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Homebrew Ascended Human- Species Details

A variant human(mark of passage) that gained their powers through a dark gift and unlocked dhampirism.

The Ascended Humans are a unique and rare lineage of humans who have transcended their mortal limits through a combination of ancient rites, mystical gifts, and powerful bloodlines. They embody the pinnacle of human potential, possessing abilities that make them both revered and feared across the realms. These beings are the result of generations of selective breeding, arcane experimentation, and the blessings of powerful entities.

 

Ascended Human- Traits

A variant human(mark of passage) that gained their powers through a dark gift and unlocked dhampirism.

Ability Score Increase

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.

 

Languages

You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.

 

Ancestral Legacy(Dhampir)

  • If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
    • If you don't keep any of those elements or you choose this lineage at character creation, you gain proficency in two skills of your choice.

 

Deathless Nature(Dhampir)

You don't need to breathe.

 

Spider Climb(Dhampir)

You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

 

Vampiric Bite(Dhampir)

  • Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
    • When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
      • You regain hit points equal to the piercing damage dealt by the bite.
      • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
    • You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

Intuitive Motion(Dragonmark:Passage)

Whenever you make an Dexterity (Acrobatics) or an Ability Check involving operating or maintaining a Land Vehicle, you can roll a d4 and add the number rolled to the total ability check.

Magical Passage(Dragonmark:Passage)

You can cast the Misty Step spell with this trait. Once you cast this spell with this trait, you can't cast that spell again until you finish a Long Rest. Dexterity is your Spellcasting Ability for these spells.

Spells of The Mark(Dragonmark:Passage)

If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Passage Spells table are added to the spell list of your Spellcasting class.

Symbiotic Being(Dark Gift:Symbiotic Being)

A second being resides within your body along with you. It manifests physically somewhere on you and relies on you for its survival. At the same time, it offers you knowledge and other assistance, either of its own volition or because of your intertwined nature. The symbiote has its own personality and agenda, which might be at odds with yours. If you ignore the symbiote's desires, it might strive to interfere with you. There is no way to be rid of the symbiote while you have this Dark Gift. Even if you go to drastic lengths, such as severing the part of your body where the symbiote resides, it reappears on your body in another location at the next midnight.

Roll on or choose an option from the Symbiotic Nature table to determine what sort of symbiotic being shares your body. Additionally, you gain the traits that follow.

Symbiotic Nature

d6 Symbiote
1 Tiny humanoid facial features protruding from your torso, palm, or the back of your head
2 An alien appendage inside an unhealing wound
3 A burrowing, worm-like being
4 An intrusive thought that inhabits your mind
5 A living tattoo
6 Crystal growths that replace a portion of your body

Entwined Existence. Your symbiote is a separate entity with its own physical form bound to yours. It isn't a separate creature and relies on you to survive. It has Intelligence, Wisdom, and Charisma scores. The DM sets the symbiote's abilities or determines them randomly (roll 4d6 for each score, ignoring the lowest roll and totaling the rest). The symbiote can see and hear using your senses.
The symbiote speaks, reads, and understands two languages; one that you speak, as well as one appropriate to its nature. Choose one of the following skills: Arcana, Deception, History, Intimidation, Insight, Investigation, Nature, Religion, Perception, or Persuasion. You gain proficiency in that skill if you don't already have it, representing the symbiote's counsel and guidance.

If you die, so does your symbiote. If you are subsequently returned to life, your symbiote revives as well.

Sustained Symbiosis. Your symbiote has a vested interest in your survival and takes steps to ensure it. When you fail a saving throw, you can choose to have your symbiote expend one of your Hit Dice to roll it and add the number rolled to the saving throw, potentially turning the failure into a success. If it uses this feature on a death saving throw, you succeed on the save and regain 1 hit point regardless of the number rolled on the d20.

Once you succeed on a saving throw due to this trait, the symbiote can't use it again until you finish a long rest.

Symbiotic Agenda. Your symbiote has an agenda that drives it, and it expects you to assist it in achieving those goals. How permissive or patient it is in resolving its agenda depends on its personality (work with your DM to determine these details). If you have an opportunity to advance its agenda and don't act on it, the symbiote can try to force your hand. You must succeed on a Charisma saving throw (DC 12 + the symbiote's Charisma modifier) or be charmed by the symbiote for 1d12 hours.

While charmed, you must try to follow the symbiote's commands. If you take damage that is not self-inflicted, you can repeat the saving throw, ending the effect on a success.

Roll or choose from the Symbiotic Agenda table to determine the symbiote's goal, working with your DM to detail the specifics or create another agenda.

Symbiotic Agenda

d6 Agenda
1 The symbiote seeks to destroy a specific type of being, such as fiends, trolls, or paladins.
2 The symbiote craves knowledge and is determined to solve a mystery or learn a secret.
3 The symbiote wants to bring a prophecy to fruition or to thwart one.
4 The symbiote seeks to defend the servants and interests of a powerful being or organization.
5 The symbiote wants to keep you from harm at all costs and believes it knows what's best for you.
6 The symbiote seeks to experience new sensations, the more bizarre the better.

