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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: 8203521" data-attributes="member: 779"><p><span style="font-size: 18px"><strong>Cansin</strong></span><strong><span style="font-size: 18px"> Characters</span></strong></p><p><strong>Ability scores & classes:</strong> Many Cansin especially those who are known as the Chaonds are naturally resilient and flexible putting their ability bonuses into Constituion and Dexterity. While the humanoid resembling Cansin, tend to be vivacious, intriguing and impulsively creative typically putting their ability score bonuses into Charisma and Intelligence.</p><p></p><p>With their sense of creativity and the ability to draw others into their orbit, many Cansin become Bards. Cansin of both monstrous and humanoid form often have strong emotions and an uncontrollable rage, which sets many of them on the path of the Barbarian. The Cansin of monstrous appearances, as loners and wanderers often form bonds with nature becoming Rangers. While the Cansin of humanoid appearances are quite often gifted at magic or strange ideas, typically becoming Sorcerers or Artificers.</p><p></p><p><strong>Age</strong></p><p>Most Cansin age at the same rate as Humans or their mortal ancestry does. Some Cansin might be long-lived or ageless.</p><p></p><p><strong>Size</strong></p><p>Most Cansin are medium size. Some Cansin are small size.</p><p></p><p><strong>Speed</strong></p><p>Cansin have a walking speed of 30 feet</p><p></p><p><strong>Type</strong></p><p>Cansin are Humanoid</p><p></p><p><strong>Languages</strong></p><p>Cansin understand Common and one other language, often one of their mortal ancestries, Deep Speech or Slaad.</p><p></p><p><strong>Darkvision</strong></p><p>Cansin have Darkvision of 60 feet</p><p></p><p><strong><span style="font-size: 18px">Anarchic Legacy (Legacy trait)</span></strong></p><p>Cansin come in different varieties and have different varieties of powers they can use. Many of them describe using these powers as <em>Unleashing the Chaos</em> or <em>Flowing with Change</em>, often where a multicolored maelstrom elemental energy and chaos matter swirls around them. It's said with these powers a Cansin can peer into alternate realities and bring some things from their into the current reality. A Cansin picks from one of these Legacy options below, Constitution, Charisma or Intelligence is the ability score for spells and saving throws DCs with these powers. Any spell a Cansin can cast through the Anarchic Legacy trait they can also cast if they have a spell slot of the appropriate level, these spells are bonus known spells for a Cansin 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>Optional Rule: Random Anarchic Legacy Powers</strong> - For legacies that have at least one alternate spell option at a spell level, roll a die (typically d2 or d3) after each long rest to determine which Legacy power you have the day.</p><p></p><p><strong>Legacy of the Marauder</strong> - With the ability to bring change and chaos through direct and often violent actions, Cansin of this legacy tend to quick to act and to jump into danger. The powers of this legacy are: the cantrip <em>Primal Savagery</em> (Xanathar's Guide to Everything), at 3rd level <em>Ensnaring Strike</em> cast as a 2nd-level spell once before requiring a long rest, and at 5th level <em>Shatter</em> cast once before requiring a long rest.</p><p>Alternate Spells: Replace <em>Primal Savagery </em>with <em>Infestation </em>or <em>Thunderclap</em> (both Xanathar's Guide to Everything) and/or replace <em>Ensnaring Strike </em>with <em>Expeditious Retreat</em> or <em>Chaos Bolt</em> (Xanathar's Guide to Everything) cast as a 2nd-level spell.</p><p></p><p><strong>Legacy of Unlikely Chances</strong><em> - </em>The Cansin is able to warp probability to their favor, seeing possibilities and letting different things happen from those possibilities. The powers of this legacy are: the cantrip <em>Guidance</em>, at 3rd level <em>Bless</em> cast as a 2nd-level spell once before requiring a long rest, and at 5th level <em>Augury</em> cast once with a casting time of 1 action before requiring a long rest or cast as a ritual.</p><p>Alternate Spells: Replace <em>Guidance </em>with <em>Resistance </em>and/or replace <em>Bless</em> with <em>Bane</em> cast as a 2nd-level spell or <em>Shield of Faith</em> and/or <em>Augury </em>with <em>Locate Objec</em>t.</p><p></p><p><strong>Legacy of the Malleable Form</strong><em> - </em>Many Cansin have their forms change randomly, these Cansin have some ability to shape such changes to their will. The powers of this legacy are: the cantrip <em>Thorn Whip</em>, at 3rd level <em>Disguise Self</em> before requiring a long rest, and at 5th level <em>Alter Self</em> cast once before requiring a long rest.