Touched Lineages
The influence of various forces, whether from outside the Mortal plane or not, often produces sports, called the Touched. Most often, these are human-touched (especially the light- and fiend-touched), but also the element-touched. The Touched do not, generally, breed true, although the descendants of Touched individuals have a larger chance of showing signs of that influence randomly (skipping generations). Many, if not most, are born to otherwise normal parents.
For all of these, start with a base lineage, including sub-lineage/culture. The base lineage must have a feature marked with a (+). Take the ability score increase listed for your Touched lineage instead of the normal one for your base lineage. If this would result in more than a +2 lineage-derived bonus to any ability score, you gain +1 in any other ability score instead. Then replace the base-lineage feature marked with a (+) with one of those listed for the Touched lineage you chose instead. For all other purposes, you count as being a member of the base lineage.
Light-touched (Celestial)
Those that are born in areas or to parents touched heavily by astral influence, especially the clergy serving various Ascendant powers, are born with a measure of the light of the Astral. Light is not good; the angels are known as avengers and dispensers of justice as much as mercy.
Every light-touched has a stigma, a sign that sets them apart and makes them visible as light-touched. While it can be hidden, it often flares and becomes most visible when they experience strong emotions. This might be a visible halo, hair that sheds sparks of light, eyes that glow from within, or a birthmark of wings that expands into luminous wings of pure energy.
Lineage Trait (Options)
- Ability Score Increase. +1 Charisma instead of the normal base lineage ability score increase.
- Replacement Feature. Choose one of the following to replace the (+) trait from the parent lineage.
- Avenging Wrath. When you hit with an attack, you can cause a flare of light to erupt, potentially blinding the enemy. The target must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, they take 2d6 radiant damage and are blinded until the end of their next turn. On a success, the target takes half as much damage and is not blinded. You can use this trait a number of times equal to your proficiency bonus, regaining expended uses when you finish a long rest.
- Wings. As a bonus action, you can cause glowing wings of energy to extend from you, granting you a fly speed equal to your walking speed for one minute. Once you use this trait, you cannot do so again until you complete a long rest.
- No End to Duty. As an action, you can touch a creature and restore hit points equal to 3 times your level. You can use this trait a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
Fiend-touched (Lucian)
The fiend-touched are born to those who traffic with fiends or who were exposed to significant fiendish energy, whether demonic or lucian. Those born of abyssal influence are much less acceptable in most societies, although those born to victims of attempted demon-serving sacrifice are accepted most places after some alarm. They have a prediliction for fire, as most of the aether-woven fiendish combat bodies are fire-aspected.
Fiend-touched have stigmata like light-born, but theirs tend toward red skin or golden slitted eyes, horns (whether small prongs or large ram-style horns), or tails. Some can manifest actual wings, but these are bat-like, not the glowing energy constructs of the light-touched.
Lineage Trait (Options)
- Ability Score Increase. +1 Charisma instead of the normal base lineage ability score increase.
- Replacement Feature. Choose one of the following to replace the (+) trait from the parent lineage.
- Hellfire Rebuke. When you hit with an attack, you can cause a flare of hellfire to erupt around the target. The target takes 2d6 fire damage and must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, they are frightened of you until the end of your next turn. You can use this trait a number of times equal to half your proficiency bonus, regaining expended uses when you finish a long rest.
- Wings. As a bonus action, you can cause leathery wings to extend from you, granting you a fly speed equal to your walking speed for one minute. Once you use this trait, you cannot do so again until you complete a long rest.
- Diabolical Sight. You gain darkvision with a 60 foot range and can see through magical darkness. As an action, you can bestow this sight on an ally within 30 feet of you for 10 minutes. You do not lose your vision when you do so. Once you use this trait to bestow darkvision on another, you cannot do so again until you finish a long or short rest.
Element-touched
Depending on the exact influence, a fire-touched might have red hair that burst into literal (although heatless) flame when the child experiences strong emotions; a earth-touched might have rocky dermal patches, a water-touched might have (non-functional) gills and vestigial fins, and an air-touched might crackle with lightning.
Lineage Trait (Options)
- Ability Score Increase. +1 Strength OR +1 Dexterity OR +1 Constitution OR +1 Intelligence instead of the normal base lineage ability score increase.
- Replacement Feature. Choose one of the following to replace the (+) trait from the parent lineage.
- Firelight Flicker. As an action, you can teleport to an unoccupied location you can see within 30′ that is not behind total cover. You can use this trait a number of times equal to half your proficiency bonus, regaining expended uses when you finish a long rest.
- Shielding Stone. As a reaction when you or a creature you can see within 30 feet of you is hit by an attack, you can take the Deflect action without expending Stamina, affecting the creature targeted. This effect lasts until the start of your next turn. You can use this trait a number of times equal to half your proficiency bonus, regaining expended uses when you finish a long rest.
- Rushing Waves. As an action, one creature within 5 feet must make a Strength saving throw of a DC equal to 8 + your proficiency bonus + your choice of Strength or Constitution modifier. On a failed save, they are pushed 10 feet and knocked prone. On a success, they are only pushed 5 feet. You can use this trait a number of times equal to your proficiency bonus, regaining expended uses when you finish a long rest.
- Lightning Burst. As an action, all creatures within 5 feet of you must make a Dexterity saving throw with DC equal to 8 + your proficiency bonus + your choice of Strength or Constitution or take lightning damage equal to rolling a d8 a number of times equal to your proficiency bonus and be unable to take reactions until the start of their next turn. On a success, targeted creatures take half damage and no other effects. You can use this feature a number of times equal to half your proficiency bonus, regaining expended uses when you finish a long rest.