Common Lineages

Lineages and Heritages are what makes up your playable species for your character, Lineages are the base species and all its traits, Heritages are the the sub-species of each species.

These ancestries are the species you are most likely to encounter all across the world of Dissaria, no matter what nation, group or party you find yourself in, there is a high chance that at least one of these species will be there, if not more. These species inhabit and hold control over most nations of the world, and make up most of the population of the world of Dissaria, at least on the material plane.

WIP (REWRITING THIS PART ABOVE) ^^^^^

## **Dragonborn Lineage**

Dragonborn was most likely to be found in Draconis on Verpa, Draconis is home to mostly dragonborn, and is controlled in three different layers of their floating capitol city. Dragonborn can be found in many civilizations across the world, although they are more commonly found the closer to Verpa one is. Hyruna is home to a many large nomad slaver groups of dragonborn that roam the swamps there.

 **Lineage Traits** | * **Breath Weapon.** You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You may use your breath weapon a number of times equal to your Constitution modifier. You regain expended uses on a short or long rest.
* **Natural Armor.** You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
* **Damage Resistance.** Due to your natural armor you have resistance to a type of damage which is determined by your ancestry, which can be seen below.
 **Ancestry -**
Metallic
* **Silver.** Cold, 15ft Cone
* **Bronze.** Lightning, 15ft Cone
* **Copper.** Acid, 15ft Cone
 **Ancestry -**
Chromatic
* **Blue.** Lightning, 30ft Line
* **Black.** Acid, 30ft Line
* **Green.** Poison, 30ft Line
 **Ancestry -**
Gemstone
* **Emerald.** Psychic, 15ft Cone
* **Sapphire.** Thunder, 15ft Cone
* **Topaz.** Necrotic, 15ft Cone
 **Ancestry -**
Outsider

### **Metallic Draconis Heritage**

People who were raised within the Metallic controlled regions of **Draconis** on **Verpa,** are most likely to take this heritage. Although those raised in the service of a metallic dragon, or those raised in churches to **Bahamut**, are also likely to take this heritage. Those from The Holy Order of the Bahamut would also take this heritage.

 **Heritage Traits** | * **Metallic Protector.** You gain proficiency in Medium Armor and Shields.
* **Divine Interest.** You gain proficiency in Religion.
 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose Draconic.

### **Chromatic Draconis Heritage**

People who were raised within the Chromatic controlled regions of **Draconis** on **Verpa**, are most likely to take this heritage. Although those raised in the service of a chromatic dragon, or those raised in churches to **Tiamat**, are also likely to take this heritage. Those from the dragonborn societies in the swamps of **Hyruna** may also take this Heritage.

 **Heritage Traits** | * **Chromatic Warrior.** You gain proficiency in Martial Weapons.
* **Forceful Presence.** You gain proficiency in Intimidation.
 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose Draconic.

### **Gemstone Draconis Heritage**

People who were raised within the Gemstone controlled regions of **Draconis** on **Verpa**, are most likely to take this heritage. Although those raised in the service of a gemstone dragon are also likely to take this heritage. Many people from the underdark may also take this heritage if their homeland was controlled or ruled over by a gemstone dragon, or may take this if they had been given a boon from a gemstone dragon.

 **Heritage Traits** | * **Adjusted Eyes.** You have dark vision, can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light.
* **Self Defender.** You can cast the shield spell once per long rest.
 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose Draconic.

## **Dwarf Lineage**

 **Lineage Traits** | * **Dwarven Resilience.** You have advantage on saving throws against poison, and you have resistance against poison damage.
* **Dwarven Toughness.** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
* **Darkvision.** Accustomed to life underground, 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.

### **Woodcraft Heritage**

**Temp**

 **Heritage Traits** | * **Wooden Repair.** You know the mending cantrip, and you can cast it as an action. However, you can use this trait to repair objects made only of wood, or can use wood as a substitute to repair an object that isn't normally made of wood, such as a swords blade. This does weaken the object in question, but makes it so the object can be repaired more easily with its normal materials.
* **Expert Artisan.** You gain Proficiency with masons tools, leatherworkers tools or cooks utensils. Choose one of those tools. Your PB is doubled for any ability check you make that uses the chosen tool.
 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose Dwarven.

### **Stonebreaker Heritage**

**Temp**

 **Heritage Traits** | * **Stoneworkers Life.** You gain Proficiency with a artisan’s tools of your choice: smith’s tools or brewer’s supplies.
* **Eye of Stone.** Whenever you make an ability check related to the origin or properties of stonework, you can add your PB to the roll. If you have Proficiency in a relevant skill or tool, you add double your PB to the roll.
 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose Dwarven.