</p><p>Alternate Spells: Replace <em>Thorn Whip </em>with <em>Primal Savagery</em> and/or replace <em>Disguise Self</em> with <em>Cure Wounds </em>cast as a 2nd-level spell and/or <em>Alter Self</em> with <em>Enhance Ability</em>.</p><p></p><p><strong>Legacy of Madness </strong><em>- </em>These Cansin can reach into hidden parts of others minds and disrupt or alter them to their will. The powers of this legacy are: the cantrip <em>Mind Sliver</em> (Tasha's Cauldron of Everything), at 3rd level <em>Dissonant Whispers</em> cast as a 2nd-level spell before requiring a long rest, and at 5th level <em>Crown of Madness</em> cast once before requiring a long rest.</p><p>Alternate Spells: Replace <em>Mind Sliver </em>with <em>Friends</em> or <em>Vicious Mockery</em> and/or replace <em>Dissonant Whispers</em> with <em>Cause Fear </em>cast as a 2nd-level spell (Xanathar's Guide to Everything) and/or <em>Crown of Madness</em> with <em>Mind Spike</em> (Xanathar's Guide to Everything).</p><p></p><p><strong>Legacy of Whimsy </strong><em>- </em>The Cansin can slightly alter reality to their will making imagination slightly more real. The powers of this legacy are: the cantrip <em>Prestidigitation</em>, at 3rd level <em>Silent Image</em> cast as a 2nd-level spell 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>Prestidigitation </em>with <em>Minor Illusion </em>or <em>Friends</em> and/or replace <em>Silent Image </em>with <em>Color Spray</em> cast as a 2nd-level spell or <em>Chaos Bolt </em>cast as a 2nd-level spell (Xanathar's Guide to Everything) and/or <em>Phantasmal Force</em> with <em>Misty Step</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 bard or sorcerer spell list. This rule can be in place instead of allowing custom legacies.</p><p></p><p><span style="font-size: 18px"><strong>Anarchic Resistance (Essence trait)</strong></span></p><p>A Cansin's nature allows them to adapt to certain energies or maladies. Pick one from among one of the following: </p><p>-Psychic resistance, and advantage to saving throws against being charmed</p><p>-Poison resistance, and advantage to saving throws against the poisoned condition</p><p>-Thunder resistance, and advantage to saving throws against the stunned condition</p><p>-A random resistance, Roll 1d4 after a long rest you have resistance against one element from the roll:</p><p><strong>Roll Element</strong></p><p>1 Acid</p><p>2 Cold</p><p>3 Fire</p><p>4 Lightning</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 Anarchic Legacy or Anarchic Resistance options.</p><p></p><p><strong>Magic Resistance</strong> - As a creature of chaos you can adapt easily to resist harmful magic, you have advantage to saving throws against spells and magical effects. This ability replaces Anarchic Resistance.</p><p></p><p><strong>Chaos Form</strong> - As a bonus action can change yourself into a swirling vortex of chaos matter, where you can pass through the spaces of other creatures when you move. You have resistance to non-magical weapons in this form and can move through spaces as little as 1 inch in diameter. You can choose either force or psychic damage doing 1d6 plus your proficiency bonus to any creature of your choice that you pass through once per round. While in the form of chaos matter you can't take any actions but dash, disengage, dodge or help. You maintain your chaos form for up to a number of rounds equal to your proficiency bonus before requiring a long rest. You do not need to be in Chaos Form for all of those rounds at once. This ability replaces Anarchic Legacy.</p><p></p><p><strong>Entropic Shield</strong> - Chaos protects you causing missiles to change it's course to avoid you, and swings and thrusts to fumble. Your AC is 13 + your dexterity modifier, which you may use instead of the AC of the armor you're wearing should it be lower. You still gain the benefit of a shield with this trait. This replaces Anarchic 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 replace Anarchic Legacy.</p><p></p><p><strong>Resonating Touch</strong> - You can inflict 1d4 thunder 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 replace Anarchic Legacy.</p><p></p><p><strong>Feats</strong></p><p><strong>Anarchic Empowerment</strong></p><p><em>Requirements: Anarchic legacy</em></p><p>-You may increase your charisma, constitution or intelligence score by 1 point (to a maximum of 20).