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#source/5e_2024
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#progression/N_A
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#origin/feat
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#count/1
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#cooldown/N_A
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Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can't increase an ability score above 20.
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**Repeatable**: You can take this feat more than once.
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#source/5e_2024
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#progression/N_A
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#origin/lineage
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#count/1
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#cooldown/rest
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You can take the dash action as a bonus action. When you do so, you gain a number of temporary hit points equal to your prof bonus.
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You can use this trait a number of times equal to your prof bonus, and you regain all expended uses when you finish a short or long rest.
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#source/5e_2024
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#progression/N_A
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#origin/boon
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#count/1
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#cooldown/N_A
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You gain proficiency in all skills.
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#source/5e_2024
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#progression/N_A
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#origin/fighting_style
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#count/1
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#cooldown/N_A
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You gain a +2 bonus to attack rolls you make with ranged weapons.
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#source/5e_2024
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#progression/N_A
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#origin/fighting_style
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#count/1
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#cooldown/N_A
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You learn two cleric cantrips of your choice. Guidance and Sacred Flame are recommended. The chosen cantrips count as paladin spells for you, and charisma is your spellcasting ability for them. Whenever you gain a paladin level, you can replace one of these cantrips with another cleric cantrip.
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#source/5e_2024
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#progression/N_A
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#origin/fighting_style
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#count/1
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#cooldown/N_A
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You have blindsight with a range of 10 feet.
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#source/5e_2024
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#progression/N_A
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#origin/boon
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#count/1
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#cooldown/N_A
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Immediately after you take the attack action or the magic action, you can teleport up to 30 feet to an unoccupied space you can see.
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#source/5e_2024
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#progression/N_A
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#origin/feat
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#cooldown/N_A
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With 1 hour of work or when you finish a long rest, you can cook a number of treats equal to your prof bonus if you have ingredients and cook's utensils on hand. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain a number of temporary hit points equal to your prof bonus.
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#source/5e_2024
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#progression/N_A
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#origin/lineage
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#count/1
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#cooldown/N_A
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You have advantage on saving throws you make to avoid or end the frightened condition.
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#source/5e_2024
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#progression/level
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#origin/lineage
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When you take the attack action on your turn, you ca replace one of your attacks with an exhalation of magical energy in either a 15-foot cone or a 30-foot line that is 5 feet wide. Each creature in that area must make a dexterity saving throw (DC 8 plus your constitution modifier and prof bonus). On a failed save, a creature takes 1d10 damage of the type determined by your draconic ancestry. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5, 11, and 17.
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You can use this breath weapon a number of times equal to your prof bonus and you regain all expended uses when you finish a long rest.
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#source/5e_2024
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#progression/N_A
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#origin/lineage
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You have resistance to necrotic damage and radiant damage.
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#source/5e_2024
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#progression/N_A
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#origin/lineage
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When you reach level 3, you can transform as a bonus action using one of the options below. The transformation lasts for 1 minutes or until you end it. Once you transform, you can't do so again until you finish a long rest.
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Once on each of you turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus, and the extra damage's type is either necrotic for necrotic shroud or radiant for heavenly wings and inner radiance.
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**Heavenly Wings**: Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a fly speed equal to your speed.
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**Inner Radiance**: Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus.
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**Necrotic Shroud**: Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeeds on a charisma saving throw (DC 8 plus your charisma modifier and prof bonus) or have the frightened condition until the end of your next turn.
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#source/5e_2024
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#progression/N_A
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#origin/feat
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#count/1
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#cooldown/N_A
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If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the attack action, choose one of the following effects: gain a 1d8 bonus to the attack's damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns.
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#source/5e_2024
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#progression/N_A
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#origin/feat
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#count/1
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#cooldown/N_A
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You gain a climb speed equal to your speed.
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#source/5e_2024
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#progression/N_A
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#origin/lineage
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You have resistance to the damage type determined by your draconic ancestry trait.
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#source/5e_2024
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#progression/N_A
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#origin/lineage
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#count/5
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#cooldown/N_A
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You have darkvision with a range of 60 feet.
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#source/5e_2024
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#progression/N_A
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#origin/feat
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#cooldown/N_A
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Whenever you buy a nonmagical item, you receive a 20 percent discount on it.
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#source/5e_2024
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#progression/N_A
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#origin/lineage
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Your lineage stems from a dragon progenitor. Choose the kind of dragon from the draconic ancestors table. Your choice affects your breath weapon and damage resistance traits as well as your appearance.
