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The Planetouched Lineages (Tieflings/Aasimar/Genasi/Axani/Cansin/Liminaire)
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<blockquote data-quote="Kobold Avenger" data-source="post: 8211953" data-attributes="member: 779"><p><strong><span style="font-size: 18px">Liminaire Characters</span></strong></p><p><strong>Ability scores & classes:</strong> Many Liminaire are sensitive to emotional energies, dreams and resonances, which they've learned to project themselves. While others tend to move with unnaturally quick but sometime jerky motions. So most Liminaires put their ability bonuses into Charisma, Intelligence, Wisdom or Dexterity.</p><p></p><p>Many Liminaires are naturally adept at magic, they often become Sorcerers drawing from varied mysterious sources in their bloodline. To other Liminaire with talents at shaping proto-matter, they fully embrace the inventiveness of becoming Artficers. As nomadic travellers walking between worlds and border worlds, many Liminaire become Rangers. And those with an understanding of emotions and dreams, often Bards.</p><p></p><p><strong>Age</strong></p><p>Most Liminaire age at the same rate as Humans or their mortal ancestry does. Some Liminaire might be long-lived or ageless.</p><p></p><p><strong>Size</strong></p><p>Most Liminaire are medium size. Some Liminaire are small size.</p><p></p><p><strong>Speed</strong></p><p>Liminaire have a walking speed of 30 feet</p><p></p><p><strong>Type</strong></p><p>Liminaire are Humanoid</p><p></p><p><strong>Languages</strong></p><p>Liminaire understand Common and one other language, often one of their mortal ancestries or Sylvan or Undercommon.</p><p></p><p><strong>Darkvision</strong></p><p>Liminaire have Darkvision of 60 feet</p><p></p><p><strong>Liminal Legacy (Legacy trait)</strong></p><p>Liminares have a variety of different powers, often learning or inheriting their talents from different places among the border planes. They tend to describe their powers as <em>Shaping from Immateria</em>, where pull a bit of proto-matter and emotional energy together to form something magical. When using such powers mist often manifests in a mixture of colors. A Liminaire picks from one of these Legacy options below, Charisma, Intelligence or Wisdom is the ability score for spells and saving throws DCs with these powers. Any spell a Liminares can cast through the Liminal Legacy trait they can also cast if they have a spell slot of the appropriate level, these spells are bonus known spells for a Liminare spellcaster.</p><p></p><p><strong>Optional Rule: Custom Legacies</strong> - For custom legacies (with the DM's approval) they generally follow this format, one Cantrip at the start, at 3rd level they know one 1st level spell that's enhanced to a 2nd level spell slot if possible and can be cast once before requiring a long rest, and at 5th level they gain knowledge of a 2nd level spell that can be cast once before requiring a long rest to cast again. The spells should be from either the Bard or Sorcerer spell list.</p><p></p><p><strong>Legacy of the Fair</strong> - Your powers come from a connection to the Seelie Court or of delightful dreams, and carries a weight of awe and majesty. The powers of this legacy are: the cantrip <em>Prestidigitation</em>, at 3rd level <em>Sanctuary</em> cast once before requiring a long rest, and at 5th level <em>Enthrall </em>cast once before requiring a long rest.</p><p>Alternate Spells: Replace <em>Prestidigitation </em>with <em>Friends </em>and/or replace <em>Enthrall </em>with <em>Hold Person</em>.</p><p></p><p><strong>Legacy of the Foul</strong> - Your powers come from a connection to the Unseelie Court or nightmares, and carries a weight of fear and dread. The powers of this legacy are: the cantrip <em>Thaumaturgy</em>, at 3rd level <em>Cause Fear</em> (Xanathar's Guide to Everything) cast as a 2nd-level spell once before requiring a long rest, and at 5th level <em>Phantasmal Force</em> cast once before requiring a long rest.</p><p>Alternate Spells: Replace <em>Cause Fear </em>with <em>Bane</em>.</p><p></p><p><strong>Legacy of Shadows</strong> - You draw and shape shadowstuff from Shadowfell, which seeks to drain emotions and vitality. The powers of this legacy are: the cantrip <em>Chill Touch</em>, at 3rd level <em>Arms of Hadar</em> cast as a 2nd-level spell once before requiring a long rest, and at 5th level <em>Darkness </em>cast once before requiring a long rest.</p><p>Alternate Spells: Replace <em>Chill Touch </em>with <em>Toll the Dead</em> (Xanathar's Guide to Everything) and/or replace <em>Darkness</em> with <em>Blindness/Deafness</em>.