Race Pact-Born GM Binder

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 2

Race: Pact-Born Omen-Child.

Choose one of the Omens from the list and gain


Hushed whispers accompany you around every corner, other it's benefits.
people avoid you on the streets. Your family tree has a burned-out
section a few generation prior. To this day, the deeds of your
ancestor haunt you. Omens
They made a deal with an otherworldly entity, gaining great Call of the Deep. You have a swimming speed equal to your
power, and now, this patron has bestowed some of this power walking speed, and you can breathe air and water.
onto you. For what purpose, you can't even begin to guess. Claw and Fang. You have long fangs, sharp claws or horns
on your head that can be used as natural weapons. When
Pact-Born can be of any race, but if the ancestral patron's
influence is strong enough to manifest, it usually overshadows
you select this trait, choose a damage type (bludgeoning,
the hereditary traits of your lineage. piercing or slashing damage) and either Strength or
In addition to the social stigma, pact-born possess a portion of
Dexterity. The natural weapon deals damage of the chosen
the power their ancestor gained from the patron. type equal to 1d6 + your chosen modifier and uses the
The influence of an otherworldly entity might be seen on your chosen modifier for attack rolls.
body: some pact-born have physical oddities like horns, claws, Cling to Life. When you succeed on a death save, you can
strange glowing marks or body parts, a tail, vestigial wings, scaly regain a number of hit points equal to your proficiency
or abnormally colored skin. bonus + your Intelligence, Wisdom, or Charisma modifier
Or, you might subconsciously influence your surroundings by (choose when you select this trait). You can't use this trait
making dust swirl wherever you go, being followed by an again until you finish a long rest.
unexplainable stench, leaving wet footprints or other such Hide and Scale. You have leathery, scaly or otherwise tough
phenomena. skin. When you aren't wearing armor, your AC is 13 +
your Dexterity modifier. You can use your natural armor to
All pact-born have the following traits: determine your AC if the armor you wear would leave you
Ability Score Increase. +2/+1 to two different ability scores. with a lower AC. A shield's benefits apply as normal while
Age. Pact-Born mature at the same rate as their parent race, you use your natural armor.
but the otherworldly magic in their bodies increases their Simulacrum Voice. You can mimic sounds you have heard,
lifespan to over one hundred years.
including voices. A creature that hears the sounds you
Size. Pact-Born have the same range of height and weight as make can tell they are imitations with a successful
their parent race. Your size is medium or small. You choose the
Wisdom (Insight) check opposed by your Charisma
size when you select this race.
(Deception) check.
Speed. Your base walking speed is 30 feet. You also have the ability to communicate in a limited
Languages. You can speak, read, and write Common and an manner with beasts. They can understand the meaning of
additional language of your choice (possibly related to your
your words, though you have no special ability to
ancestral patron)
understand them in return.
Inherited Pact Magic. You know one cantrip of your choice
Unstoppable. Your base walking speed increases to 35 feet.
from the warlock spell list. Also, choose one 1st-level spell from
Also, you can move across non-magical difficult terrain
the warlock spell list. You can cast the chosen spell once with this
without expending extra movement if you are using your
trait and regain the ability to do so when you finish a long rest.
walking speed on the ground or a floor.
You can also cast this spell using spell slots you have of the
appropriate level. Your spellcasting ability for these spells is
Vile Blood. You have advantage on saving throws you make
Intelligence, Wisdom, or Charisma (chosen when you select this
to avoid or end the poisoned condition on yourself. You
race). also have resistance to poison damage.
Shielded Mind. Your ancestral patron's influence grants you
advantage on saving throws you make to avoid or end the
charmed and frightened conditions on yourself.
This document was lovingly created
using GM Binder.

If you would like to support the GM Binder developers,


WWW.GMBINDER.COM consider joining our Patreon community.

You might also like