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| Dragon | Damage Type |
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| ------ | ----------- |
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| Black | Acid |
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| Blue | Lightning |
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| Brass | Fire |
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| Bronze | Lightning |
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| Copper | Acid |
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| Gold | Fire |
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| Green | Poison |
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| Red | Fire |
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| Silver | Cold |
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| White | Cold |
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#source/5e_2024
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#progression/N_A
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#origin/lineage
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When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a bonus action, you sprout spectral wings on you r back that lasts for 10 minutes or until you retract the wings or have the incapacitated condition. During that time, you have a fly speed equal to your speed. Your wings appear to be made of the same energy as your breath weapon. Once you use this trait, you can't use it again until you finish a long rest.
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#source/5e_2024
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#progression/N_A
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#origin/lineage
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#count/1
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You have resistance to poison damage. You also have advantage on saving throws you make to avoid or end the poisoned condition.
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#source/5e_2024
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#progression/level
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#origin/lineage
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#count/1
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Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level.
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#source/5e_2024
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#progression/level
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#origin/lineage
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#count/1
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#cooldown/daily
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You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Eleven Lineages table. You gain the level 1 benefit of that lineage.
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When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a long rest. You can also cast the spell using any spell slots you have of the appropriate level.
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Intelligence, wisdom, or charisma is your spellcasting ability for the spells you cast with this trait.
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| Lineage | Level 1 | Level 3 | Level 5 |
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| -------- | -------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------ | ------------------ |
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| Drow | The range of your darkvision increases to 120 feet. You also know the dancing lights cantrip. | Faerie Fire | Darkness |
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| High Elf | You know the prestidigitation cantrip. Whenever you finish a long rest, you can replace that cantrip with a different cantrip from the wizard spell list | Detect Magic | Misty Step |
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| Wood Elf | Your speed increases to 35 feet. You also know the druidcraft cantrip. | Longstrider | Pass without Trace |
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#source/5e_2024
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#progression/N_A
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#origin/boon
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#count/1
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#cooldown/N_A
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When you take damage of one of the types chosen for the Energy Resistance benefit, you can take a reaction to direct damage of the same type towards another creature you can see within 60 feet of yourself that isn't behind total cover. If you do so, that creature must succeed on a dexterity saving throw (DC 8 plus your constitution modifier and prof bonus) or take damage equal to 2d12 plus your constitution modifier.
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#source/5e_2024
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#progression/N_A
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#origin/boon
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#count/1
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#cooldown/N_A
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You gain resistance to two of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. Whenever yo finish a long rest you can change your choices.
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#source/5e_2024
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#progression/N_A
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#origin/boon
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#count/1
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#cooldown/N_A
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As a bonus action, you can take the disengage action, which also ends the grappled condition on you.
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#source/5e_2024
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#progression/N_A
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#origin/boon
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#count/1
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#cooldown/N_A
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Choose one skill in which you lack Expertise. You gain expertise in that skill.
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#source/5e_2024
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#progression/N_A
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#origin/feat
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#cooldown/N_A
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When you finish a long rest, you can craft one piece of gear from the Fast Crafting table, provided you have the artisan's tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart.
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| Artisan's Tools | Crafted Gear |
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| --------------------- | --------------------------------------------------------- |
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| Carpenter's Tools | Ladder, Torch |
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| Leatherworker's Tools | Crossbow Bolt Case, Map or Scroll case, pouch |
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| Mason's Tools | Block and Tackle |
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| Potter's Tools | Jug, Lamp |
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| Smith's Tools | Ball bearings, bucket, caltrops, grappling hook, iron pot |
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| Tinker's Tools | Bell, shovel, tinderbox |
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| Weaver's Tools | Basket, rope, net, tent |
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| Woodcarver's Tools | Club, great club, quarterstaff |
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#source/5e_2024
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#progression/N_A
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#origin/lineage
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#count/1
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#cooldown/N_A
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||||
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You have advantage on saving throws you make to avoid or end the charmed condition.
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@@ -0,0 +1,15 @@
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#source/5e_2024
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#progression/N_A
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#origin/lineage
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#count/1
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#cooldown/N_A
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You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the fiendish legacies table. You gain the level 1 benefit of the chosen legacy.
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When you reach a character levels 3 and 5, you lean a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a long rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, wisdom, or charisma is your spellcasting ability for the spells you cast with this trait.
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| Legacy | Level 1 | Level 3 | Level 5 |
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| ------------ | ---------------------------------------------------------------------------------- | --------------- | ------------------- |
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| Abyssal | You have resistance to poison damage. You also know the poison spray cantrip. | Ray of Sickness | Hold Person |
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| Chthonic | You have resistance to the necrotic damage. You also know the chill touch cantrip. | False Life | Ray of Enfeeblement |
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| Infernal | You have resistance to fire damage. You also know the fire bolt cantrip. | Hellish Rebuke | Darkness |
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#source/5e_2024
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#progression/N_A
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||||
#origin/boon
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#count/1
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#cooldown/N_A
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Your hit point maximum increases by 40. In addition, whenever you regain hit points, you can regain additional hit points equal to your constitution modifier. Once you've regained these additional hit points, you can't do so again until the start of your next turn.