</p><p>-When you cast a 1st-level or higher spell you know from your Anarchic Legacy trait an aura of chaotic potential surrounds you, where alternate possibilities become more likely. Until your the start of your next turn, for each level of the spell slot used, you may grant single reroll to a saving throw or ability check, to yourself or your allies within 30 feet.</p><p></p><p><strong>Improved <strong>Anarchic </strong>Legacy</strong></p><p><em>Requirements: Anarchic legacy</em></p><p>-You may increase your charisma, constitution or intelligence score 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: 8203521, member: 779"] [SIZE=5][B]Cansin[/B][/SIZE][B][SIZE=5] Characters[/SIZE] Ability scores & classes:[/B] Many Cansin especially those who are known as the Chaonds are naturally resilient and flexible putting their ability bonuses into Constituion and Dexterity. While the humanoid resembling Cansin, tend to be vivacious, intriguing and impulsively creative typically putting their ability score bonuses into Charisma and Intelligence. With their sense of creativity and the ability to draw others into their orbit, many Cansin become Bards. Cansin of both monstrous and humanoid form often have strong emotions and an uncontrollable rage, which sets many of them on the path of the Barbarian. The Cansin of monstrous appearances, as loners and wanderers often form bonds with nature becoming Rangers. While the Cansin of humanoid appearances are quite often gifted at magic or strange ideas, typically becoming Sorcerers or Artificers. [B]Age[/B] Most Cansin age at the same rate as Humans or their mortal ancestry does. Some Cansin might be long-lived or ageless. [B]Size[/B] Most Cansin are medium size. Some Cansin are small size. [B]Speed[/B] Cansin have a walking speed of 30 feet [B]Type[/B] Cansin are Humanoid [B]Languages[/B] Cansin understand Common and one other language, often one of their mortal ancestries, Deep Speech or Slaad. [B]Darkvision[/B] Cansin have Darkvision of 60 feet [B][SIZE=5]Anarchic Legacy (Legacy trait)[/SIZE][/B] Cansin come in different varieties and have different varieties of powers they can use. Many of them describe using these powers as [I]Unleashing the Chaos[/I] or [I]Flowing with Change[/I], often where a multicolored maelstrom elemental energy and chaos matter swirls around them. It's said with these powers a Cansin can peer into alternate realities and bring some things from their into the current reality. A Cansin picks from one of these Legacy options below, Constitution, Charisma or Intelligence is the ability score for spells and saving throws DCs with these powers. Any spell a Cansin can cast through the Anarchic Legacy trait they can also cast if they have a spell slot of the appropriate level, these spells are bonus known spells for a Cansin 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]Optional Rule: Random Anarchic Legacy Powers[/B] - For legacies that have at least one alternate spell option at a spell level, roll a die (typically d2 or d3) after each long rest to determine which Legacy power you have the day. [B]Legacy of the Marauder[/B] - With the ability to bring change and chaos through direct and often violent actions, Cansin of this legacy tend to quick to act and to jump into danger. The powers of this legacy are: the cantrip [I]Primal Savagery[/I] (Xanathar's Guide to Everything), at 3rd level [I]Ensnaring Strike[/I] cast as a 2nd-level spell once before requiring a long rest, and at 5th level [I]Shatter[/I] cast once before requiring a long rest. Alternate Spells: Replace [I]Primal Savagery [/I]with [I]Infestation [/I]or [I]Thunderclap[/I] (both Xanathar's Guide to Everything)[I] [/I]and/or replace [I]Ensnaring Strike [/I]with [I]Expeditious Retreat[/I] or [I]Chaos Bolt[/I] (Xanathar's Guide to Everything) cast as a 2nd-level spell. [B]Legacy of Unlikely Chances[/B][I] - [/I]The Cansin is able to warp probability to their favor, seeing possibilities and letting different things happen from those possibilities. The powers of this legacy are: the cantrip [I]Guidance[/I], at 3rd level [I]Bless[/I] cast as a 2nd-level spell once before requiring a long rest, and at 5th level [I]Augury[/I] cast once with a casting time of 1 action before requiring a long rest or cast as a ritual. Alternate Spells: Replace [I]Guidance [/I]with [I]Resistance [/I]and/or replace [I]Bless[/I] with [I]Bane[/I] cast as a 2nd-level spell or [I]Shield of Faith[/I] and/or [I]Augury [/I]with [I]Locate Objec[/I]t. [B]Legacy of the Malleable Form[/B][I] - [/I]Many Cansin have their forms change randomly, these Cansin have some ability to shape such changes to their will. The powers of this legacy are: the cantrip [I]Thorn Whip[/I], at 3rd level [I]Disguise Self[/I] before requiring a long rest, and at 5th level [I]Alter Self[/I] cast once before requiring a long rest. Alternate