</p><p></p><p><strong>Legacy of Shaping </strong>- You are adept at shaping a variety of proto-matter making the imagined real in some ways. The powers of this legacy are: the cantrip <em>Minor Illusion</em>, at 3rd level <em>Find Familiar</em> which you can cast with a casting time of 1 action once before requiring a long rest or as a ritual, and at 5th level <em>Spiritual Weapon</em> cast once before requiring a long rest.</p><p>Alternate Spells: Replace <em>Minor Illusion </em>with <em>Mending </em>and/or replace <em>Spiritual Weapon</em> with <em>Summon Beast</em> (Tasha's Cauldron of Everything).</p><p></p><p><strong>Legacy of the Traveler</strong>- Your command of shaping makes you adept at finding the spaces between the planes which you can momentary slip or stomp through. The powers of this legacy are: the cantrip <em>Thunderclap</em> (Xanathar's Guide to Everything), at 3rd level <em>Longstrider </em>cast as a 2nd-level spell once before requiring a long rest, and at 5th level <em>Misty Step</em> cast once before requiring a long rest.</p><p>Alternate Spells: Replace <em>Thunderclap</em> with <em>Blade Ward</em> and/or replace <em>Longstrider </em>with <em>Expeditious Retreat</em>.</p><p></p><p><strong>Optional Rule: Alternate spells</strong> - At character creation you may decide to replace a single spell from a legacy with another spell or cantrip that's the same level that's within the cleric or wizard spell list. This rule can be in place instead of allowing custom legacies.</p><p></p><p><strong>Axiomatic Resistance (Essence trait)</strong></p><p>A Liminaire's nature often makes them resistant to the affects of certain maladies and elements. Pick one from among one of the following:</p><p>-Psychic resistance, and advantage to saving throws against being charmed</p><p>-Force resistance, and advantage to saving throws against being moved or teleported</p><p>-Necrotic resistance, with an advantages to saving throws against being frightened</p><p>-Radiant resistance, with an advantage to saving throws against being blinded</p><p>-Poison resistance, with an advantage to saving throws against being poisoned</p><p></p><p><strong>Alternative Abilities:</strong></p><p>Some of these abilities might be restricted at character creation, by the DM's discretion. They might be obtainable later with the <em>Planar Legacy</em> feat. These abilities below can be picked instead of any of the Liminal Legacy or Liminal Resistance options.</p><p></p><p><strong>Magic Resistance</strong> - As a being tied to planes of magical engeries which you often can perceive, you can resist magic better, with an advantage to saving throws against spells and magical effects. This ability replaces Liminal Resistance.</p><p></p><p><strong>Psychic Shock</strong> - You can inflict 1d4 psychic damage with an unarmed attack, which you may use your spellcasting ability score for attack and damage rolls. After a successful hit, you can cause the next attack on the target to have advantage until the end of your next turn. This ability replaces Liminal Legacy.</p><p></p><p><strong>Corrupting Touch:</strong> You can inflict 1d4 necrotic damage with an unarmed attack, which you may use your spellcasting ability score for attack and damage rolls. After a successful hit, you can use a bonus action to the next attack against the target does an additional 2 points of damage until the end of your next turn. This ability replaces Liminal Legacy.</p><p></p><p><strong>Liminal Alacrity</strong> - You can move unnaturally fast, often in a flurry of motions that's stuttered between blurred movements and momentary stillness. Your walking speed is 40 feet, and you can dash or disengage on your turn as a bonus action. This ability replaces Liminal Legacy.</p><p></p><p><strong>Liminal Wings</strong> - You have a working pair of wings which might be multicolored butterfly wings, or something resembling furry moth wings. You gain a fly speed of 30 feet. This ability replaces Liminal Legacy.</p><p>Alternate rule for Liminal Wings - You gain the ability to glide, subtract 100 feet from a fall when determining damage taken, and you can move 2 feet horizontally for every foot you have fallen. At 5th level you can fly with speed of 30 feet.</p><p></p><p><strong><span style="font-size: 18px">Feats</span></strong></p><p><strong>Liminal Empowerment</strong></p><p><em>Requirements: Liminal legacy</em></p><p>-You may increase an ability score of your choice by 1 point (to a maximum of 20).</p><p>-When you cast a 1st-level or higher spell that you know from Liminal Legacy, you can teleport yourself to a space within 30 feet.</p><p></p><p><strong>Improved Liminal Legacy</strong></p><p><em>Requirements: Liminal legacy</em></p><p>-You may increase an ability score of your choice by 1 point (to a maximum of 20).</p><p>-You gain a 2nd level spell slot which can be used to cast any of 2nd level or lower spells in your legacy traits. You regain this slot on a short or long rest.</p><p>-At 7th level you gain a 3rd level spell from the Bard or Sorcerer spell list which you can cast once before requiring a long rest. If you have a 3rd level or higher spell slot, you can use this to cast this spell.</p></blockquote><p></p>