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#source/5e_2024
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#progression/N_A
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#origin/boon
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#count/1
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#cooldown/N_A
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Whenever you cast a spell with a level 1-4 spell slot, roll 1d4. If the number you roll is the same as the slot's level, the slot isn't expended.
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@@ -0,0 +1,13 @@
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#source/5e_2024
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#progression/N_A
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#origin/lineage
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#count/1
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#cooldown/daily
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You are descended from giants. Choose one of the following benefits--a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your prog bonus, and you regain all expended uses when you finish a long rest:
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**Cloud's Jaunt (Cloud Giant)**: as a bonus action, you magically teleport up to 30 feet to an unoccupied space you can see.
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**Fire's Burn (Fire Giant)**: When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 fire damage to that target.
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**Frost's Chill (Frost Giant)**: When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 cold damage to that target and reduce its speed by 10 feet until the start of your next turn.
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**Hill's Tumble (Hill Giant)**: When you hit a large or smaller creature with an attack roll and deal damage to it, you can give that target the prone condition.
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||||
**Stone's Endurance (Stone Giant)**: When you take damage, you can take a reaction to roll 1d12. Add your constitution modifier to the number rolled and reduce the damage by that total.
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**Storm's Thunder (Storm Giant)**: When you take damage from a creature within 60 feet of you, you can take a reaction to deal 1d8 thunder damage to that creature.
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#source/5e_2024
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#progression/N_A
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#origin/lineage
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#count/1
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#cooldown/N_A
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||||
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You have advantage on intelligence, wisdom, and charisma saving throws.
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||||
@@ -0,0 +1,9 @@
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||||
#source/5e_2024
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#progression/N_A
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#origin/lineage
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#count/1
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#cooldown/N_A
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You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, intelligence, wisdom, or charisma is your spellcasting ability for the spells you cast with this trait.
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||||
**Forest Gnome**: You know the minor illusion cantrip. You also always have the speak with animals spell prepared. You can cast it without a spell slot a number of times equal to your prof bonus, and you regain all expended uses when you finish a long rest. You can also use any spell slots you have to cast the spell.
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**Rock Gnome**: You know the mending and prestidigitation cantrips. In addition, you can spend 10 minutes casting prestidigitation to create a tiny clockwork device (ac 5, 1 hp), such as a toy, fire starter, or music box. When you create the device, you determine its function choosing one effect from presitdigitation; the device produces that effect whenever you or another creature takes a bonus action to activate it with a touch. If the chosen effect has options within it, you choose the spell's ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn't do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle with a touch as a utilize action.
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||||
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||||
#source/5e_2024
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||||
#progression/N_A
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||||
#origin/lineage
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||||
#count/1
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||||
#cooldown/N_A
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||||
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||||
You can move through the space of any creature that is a size larger than you, but you can't stop in the same space.
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||||
@@ -0,0 +1,5 @@
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||||
#source/5e_2024
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||||
#progression/N_A
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||||
#origin/lineage
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||||
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||||
As a magic action, you touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.
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||||
@@ -0,0 +1,7 @@
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||||
#source/5e_2024
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||||
#progression/N_A
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||||
#origin/feat
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||||
#count/1
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||||
#cooldown/N_A
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||||
|
||||
When you have the prone condition, you can right yourself with only 5 feet of movement.
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||||
@@ -0,0 +1,8 @@
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||||
#source/5e_2024
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||||
#progression/N_A
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||||
#origin/feat
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||||
#count/1
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||||
#cooldown/N_A
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||||
|
||||
Ability Score Increase. Increase your charisma score by 1, to a maximum of 20.
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||||
Impersonation. While you're disguised as a real or fictional person, you have advantage on charisma (deception or performance) checks to convince others that you are that person.
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||||
@@ -0,0 +1,7 @@
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||||
#source/5e_2024
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||||
#progression/N_A
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||||
#origin/boon
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||||
#count/1
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||||
#cooldown/N_A
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||||
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||||
When you or another creature within 60 feet of you succeeds on or fails a d20 test, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once you use this benefit, you can't use it again until you roll initiative or finish a short or long rest.
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||||
@@ -0,0 +1,7 @@
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||||
#source/5e_2024
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||||
#progression/N_A
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||||
#origin/feat
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||||
#count/1
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||||
#cooldown/N_A
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||||
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||||
When you take the dash action, your speed increase by 10 feet for that action.
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||||
@@ -0,0 +1,7 @@
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||||
#source/5e_2024
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||||
#progression/N_A
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||||
#origin/feat
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||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
When you roll initiative, you can add your prof bonus to the roll.
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||||
@@ -0,0 +1,7 @@
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||||
#source/5e_2024
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||||
#progression/N_A
|
||||
#origin/feat
|
||||
#count/1
|
||||
#cooldown/N_A
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||||
|
||||
Immediately after you roll initiative, you can swap your initiative with the initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the incapacitated condition.
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/feat
|
||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
You can make a running long or high jump after moving only 5 feet,
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/lineage
|
||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
You have prof in the insight, perception, or survival skill.
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/lineage
|
||||
#count/1
|
||||
#cooldown/daily
|
||||
|
||||
Starting at character level 5, you can change your size to large as a bonus action if you're in a big enough space. This transformation lasts for 10 minutes or until you end it. For that duration, you have advantage on strength checks, and your speed increases by 10 feet. Once you use this trait, you can't use it again until you finish a long rest.
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/boon
|
||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
When you would be reduced to 0 hit points, you can drop to 1 hit point instead and regain a number of hit points equal to half your hit point maximum. Once you use this benefit, you can't use it again until after you finish a long rest.
|
||||
@@ -0,0 +1,5 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/lineage
|
||||
|
||||
You know the light cantrip. Charisma is your spellcasting ability for it.
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/lineage
|
||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
When you roll a 1 on the d20 of a d20 test, you can reroll the die, and you must use the new roll.
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/boon
|
||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
While within dim light or darkness, you can give yourself the invisible condition as a bonus action. The condition ends on you immediately after you take an action, a bonus action, or a reaction.
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/feat
|
||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
You can mimic the sounds of other creatures, including speech. A creature that hears the mimicry must succeed on a wisdom (insight) check to determine the effect is faked (DC 8 plus your charisma modifier and prof bonus)
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/lineage
|
||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
You can take the hide action even when you are obscured only by a creature that is at least one size larger than you.
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/lineage
|
||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
You know the thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your fiendish legacy trait.
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/boon
|
||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
The bludgeoning, piercing, and slashing damage you deal always ignores resistance.
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/boon
|
||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
When you roll a 20 on the d20 for an attack roll, you can deal extra damage to the target equal to the ability score increased by this feat. The extra damage's type is the same as the attack's type.
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/boon
|
||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
When you miss with an attack roll, you can hit instead. Once you use this benefit, you can't use it again until the start of your next turn.
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/lineage
|
||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
You have advantage on any ability check you make to end the grappled condition. You also count as one size larger when determining your carrying capacity.
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/boon
|
||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
Your speed increases by 30 feet.
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/boon
|
||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
You have a pool of ten d10s. As a bonus action, you can expend dice from the pool, roll those dice, and regain a number of hit points equal to the roll's total. You regain all the expended dice when you finish a long rest.
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/lineage
|
||||
#count/1
|
||||
#cooldown/daily
|
||||
|
||||
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait you can't do so again until you finish a long rest.
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/feat
|
||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
As part of a short rest, you can cook special food if you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 plus your prof bonus. At the end of the short rest, any creature who eats the food and spends one or more hit dice to regain hit points regains an extra 1d8 hit points.
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/lineage
|
||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
You gain heroic inspiration whenever you finish a long rest.
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/boon
|
||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
While within dim light or darkness, you have resistance to all damage except psychic and radiant,
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/lineage
|
||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
You gain proficiency in one skill of your choice.
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/lineage
|
||||
#count/1
|
||||
|
||||
As a bonus action, you gain tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this tremorsense. The stone can be natural or worked.
|
||||
You can use this bonus action a number of times equal to your prof bonus, and you regain all expended uses when you finish a long rest.
|
||||
@@ -0,0 +1,6 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/feat
|
||||
#cooldown/N_A
|
||||
|
||||
You gain proficiency with three different artisan's tools of your choice from the Fast Crafting table.
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/lineage
|
||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/boon
|
||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
You have truesight with a range of 60 feet.
|
||||
@@ -0,0 +1,7 @@
|
||||
#source/5e_2024
|
||||
#progression/N_A
|
||||
#origin/lineage
|
||||
#count/1
|
||||
#cooldown/N_A
|
||||
|
||||
You gain an origin feat of your choice.
|
||||
@@ -0,0 +1,3 @@
|
||||
- [x] Lineage
|
||||
- [ ] Classes
|
||||
- [ ] Feats
|
||||
Reference in New Issue
Block a user