Spells: Replace [I]Thorn Whip [/I]with [I]Primal Savagery[/I] and/or replace [I]Disguise Self[/I] with [I]Cure Wounds [/I]cast as a 2nd-level spell and/or [I]Alter Self[/I] with [I]Enhance Ability[/I]. [B]Legacy of Madness [/B][I]- [/I]These Cansin can reach into hidden parts of others minds and disrupt or alter them to their will. The powers of this legacy are: the cantrip [I]Mind Sliver[/I] (Tasha's Cauldron of Everything), at 3rd level [I]Dissonant Whispers[/I] cast as a 2nd-level spell before requiring a long rest, and at 5th level [I]Crown of Madness[/I] cast once before requiring a long rest. Alternate Spells: Replace [I]Mind Sliver [/I]with [I]Friends[/I] or [I]Vicious Mockery[/I] and/or replace [I]Dissonant Whispers[/I] with [I]Cause Fear [/I]cast as a 2nd-level spell (Xanathar's Guide to Everything) and/or [I]Crown of Madness[/I] with [I]Mind Spike[/I] (Xanathar's Guide to Everything). [B]Legacy of Whimsy [/B][I]- [/I]The Cansin can slightly alter reality to their will making imagination slightly more real. The powers of this legacy are: the cantrip [I]Prestidigitation[/I], at 3rd level [I]Silent Image[/I] cast as a 2nd-level spell before requiring a long rest, and at 5th level [I]Phantasmal Force[/I] cast once before requiring a long rest. Alternate Spells: Replace [I]Prestidigitation [/I]with [I]Minor Illusion [/I]or [I]Friends[/I] and/or replace [I]Silent Image [/I]with [I]Color Spray[/I] cast as a 2nd-level spell or [I]Chaos Bolt [/I]cast as a 2nd-level spell (Xanathar's Guide to Everything) and/or [I]Phantasmal Force[/I] with [I]Misty Step[/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 bard or sorcerer spell list. This rule can be in place instead of allowing custom legacies. [SIZE=5][B]Anarchic Resistance (Essence trait)[/B][/SIZE] A Cansin's nature allows them to adapt to certain energies or maladies. Pick one from among one of the following: -Psychic resistance, and advantage to saving throws against being charmed -Poison resistance, and advantage to saving throws against the poisoned condition -Thunder resistance, and advantage to saving throws against the stunned condition -A random resistance, Roll 1d4 after a long rest you have resistance against one element from the roll: [B]Roll Element[/B] 1 Acid 2 Cold 3 Fire 4 Lightning [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 Anarchic Legacy or Anarchic Resistance options. [B]Magic Resistance[/B] - As a creature of chaos you can adapt easily to resist harmful magic, you have advantage to saving throws against spells and magical effects. This ability replaces Anarchic Resistance. [B]Chaos Form[/B] - As a bonus action can change yourself into a swirling vortex of chaos matter, where you can pass through the spaces of other creatures when you move. You have resistance to non-magical weapons in this form and can move through spaces as little as 1 inch in diameter. You can choose either force or psychic damage doing 1d6 plus your proficiency bonus to any creature of your choice that you pass through once per round. While in the form of chaos matter you can't take any actions but dash, disengage, dodge or help. You maintain your chaos form for up to a number of rounds equal to your proficiency bonus before requiring a long rest. You do not need to be in Chaos Form for all of those rounds at once. This ability replaces Anarchic Legacy. [B]Entropic Shield[/B] - Chaos protects you causing missiles to change it's course to avoid you, and swings and thrusts to fumble. Your AC is 13 + your dexterity modifier, which you may use instead of the AC of the armor you're wearing should it be lower. You still gain the benefit of a shield with this trait. This replaces Anarchic 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 replace Anarchic Legacy. [B]Resonating Touch[/B] - You can inflict 1d4 thunder 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 replace Anarchic Legacy. [B]Feats Anarchic Empowerment[/B] [I]Requirements: Anarchic legacy[/I] -You may increase your charisma, constitution or intelligence score by 1 point (to a maximum of 20). -When you cast a 1st-level or higher spell you know from your Anarchic Legacy trait an aura of chaotic potential surrounds you, where alternate possibilities become more likely. Until your the start of your next turn, for each level of the spell slot used, you may grant single reroll to a saving throw or ability check, to yourself or your allies within 30 feet. [B]Improved [B]Anarchic [/B]Legacy[/B] [I]Requirements: Anarchic legacy[/I] -You may increase your charisma, constitution or intelligence score 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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