ancestry***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 13**

General Upgrade [***Unique Ancestry***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 20 Potential

#### **Level 14**

Origins [***Unique Ancestry***]

* ***Celestial - Take Flight***: Your back sprouts a pair of spectral wings, in a style of your choosing, as a bonus action. Whilst you possess your wings you gain a flying speed of 6 m. The wings persist until you dismiss them as a bonus action, you become incapacitated or die.

* ***Draconic - Dominate the Skies***: Your back sprouts a pair of draconic wings as a bonus action. Whilst you possess your wings you gain a flying speed equal to your current walking speed. The wings persist until you dismiss them as a bonus action, you become incapacitated or die.  You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
* ***Flames - Heated Ire***: You gain resistance to fire damage. In addition, you can use your reaction to deal fire damage equal to your total level to a creature who hit you by a melee attack.
* ***Penumbra - Slippery Darkness***: As a bonus action, you can teleport up to a spot you can see within 24 m of you. To teleport, you must be in darkness or dim light, and the spot you teleport to must also be in darkness or dim light. You can teleport a number of times per long rest equal to your proficiency bonus.
* ***Tempest - Retributional Discharge***: You can use your reaction to deal lightning damage equal to your total level to a creature who hit you by a melee attack. The creature must also succeed in a Brawn saving throw against your spell save DC or be pushed 4 m away from you in a straight line.
* ***Titan - Soul of Ouskira***: For 10 rounds or until you are incapacitated, when you expend a spell slot and start casting a spell, you gain all of the following benefits:
	+ Your size and your equipment’s size increases by one category.
	+ Your reach increases by 1 m.
	+ Your hit points total gains a number of hit points equal to your total level.
	+ Your walking speed increases with 1 m.
	+ You gain advantage on any Brawn checks and saving throws.
	+ Your melee weapon attacks deal more damage equal to your Vitality modifier (minimum 1).

You can use this ability again after you complete a short or long rest.

#### **Level 15**

Improved Magical Upgrade [***Unique Ancestry***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 30 Potential

* Three skill points to assign in any skill or skills of your choice, or to store
* +1 to an ability score of your choice
* Pick a feat from the feat list

#### **Level 16**

Ability Score improvement or Feat [***Unique Ancestry***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 17**

Metamagic [***Unique Ancestry***]

Gain another Metamagic option.

#### **Level 18**

Origin [***Unique Ancestry***]

* ***Celestial - Ethereal Resurgence***: You can regain a number of hit points equal to half your hit point maximum as a bonus action, if you have been brought down to less than half of your hit point maximum. After you use this ability, you must complete a long rest before you can use it again.
* ***Draconic - Draconic Presence***: If you spend 5 sorcery points, you may ooze an aura of awe or fear with a range of 12 m as an action. For 10 rounds or until you lose your concentration (as if you were concentrating on a spell), each hostile creature that starts its turn in this aura must succeed on a Composure saving throw (if you chose awe) or a Resolve saving throw (if you chose fear) or be charmed by you or frightened of you until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
* ***Flames - Flaming Spirit:*** Any spell or effect you create treats immunity to fire damage as resistance, and ignores resistance to fire damage. Additionally, you gain immunity to fire damage.
* ***Penumbra - Form of Shadows***: As a bonus action you can transform yourself into a form of shadows that lasts for 10 rounds or until you are incapacitated. You can end this effect early if you spend a bonus action. By spending 6 sorcery points you gain resistance to all damage, excluding radiant and force damage. You can move through creatures and objects as if they were only difficult terrain but if you end your turn within an object or creature you suffer 5 force damage.
* ***Tempest - Spirit of Storms***: The wind allows you to always soar. You gain a flying speed of 12 m. You can command the air to lift up a number of creatures of your choice equal to 3+ your Cunning modifier (minimum 1) as an action. They can fly with you for up to an hour but your flying speed, and their flying speed, equals 6 m for the duration. You must complete a short or long rest to use this ability again on other creatures than you. Additionally, you are immune to lightning and thunder damage.
* ***Titan - Titanic Favor***: You can use your Soul of Ouskira ability two times more in between rests, but not whilst a use of Soul of Ouskira is in effect. Additionally, your Vitality score increases with +2, to a maximum of 22.

#### **Level 19**

Ability Score improvement or Feat [***Unique Ancestry***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 20**

Unsealed Ancestral Power [***Unique Ancestry***]

Regain four sorcery points when you finish a short rest and you may apply two Metamagic effects on one spell.