[QUOTE="Kobold Avenger, post: 8211953, member: 779"] [B][SIZE=5]Liminaire Characters[/SIZE] Ability scores & classes:[/B] Many Liminaire are sensitive to emotional energies, dreams and resonances, which they've learned to project themselves. While others tend to move with unnaturally quick but sometime jerky motions. So most Liminaires put their ability bonuses into Charisma, Intelligence, Wisdom or Dexterity. Many Liminaires are naturally adept at magic, they often become Sorcerers drawing from varied mysterious sources in their bloodline. To other Liminaire with talents at shaping proto-matter, they fully embrace the inventiveness of becoming Artficers. As nomadic travellers walking between worlds and border worlds, many Liminaire become Rangers. And those with an understanding of emotions and dreams, often Bards. [B]Age[/B] Most Liminaire age at the same rate as Humans or their mortal ancestry does. Some Liminaire might be long-lived or ageless. [B]Size[/B] Most Liminaire are medium size. Some Liminaire are small size. [B]Speed[/B] Liminaire have a walking speed of 30 feet [B]Type[/B] Liminaire are Humanoid [B]Languages[/B] Liminaire understand Common and one other language, often one of their mortal ancestries or Sylvan or Undercommon. [B]Darkvision[/B] Liminaire have Darkvision of 60 feet [B]Liminal Legacy (Legacy trait)[/B] Liminares have a variety of different powers, often learning or inheriting their talents from different places among the border planes. They tend to describe their powers as [I]Shaping from Immateria[/I], where pull a bit of proto-matter and emotional energy together to form something magical. When using such powers mist often manifests in a mixture of colors. A Liminaire picks from one of these Legacy options below, Charisma, Intelligence or Wisdom is the ability score for spells and saving throws DCs with these powers. Any spell a Liminares can cast through the Liminal Legacy trait they can also cast if they have a spell slot of the appropriate level, these spells are bonus known spells for a Liminare spellcaster. [B]Optional Rule: Custom Legacies[/B] - For custom legacies (with the DM's approval) they generally follow this format, one Cantrip at the start, at 3rd level they know one 1st level spell that's enhanced to a 2nd level spell slot if possible and can be cast once before requiring a long rest, and at 5th level they gain knowledge of a 2nd level spell that can be cast once before requiring a long rest to cast again. The spells should be from either the Bard or Sorcerer spell list. [B]Legacy of the Fair[/B] - Your powers come from a connection to the Seelie Court or of delightful dreams, and carries a weight of awe and majesty. The powers of this legacy are: the cantrip [I]Prestidigitation[/I], at 3rd level [I]Sanctuary[/I] cast once before requiring a long rest, and at 5th level [I]Enthrall [/I]cast once before requiring a long rest. Alternate Spells: Replace [I]Prestidigitation [/I]with [I]Friends [/I]and/or replace [I]Enthrall [/I]with [I]Hold Person[/I]. [B]Legacy of the Foul[/B] - Your powers come from a connection to the Unseelie Court or nightmares, and carries a weight of fear and dread. The powers of this legacy are: the cantrip [I]Thaumaturgy[/I], at 3rd level [I]Cause Fear[/I] (Xanathar's Guide to Everything) cast as a 2nd-level spell once before requiring a long rest, and at 5th level [I]Phantasmal Force[/I] cast once before requiring a long rest. Alternate Spells: Replace [I]Cause Fear [/I]with [I]Bane[/I]. [B]Legacy of Shadows[/B] - You draw and shape shadowstuff from Shadowfell, which seeks to drain emotions and vitality. The powers of this legacy are: the cantrip [I]Chill Touch[/I], at 3rd level [I]Arms of Hadar[/I] cast as a 2nd-level spell once before requiring a long rest, and at 5th level [I]Darkness [/I]cast once before requiring a long rest. Alternate Spells: Replace [I]Chill Touch [/I]with [I]Toll the Dead[/I] (Xanathar's Guide to Everything) and/or replace [I]Darkness[/I] with [I]Blindness/Deafness[/I]. [B]Legacy of Shaping [/B]- You are adept at shaping a variety of proto-matter making the imagined real in some ways. The powers of this legacy are: the cantrip [I]Minor Illusion[/I], at 3rd level [I]Find Familiar[/I] which you can cast with a casting time of 1 action once before requiring a long rest or as a ritual, and at 5th level [I]Spiritual Weapon[/I] cast once before requiring a long rest. Alternate Spells: Replace [I]Minor Illusion [/I]with [I]Mending [/I]and/or replace [I]Spiritual Weapon[/I] with [I]Summon Beast[/I] (Tasha's Cauldron of Everything). [B]Legacy of the Traveler[/B]- Your command of shaping makes you adept at finding the spaces between the planes which you can momentary slip or stomp through. The powers of this legacy are: the cantrip [I]Thunderclap[/I] (Xanathar's Guide to Everything), at 3rd level [I]Longstrider [/I]cast as a 2nd-level spell once before requiring a long rest, and at 5th level [I]Misty Step[/I] cast once before requiring a long rest. Alternate Spells: Replace [I]Thunderclap[/I] with [I]Blade Ward[/I] and/or replace [I]Longstrider [/I]with [I]Expeditious Retreat[/I]. [B]Optional Rule: Alternate spells[/B] - At character creation you may decide to replace a single spell from a legacy with another spell or cantrip that's the same level that's within the cleric or wizard spell list. This rule can be in place instead of allowing custom legacies. [B]Axiomatic Resistance (Essence trait)[/B] A Liminaire's nature often makes them resistant to the affects of certain maladies and elements. Pick one from among one of the following: -Psychic resistance, and advantage to saving throws against being charmed -Force resistance, and advantage to saving throws against being moved or teleported -Necrotic resistance, with an advantages to saving throws against being frightened -Radiant resistance, with an advantage to saving throws against being blinded -Poison resistance, with an advantage to saving throws against being poisoned [B]Alternative Abilities:[/B] Some of these abilities might be restricted at character creation, by the DM's discretion. They might be obtainable later with the [I]Planar Legacy[/I] feat. These abilities below can be picked instead of any of the Liminal Legacy or Liminal Resistance options. [B]Magic Resistance[/B] - As a being tied to planes of magical engeries which you often can perceive, you can resist magic better, with an advantage to saving throws against spells and magical effects. This ability replaces Liminal Resistance. [B]Psychic Shock[/B] - You can inflict 1d4 psychic damage with an unarmed attack, which you may use your spellcasting ability score for attack and damage rolls. After a successful hit, you can cause the next attack on the target to have advantage until the end of your next turn. This ability replaces Liminal Legacy. [B]Corrupting Touch:[/B] You can inflict 1d4 necrotic damage with an unarmed attack, which you may use your spellcasting ability score for attack and damage rolls. After a successful hit, you can use a bonus action to the next attack against the target does an additional 2 points of damage until the end of your next turn. This ability replaces Liminal Legacy. [B]Liminal Alacrity[/B] - You can move unnaturally fast, often in a flurry of motions that's stuttered between blurred movements and momentary stillness. Your walking speed is 40 feet, and you can dash or disengage on your turn as a bonus action. This ability replaces Liminal Legacy. [B]Liminal Wings[/B] - You have a working pair of wings which might be multicolored butterfly wings, or something resembling furry moth wings. You gain a fly speed of 30 feet. This ability replaces Liminal Legacy. Alternate rule for Liminal Wings - You gain the ability to glide, subtract 100 feet from a fall when determining damage taken, and you can move 2 feet horizontally for every foot you have fallen. At 5th level you can fly with speed of 30 feet. [B][SIZE=5]Feats[/SIZE] Liminal Empowerment[/B] [I]Requirements: Liminal legacy[/I] -You may increase an ability score of your choice by 1 point (to a maximum of 20). -When you cast a 1st-level or higher spell that you know from Liminal Legacy, you can teleport yourself to a space within 30 feet. [B]Improved Liminal Legacy[/B] [I]Requirements: Liminal legacy[/I] -You may increase an ability score of your choice by 1 point (to a maximum of 20). -You gain a 2nd level spell slot which can be used to cast any of 2nd level or lower spells in your legacy traits. You regain this slot on a short or long rest. -At 7th level you gain a 3rd level spell from the Bard or Sorcerer spell list which you can cast once before requiring a long rest. If you have a 3rd level or higher spell slot, you can use this to cast this spell. [/QUOTE]
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