Eredar
Ancestry Traits
Size. Your size is Medium.
Speed. 30 ft.
You are a Fiend.
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
You gain special abilities based on the fiendish ancestor you derive your lineage from. Choose one of the following:
- Legacy of Argus. You learn the thaumaturgy cantrip. You also learn the hellish rebuke spell. Starting at 3rd level, you also learn the darkness spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Antorus. You have bat-like wings sprouting from your shoulder blades. You have a flying speed equal to your walking speed.
- Legacy of Marduum. You learn the message cantrip. You also learn the command spell. Starting at 3rd level, you also learn the invisibility spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Nathreza. You learn the infestation cantrip. You also learn the sleep spell. Starting at 3rd level, you also learn the alter self spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Navane. You learn the friends cantrip. You also learn the charm person spell. Starting at 3rd level, you also learn the suggestion spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Nihilam. You learn the mending cantrip. You also learn the searing smite spell. Starting at 3rd level, you also learn the branding smite spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Niskara. You learn the mage hand cantrip. You also learn the alarm spell. Starting at 3rd level, you also learn the arcane lock spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Rancora. You learn the primal savagery cantrip. You also learn the hunter's mark spell. Starting at 3rd level, you also learn the web spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Sayaad. You learn the vicious mockery cantrip. You also learn the charm person spell. Starting at 3rd level, you also learn the enthrall spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Val. You learn the ray of frost cantrip. You also learn the frost armor spell. Starting at 3rd level, you also learn the detect thoughts spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Xoroth. You learn the fire bolt cantrip. You also learn the burning hands spell. Starting at 3rd level, you also learn the find steed spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
Choose one of the following damage types: acid, cold, fire, lightning, poison. You have resistance to chosen damage type. If you chose poison, you have advantage on saving throws you make to avoid or end the poisoned condition on yourself.
Paragon Options
Deep Legacy
Choose a second option from the Twisted Legacy trait. You gain the benefits from it.
Flames of Antorus
You learn to call on hellfire to serve your commands. You gain the following benefits:
- The saving throw DC to end a burning condition you inflict is equal to your Spell Save DC.
- Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, a creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d6 fire damage.
Infernal Constitution
Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some greater fiends. Choose two of the following damage types: acid, cold, fire, lightning, poison. You have resistance to chosen damage type.
If you chose poison, you have advantage on saving throws you make to avoid or end the poisoned condition on yourself.
If you are already resistant to these damage types, you may choose from the following options:
- You are immune to fire damage.
- You are immune to poison damage and the poisoned condition.
Magic Resistance
You have advantage on saving throws against spells and other magical effects.
Rime of Val
You learn to call on the subzero rime of the underworld to serve your commands. You gain the following benefits:
- When you inflict the Chilled condition on a creature, its movement speed is reduced by 15 feet per stack instead of 10 feet.
- Whenever you cast a spell of 1st level or higher that deals cold damage, you can cause ice to shield you. You gain temporary hit points equal to the spell's level.