### **Ravine Heritage**

**Temp**

 **Heritage Traits** | * **Armor Training.** You have Proficiency with light and medium armor. Additionally, your speed is not reduced by wearing heavy armor—regardless of your STR score.
* **Inventors Mind.** You can Proficiency in Arcana and when making an Arcana ability check to determine how a magical item functions, you can add double your proficiency bonus to the roll.
 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose Dwarven or Terrestialian.

## **Elf Lineage**

 **Lineage Traits** | * **Fey Ancestry.** You have advantage on saving throws against being charmed, and magic can't put you to sleep.
* **Trance.** Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
* **Darkvision.** Accustomed to twilit forests and the night sky, 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.

### **Grove Heritage**

**Temp**

 **Heritage Traits** | * **Elf Weapon Training.** You have Proficiency with the longsword, shortsword, shortbow, and longbow.
* **Mask of the Wild.** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose

### **Arcana Heritage**

**Temp**

 **Heritage Traits** | * **Touch of Magic.** Choose a school of magic for which you have cultivated an affinity. You learn a cantrip of your choice from that school of magic. When you reach 3rd level, choose a 1st-level spell from that same school of magic. You learn this spell and can cast it at their lowest level. Once you cast one of these spells, you must finish a long rest before you can cast that spell again using this feature. Your spellcasting ability for these spells is CHA, INT, or WIS (choose which during character creation).
* **World of Wonders.** You have Proficiency in the Arcana skill.
 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose Elvish.

### **Sea-Touched Heritage**

**Temp**

 **Heritage Traits** | * **Friend of the Sea.** Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.
* **Keen Senses.** You have proficiency in the Perception skill.
 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose Elvish or Aquan.

## **Gnome Lineage**

 **Lineage Traits** | * **Gnome Cunning -** You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
* **Fey Dodge -** As a reaction to taking damage, you can halve the damage taken and magically teleport yourself to an area you can see within 15ft of you. Once you use this trait, you can't do so again until you finish a short or long rest.
* **Darkvision -** Accustomed to life underground, 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.

### **Forestry Innovator Heritage**

**Temp**

 **Heritage Traits** | * **Natural Illusionist.** You know the Minor Illusion cantrip. Intelligence is your spellcasting modifier for it.
* **Speak with Small Beasts.** Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.
 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose

### **Rock Tinkerer Heritage**

**Temp**

 **Heritage Traits** | * **Artificer's Lore.** 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.
* **Studied Mind.** You gain proficiency in History.
* **Tinker.** You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
	+ ***Clockwork Toy.*** This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
	+ ***Fire Starter.*** The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
	+ ***Music Box.*** When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose

## **Halfling Lineage**

 **Lineage Traits** | * **Lucky -** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
* **Brave -** You have advantage on saving throws against being frightened.
* **Nimble -** You can move through the space of any creature that is of a size larger than yours.

### **Lightfoot Heritage**

**Temp**

 **Heritage Traits** | * **Friends of All.** You can cast the Friends cantrip at will and do not require material components. Charisma is your spellcasting ability for this spell.
* **Culture Adept.** When making a history check to recall myths, traditions and similar things, you have advantage on the ability check.
 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose

### **Stout Heritage**

**Temp**

 **Heritage Traits** | * **Stout Resistance.** You have advantage on constitution checks against poisons, foods, and other substances.
* **Trained to Fight.** You gain proficiency in simple weapons, one martial weapon of choice, and light armor.
 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose

### **Marshfell Heritage**

**Temp**

 **Heritage Traits** | * **Silent Speech.** You know the message cantrip. You can also communicate simple ideas through a series of gestures to a creature which shares a language you know, which cannot be understood by creatures that do no speak that language.
* **Adept to Water.** You gain a swimming speed equal to your walking speed and can hold your breathe for twice as long as others.
 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose

### **Faejyre Heritage**

**Temp**

 **Heritage Traits** | * **Jungle Born.** You know the Druidcraft Cantrip. At 3rd level, you can cast the Entangle spell once per long rest.
* **Timberwalk.** Ability checks made to track you are at disadvantage and you can move through difficult terrain made of non-magical plants and overgrowth without expending extra movement.
 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose

## **Human Lineage**

 **Lineage Traits** | * **Ambitious.** You gain one skill proficiency of your choice.
* **Versatility.** You gain one feat of your choice.

### **Iclanack Heritage (Nomad Humans Sonn Rundedar)**

**Temp**

 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose

### **Manadri Heritage (Runa Humans)**

**Temp**

 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose

### **Last Light Heritage (History Humans)**

**Temp**

 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose

### **Adamantrine Coalition Heritage (Sea Military Humans)**

**Temp**

 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose

### **???? Heritage (Magic Humans)**

**Temp**

 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose

### **????? Heritage (Elemental Humans)**

**Temp**

 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose