Uncommon Lineages

Uncommon races are the Species you are likely to see on the outskirts or part of the major societies with smaller populations. These Species do have some nations of their own, but mainly have smaller populations and are scattered across their own smaller societies / groups over the world.

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

## **Aarakocra Heritage**

 **Sky Lineage Traits** | * **Flight and Movement.** You have a 20ft walking speed and a 40ft flying speed.
* **Planar Origins.** You can cast the Gust Cantrip, and the Feather Fall spell. You can cast this spell once per long rest.
* **Sky Blast.** As an action you can summon a blast of air from the elemental plane of air and direct it towards a creature, the creature must make a strength saving throw. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d6 force damage on a failed save and is pushed back 15ft, and half as much damage on a successful one and pushed 5ft. The damage increase to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. You may use this ability once per short or long rest.
 **Land Lineage Traits** | * **Flight and Movement.** You have a 40ft walking speed and a 20ft flying speed.
* **Planar Origins.** You can cast the Mold Earth Cantrip, and you also have advantage on strength ability checks.
 **Marine Lineage Traits** | * **Flight and Movement.** You have a 20ft walking speed, a 20ft swimming speed and a 20ft flying speed.
* **Planar Origins.** You gain cast the Shape Water cantrip, and can breathe underwater.
* **Marine Blast.** As an action you can summon a blast of water from the elemental plane of water and direct it towards a creature, the creature must make a strength saving throw. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d6 cold damage on a failed save and is pushed back 15ft, and half as much damage on a successful one and pushed 5ft. The damage increase to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. You may use this ability once per short or long rest.

### **Temp**

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

## **Leonin Heritage**

 **Lineage Traits** | * **Relentless Warrior.** When you drop to 0 HP, as a reaction, you can make one attack with either a melee weapon or cantrip. You can use this feature a number of times equal to your proficiency bonus per long rest, and regain half your proficiency bonus of uses per short rest.
* **Daunting Roar.** As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
* **Darkvision.** 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.

### **Temp**

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

## **Tabaxi Heritage**

 **Lineage Traits** | * **Feline Agility.** Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
* **Cats Eyes.** You have advantage on perception checks that use sight.
* **Darkvision.** 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 discern colors in that darkness only as shades of gray.

### **Temp**

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

## **Tortle Heritage**

 **Lineage Traits** | * **Natural Armor.** Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; 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.
* **Shell Defense.** You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
* **Hold Breath.** You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.

### **Temp**

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

## **Umbra Elf Heritage**

 **Lineage Traits** | * **Corrupted by a God Ancestry.** You have advantage on saving throws against being deafened and blinded, and you have resistance to necrotic damage.
* **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 the dark caverns of the underdark, 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.

### **Aupnite Heritage**

 **Heritage Traits** | * **Magical Training.** You know the Dancing Lights cantrip. You can also cast the Faerie Fire spell once with this trait and regain the ability to do so when you finish a long rest.
* **World of Wonders. You** have proficiency in Arcana.
 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose

### **Lezash Heritage**

 **Heritage Traits** | * **Drow Weapon Training.** You have proficiency with rapiers, shortswords, and hand crossbows.
* **Magical Darkvision.** Once per long rest you can see through magical darkness, and may cast the darkness spell once per long rest.
 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose

## **Radiance Elf Heritage**

 **Lineage Traits** | * **Born of a God Ancestry.** You have advantage on saving throws against being frightened, and you have resistance to radiant damage.
* **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.
* **Magesight.** Born with magic in your veins, you have the ability to easily detect magic around you, you can cast the detect magic spell as a ritual, only taking 5 minutes to cast it in this way than the usual 10 minutes. You can use this ability once per long rest.

## **Triton Heritage**

 **Lineage Traits** | **Guardian of the Seas.** You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return. You can also cast the Fog Cloud and Create or Destory Water spells. You can cast these spell once per long rest for free, and may cast one of them at second level once per long rest.
**Born of the Deep.** You can breathe air and water, you also have resistance to cold damage.
**Darkvision.** 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 discern colors in that darkness only as shades of gray.

### **Temp**

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

## **Goliath Heritage**

 **Lineage Traits** | **Little Giant.** Once per long rest you can call on your giant heritage, you are considered to be under the affects of the Enlarge spell, ignoring the increase in size, but gaining all other properties. As well as the fact that you cannot be pushed more than 10ft.
**Goliath Endurance.** You can supernaturally draw on unyielding strength to shrug off harm. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier (minimum of +1) to the number rolled and reduce the damage by that total. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
**Born of Mountains.** You have resistance to a type of damage according to your ancestry, as well as resitance to climates based on this damage.
 **Ancestry -** Mountainborn
 **Ancestry -** Volcanoborn

### **High Peaks Heritage**

 **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.
* **Eye for a Challenge.** You have spent enough time studying the creatures around you, weather that be the way they fight or just live, once per long rest you can compare stats between you and a creature of your choice, understanding if they have a higher, equal or lower stat to you.
 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose

### **Volcano Peaks Heritage**

 **Heritage Traits** | * **Used to Poison.** Having been raised in regularly poisonous environments, you have learnt to overcome this. Once per long rest, in response to making a con saving throw against poison damage, you may choose to just succeed.
* **Flame Mastery.** You have learnt to harness the heat around you, you can cast the Produce Flame cantrip.
 **Languages** | You know Common and one additional language of your choice. Typical creatures of this heritage choose

## **Genasi Heritage**

 **Lineage Traits** | * **Planar Born.** Genasi are native to the elemental planes, and know magic related to those planes, this is determined by your ancestry which can be seen below, the spell acquired in this way does not count towards spells you know from a class, and can be cast using your own spell slots. You also gain a unique trait based on your ancestry. Your ancestry also determines factors of your appearance.
* **Elemental Resistance.** Gensai being native to the elemental planes are resistance to certain types of damage, this is determined by your ancestry which can be seen below.
* **Darkvision.** 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 discern colors in that darkness only as shades of gray.
 **Ancestry -** Elemental Combinations
	+ **Planar Born.** You can cast the Gust cantrip, and the Levitate spell. You can cast this spell once per long rest for free. Also, you can hold your breath indefinitely while you’re not incapacitated.
	+ **Elemental Resistance.** You gain resistance thunder damage.
* **Fire Genasi**
	+ **Planar Born.** You can cast the Produce Flame cantrip, and the Burning Hands spell. You can cast this spell once per long rest for free.
	+ **Elemental Resistance.** You gain resistance fire damage.
* **Earth Genasi**
	+ **Planar Born.** You can cast the Mold Earth cantrip, and the Earth Tremor spell. You can cast this spell once per long rest for free. You have advantage on stealth checks while touching natural ground, and can extend this to a number of allies nearby equal to your proficiency bonus.
	+ **Elemental Resistance.** You know the Blade Ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to double your proficiency bonus to a maximum of 8 times, regaining all expended uses when you finish a long rest.
* **Water Genasi**
	+ **Planar Born.** You can cast the Shape Water cantrip, and Create or Destroy Water spell. You can cast this spell once per long rest for free. You can breathe water and have a swimming speed equal to your walking speed.
	+ **Elemental Resistance.** You gain resistance cold damage.
* **Lightning (Fire + Fire)**
	+ **Planar Born.** You can cast the Lightning Lure cantrip, and the Thunderwave spell. You can cast this spell once per long rest for free. Your movement speed is considered 35ft.
	+ **Elemental Resistance.** You gain resistance Lightning damage.
* **Sand Genasi (Earth + Earth)**
	+ **Planar Born.** You can cast the Sandcast cantrip, and the Sandblast spell. You can cast this spell once per long rest for free.
	+ **Elemental Resistance.** You know the Blade Ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to double your proficiency bonus to a maximum of 8 times, regaining all expended uses when you finish a long rest.
* **Clay Genasi (Earth + Earth)**
	+ **Planar Born.** You can cast the Clay Terrain cantrip, and the Clay Sentinel spell. You can cast this spell once per long rest for free. You ignore difficult terrain created by earth and use only a 5ft of movement speed when standing up from being prone.
	+ **Elemental Resistance.** You know the Blade Ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to double your proficiency bonus to a maximum of 8 times, regaining all expended uses when you finish a long rest.
* **Ice Genasi - (Water + Water)**
	+ **Planar Born.** You can cast the Frostbite cantrip, and the Frost Fingers spell. You can cast this spell once per long rest for free. Accustomed to the blizzards and extreme cold, you ignore the difficulties of traversing ice and snow and are not affected by cold weather.
	+ **Elemental Resistance.** You gain resistance cold damage.
* **Smoke Genasi - (Air + Fire)**
	+ **Planar Born.** You can cast the Column of Smoke cantrip, and the Smoke Ladder spell. You can cast this spell once per long rest for free. As a reaction to taking damage, you can change into a smoky form, heavily obscuring a 10 ft. radius sphere centered on you until the start of your next turn. Until then, you are incapacitated and gain resistance to all damage. At the start of your next turn, you reconstitute at a point within the cloud of smoke. Once you use this trait, you may not use it again until you finish a long rest.
	+ **Elemental Resistance.** You gain resistance fire damage.
* **Dust Genasi - (Air + Earth)**
	+ **Planar Born.** You can cast the Sphere of Swirling Dust cantrip, and the Dust Burst spell. You can cast this spell once per long rest for free.
	+ **Elemental Resistance.** You know the Blade Ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to double your proficiency bonus to a maximum of 8 times, regaining all expended uses when you finish a long rest.
* **Cloud Genasi - (Air + Water)**
	+ **Planar Born.** You can cast the Cloud Wall n Floor cantrip, and the Fog Cloud spell. You can cast this spell once per long rest for free. Once per short rest, you may fly up to half your movement speed. If you end your turn in the air, you drop, and take half of the falling damage.
	+ **Elemental Resistance.** You gain resistance cold damage.
* **Magma Genasi (Fire + Earth)**
	+ **Planar Born.** You can cast the Magma Burst cantrip, and the Pillar of Magma spell. You can cast this spell once per long rest for free. In darkness you emit 20 ft. of dim light, you may dismiss or ignite this with a bonus action. When a creature hits with a melee attack, you may use your reaction to cause your blood to boil, splattering onto them and dealing 1d6 fire damage. You regain use of this ability after a short rest. The damage increases by 1d6 when you reach 5th level, 11th level, and 17th level.
	+ **Elemental Resistance.** You gain resistance fire damage.
* **Steam Genasi (Fire + Water)**
	+ **Planar Born.** You can cast the Steam Discharge cantrip, and the Steam Beam spell. You can cast this spell once per long rest for free. Your body is composed differently than most humanoids, for the purposes of determining weight, think of your character as Small, you also count as Small when hiding. Additionally, you suffer half damage from falling.
	+ **Elemental Resistance.** You gain resistance fire damage.
* **Mud Genasi (Earth + Water)**
	+ **Planar Born.** You can cast the Slip cantrip, and the Mud Slide spell. You can cast this spell once per long rest for free. You have advantage on saving throws against being restrained, and magic can’t unwillingly change your form.
	+ **Elemental Resistance.** You gain resistance acid damage.

### **Temp**

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

## **Tiefling Heritage**

 **Lineage Traits** | * **Curse of The Ruined.** You gain spells related to the curse of whatever Ruined flows through you, this is determined by your ancestry, which can be seen below. This curse also affects your appearance, you have horns and a tail, with minor appearance affects relating to the ruined which curse you have, as specified within the ancestry.
* **Damage Resistance.** Due to your curse you have resistance to a type of damage which is determined by your ancestry, which can be seen below.
* **Darkvision.** The curse that flows through means 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.
 **Ancestry -** The Ruined
	+ **Tiamat Damage Resistance.** You gain resistance to fire damage.
	+ **Curse of Tiamat Appearance.** You gain minor draconic traits, such as scales or fangs.
* **Curse of Kuthon, the Abyssal Maw -** You know the Thorn Whip cantrip. Once you reach 3rd level, you can cast the Ensnaring Strike spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Hold Person spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait.
	+ **Kuthon Damage Resistance.** You gain resistance to necrotic damage.
	+ **Curse of Kuthon Appearance.** You gain minor deep sea fish traits, such as an angler light or sharp rows of teeth.
* **Curse of Forene, the King of Discord -** You know the Vicious Mockery cantrip. Once you reach 3rd level, you can cast the Command spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Tasha’s Mind Whip spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait.
	+ **Forene Damage Resistance.** You gain resistance to lightning damage.
	+ **Curse of Forene Appearance.** You gain minor lightning that sparks from parts of your body or gray and black metallic looking skin, nails, etc.
* **Curse of Soosano, the Whisperer -** You know the Friends cantrip. Once you reach 3rd level, you can cast the Charm Person spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait.
	+ **Soosano Damage Resistance.** You gain resistance to radiant damage.
	+ **Curse of Soosano Appearance.** You gain minor smoke that drifts from parts of your body or a voice that seems to echo in darkness.
* **Curse of Jal’gorath, the Ravaged Warrior -** You know the Eldritch Blast cantrip. Once you reach 3rd level, you can cast the Frost Fingers spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Shatter spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait.
	+ **Jal'gorath Damage Resistance.** You gain resistance to cold damage.
	+ **Curse of Jal'gorath Appearance.** You gain minor ice that seems to form across your body or parts of your body look cracked and like they are held together by ice.
* **Curse of Cyric, the Lost Mind -** You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Dissonant Whispers spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Enthrall spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait.
	+ **Cyric Damage Resistance.** You gain resistance to psychic damage.
	+ **Curse of Cyric Appearance.** You gain minor images of things that people fear which appear to drift across your eyes or out of parts of your body, or blood that seems to drip from piercing holes in parts of your body.
* **Curse of The Amalgamated One, the Atrocity -** You know the Decompose cantrip. Once you reach 3rd level, you can cast the Cause Fear spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Alter Self spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait.
	+ **Amalgamated One Damage Resistance.** You gain resistance to force damage.
	+ **Curse of Amalgamated One Appearance.** You gain one deformity to your body, an arm larger than another, a leg twisted at the wrong angle, or horns that grow through your skull and out your eyes. It is your choice if this has a negative affect on your abilities in gameplay.
* **Curse of Erashai, the Silenced Executioner -** You know the Poison Spray cantrip. Once you reach 3rd level, you can cast the Ray of Sickness spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Silence spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait.
	+ **Erashai Damage Resistance.** You gain resistance to poison damage.
	+ **Curse of Erashai Appearance.** You gain minor affects similar to those of a snake, fangs, scales.
* **Curse of Garneth, the Grasping Demon -** You know the Encode Thoughts cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Detect Thoughts spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait.
	+ **Garneth Damage Resistance.** You gain resistance to thunder damage.
	+ **Curse of Garneth Appearance.** You gain what appear to be different pieces of other races bodies as part of your own, for example you hand may look orcish, or you may have elvish ears, or tabaxi eyes.
* **Curse of Ilora, the Alluring Heart -** You know the Mind Sliver cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Alluring Image spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait.
	+ **Ilora Damage Resistance.** You gain resistance to psychic damage.
	+ **Curse of Ilora Appearance.** You gain minor traits of smelling like addictive substances, or those substances appear to leak from parts of your body, or you appear unnaturally beautiful and attractive.
* **Curse of Vorre'thum, the Wandering Pestilence -** You know the Infestation cantrip. Once you reach 3rd level, you can cast the Insect Swarm spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Flock of Familiars spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait.
	+ **Vorre'thum Damage Resistance.** You gain resistance to acid damage.
	+ **Curse of Vorre'thum Appearance.** You gain minor traits like insects which form homes inside your skin, or are attracted to you, or the odor of decay and swamps may follow you.