Feat

You gain one Feat of your choice.

Skills

You gain proficiency in one skill of your choice.

 

Ageless(Supernatural Gift:Hollowed One)

You don't age, and effects that would cause you to age don't work on you.

 

Cling to Life(Supernatural Gift: Hollowed One)

When you make a death saving throw and roll 16 or higher, you regain 1 hit point.

 

Revanance(Supernatural Gift: Hollowed One)

You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.

 

Unsettling Presence(Supernatural Gift: Hollowed One)

As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Once you use this feature, you can't use it again until you finish a long rest.

 

Fortune's Grace(Supernatural Gift: Fate-Touched)

Your fate-touched essence can cause events to shift in your favor. When you make an attack roll, an ability check, or a saving throw, you can choose to reroll the d20. You must reroll the die before the outcome of the initial roll is determined.

Alternatively, when a creature you can see makes an attack against you or makes a saving throw against one of your spells or features, you can force that creature to reroll the attack roll or saving throw.

If the roll that triggers the reroll is made with advantage or disadvantage, both d20s are rerolled. Once you use this feature, you can’t use it again until you finish a long rest.

 
 

Sentinels Intuition(Dragonmark:Sentinel)

Whenever you make an Wisdom (Insight) or a Wisdom (Perception) check, you can roll a d4 and add the number rolled to the total ability check.

Guardian's Shield(Dragonmark:Sentinel)

You can cast the Shield spell with this trait. Once you cast this spell with this trait, you can't cast that spell again until you finish a Long Rest. Wisdom is your Spellcasting Ability for these spells.

Vigilant Guardian(Dragonmark:Sentinel)

Once a creature that you can see within 5ft of you is hit with an attack roll, you can use your reaction to swap places with the creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest.

 

Spells of The Mark(Dragonmark:Sentinel)

If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Sentinel Spells table are added to the spell list of your Spellcasting class.

Mark of Sentinel Spells

Spell Level Spell
1st Compelled DuelShield of Faith
2nd Warding BondZone of Truth
3rd CounterspellProtection From Energy
4th Death WardGuardian of Faith
5th Bigby's Hand

 

Artisan's Intuition(Dragonmark:Making)

Whenever you make an Intelligence (Arcana) or an Ability Check involving Artisan's Tools, you can roll a d4 and add the number rolled to the total ability check.

 

Artisan's Gift(Dragonmark:Making)

You gain proficiency in one type of Artisan's Tools of your choice.

Spellsmith(Dragonmark:Making)

You learn the Mending cantrip. You can also cast the Magic Weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. Once you cast this spell with this trait, you can't cast that spell again until you finish a Long Rest. Intelligence is your Spellcasting Ability for these spells.

Spells of The Mark(Dragonmark:Making)

If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your Spellcasting class.

Mark of Making Spells

Spell Level Spell
1st IdentifyTenser's Floating Disk
2nd Continual FlameMagic Weapon
3rd Conjure BarrageElemental Weapon
4th FabricateStone Shape
5th Creation

Wild Intuition(Dragonmark:Handling)

Whenever you make a Wisdom (Animal Handling) or a Intelligence (Nature) check, you can roll a d4 and add the number rolled to the total ability check.

Primal Connection(Dragonmark:Handling)

You can cast the Animal Friendship spell and the Speak With Animals with this trait, requiring no material components. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. Wisdom is your Spellcasting Ability for these spells.

The Big They Are(Dragonmark:Handling)

Starting at 3rd level, you can target a Beast or a Monstrosity when you cast Animal Friendship or Speak With Animals, provided that the creature's intelligence is 3 or lower.

Spells of The Mark(Dragonmark:Handling)

If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Handling Spells table are added to the spell list of your Spellcasting class.

Mark of Handling Spells

Spell Level Spell
1st Animal FriendshipSpeak With Animals
2nd Beast SenseCalm Emotions
3rd Beacon of HopeConjure Animals
4th Aura of LifeDominate Beast
5th Awaken

Hunter's Intuition(Dragonmark:Finding)

Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can roll a d4 and add the number rolled to the total ability check.

Finder's Magic(Dragonmark:Finding)

You can cast the Hunter's Mark spell with this trait. Starting at 3rd level, you can also cast the Locate Object spell with it. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. Wisdom is your Spellcasting Ability for these spells.

Spells of The Mark(Dragonmark:Finding)

If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your Spellcasting class.

Mark of Finding Spells

Spell Level Spell
1st Faerie FireLongstrider
2nd Locate Animals or PlantsLocate Object
3rd ClairvoyanceSpeak With Plants
4th DivinationLocate Creature
5th Commune With Nature