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D&D 5E The Planetouched Lineages (Tieflings/Aasimar/Genasi/Axani/Cansin/Liminaire)

So I've decided to rename the Resistance Traits, Essence Traits when thinking about the Genasi, while most of the time this trait is a resistance to damage type(s). For some Genasi it's something else.

I forgot about the Tiefling feats from Xanathar's Guide to Everything, so it changed some feats and added some more, including the Aasimar version of Flames of Phlegethos. So I updated a bunch of the feats.

Feats
Celestial Imbuement
Requirements: Celestial legacy
-You may increase your charisma, wisdom or strength score by 1 point (to a maximum of 20).
-When you cast a spell that heals hit points, you may add 1 to each die rolled.
-In addition, when you cast a spell that heals hit points, you glow with radiance until your next turn, shedding bright light in a 30 feet radius and dim light 30 feet beyond that. While glowing with this radiance melee attacks against you are made with disadvantage if they are within 5 feet.

Fiendish Empowerment (Flames of phlegethos replacement)
Requirements: Fiendish legacy
-You may increase your charisma, dexterity or intelligence score by 1 point (to a maximum of 20).
-Pick one of the options from Fiendish Legacy you have resistance to, when you pick this feat. When you cast a spell that deals damage of this type you may add an additional point of damage to each die you roll.
-When you cast a spell dealing that damage type you glow with a sickly energy until you next turn, shedding bright light in a 30 feet radius and dim light 30 feet beyond that. While glowing with energy if you are hit with a melee attack, the attacker takes 1d4 damage of the damage type if they are within 5 feet.

Improved Celestial Legacy
Requirements: Celestial legacy
-You may increase your charisma, wisdom or strength score by 1 point (to a maximum of 20).
-At 7th level you gain a 3rd level spell from the Cleric 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.

Improved Fiendish Legacy
Requirements: Fiendish legacy
-You may increase your charisma, dexterity or intelligence score by 1 point (to a maximum of 20).
-At 7th level you gain a 3rd level spell from the Warlock or Wizard 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.

Planar legacy
Requirements: Any planetouched lineage
-You may add a legacy trait you don't have, from any Planetouched lineage (this may include something like Wings which a DM might restrict from starting characters). You may pick this trait multiple times, each time picking a different legacy trait.

Planar essence
Requirement: Any planetouched lineage
-You may increase any ability score by 1 point (to a maximum of 20).
-You gain 2 additional essence traits.

Primal Savagery
Requirements: A natural attack such as claws, bite, stingers or an energy touch
You're willing to jump into the fray with tooth and claw. You gain the following benefits.
-You may increase your strength, constitution or dexterity by 1 point (can't be above 20).
-If you are at least 5th level when attacking with your natural weapon, you can attack twice with it, if you did not have to ability to do so before.
-You may cast a cantrip instead of attacking for one of your attacks. Your natural attack is eligible for a weapon if the cantrip requires one.
 

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Thinking on the Improved Legacy feats, maybe a bonus Warlock-like 2nd level slot that can be used on any legacy spell of 2nd level or lower?

Improved Celestial Legacy
Requirements: Celestial legacy
-You may increase your charisma, wisdom or strength 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 Cleric 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.

Improved Fiendish Legacy
Requirements: Fiendish legacy
-You may increase your charisma, dexterity 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 Warlock or Wizard 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.
 

As I move onto covering the Genasi there's a couple of things to think of. While I've already referred to it, but I'm definitely grouping the Ruvkova originally introduced in Dark Sun into the Genasi. And I know that during 4e and still apparently continuing in 5e, is that many felt that the Janni Genies were just Genasi, which is a reason why we don't have Janni in the Monster Manuals anymore.

I'm definitely going to emphasize the core 4 elements of Air, Earth, Fire and Water.
But there's: Ice (Air-Water), Magma (Fire-Earth), Ooze (Water-Earth), Smoke (Air-Fire). And Dragon Magazine presented Steam (Fire-Water) and Dust (Air-Earth).
In 2e and earlier there's Negative Quasi-Elemental: Ash (Fire), Dust (Earth), Salt (Water), Vacuum (Air) and Positive Quasi-Elemental: Lightning (Air), Mineral (Earth), Radiance (Fire), Steam (Water).

I'll try to address those, but some might be too close to others to be distinct.
 

My initial writeup of the Genasi, where I also try to address the Ruvkova of Dark Sun (and the Planescape MCIII) and the Janni.

Genasi
The trace their lineage to the various inner planes, mostly the planes of Air, Earth, Fire and Water, with some that might come the Energy Planes, Elemental Chaos, Para and Quasi-elemental planes. Genies are often linked to the Genasi which is thought to be where their name comes from, but the shifting elemental spirits and energies of the Inner planes often have an influence in the origins of a Genasi. The Genasi are sometimes more alien socially and in their outlook compared to the Planetouched of other lineages. The elemental influence on a Genasi is often more biological, compared to that of Fiends or Celestials.

The elemental influence on a Genasi might cause them to show certain personality traits. Those influenced by Air tend to be flighty or astute, Earth influences a Genasi to be ponderous or deliberate, Fire makes one passionate and hot-headed and Water might influence one to be arrogant or cold-hearted. In more cosmopolitian planar societies Air Genasi are sometimes are known as Wind Dukes, Earth as Stone Princes, Fire as Flame Lords and Water as Sea Kings.

Genasi as such tend to associate in clans: sometimes of similar elements, and sometimes of varied groups of any of the elements in their ancestries. In some cases groups of these Genasi of varied elements have been known to bring together Planetouched of all sorts of backgrounds, such as getting Aasimar and Tieflings to work together.

The Genasi clans known as the Ruvkova tend to prefer a single type element often roaming the planes in parts where this element is of significance. The most well known clans are the Brajeti and Zathosi of Earth, Ethilum of Air, Kaltori of Fire, Ramoka of Steam and Sartarin of Ash. The Ruvkova clans who see themselves as the caretakers of their chosen element, are thought to be originally from Druids who were gifted with their transformation into Genasi by the Genie Lords.

Other Genasi are known to be nomadic traveling between the different elements, often getting themselves involved in the various politics of the Genies. These Genasi are known as the Janni, often being mistaken as being pure Genies themselves, the Janni are often a part of Genie societies being one of its lower caste. Some of the Janni are content to live under the rule of Genie overlords as some are benevolent or at least uncaring, but as many of the Genie overlords are tyrants many of the Janni clans despise living their yoke always seeking to move across the planes. The Janni know of a ritual called the Passage of the Elemental Traveler that allows one to change their elemental nature when crossing planes.
 

Appearance
The Genasi come in a myriad of forms, with often more variety as many have mixed elemental influences, some of which can change later on. Some Genasi have lines of elemental energy marking their skin, some look fairly close to their mortal ancestry, while others look like a vaguely humanoid shape of magma or ooze. Depending on the elemental influence here are some examples, some Genasi such as those of para or quasi elemental backgrounds combine a couple of features across elements.

Air
-Light blue or light grey skin or hair
-A constant breeze surrounding them at all times
-A breathy voice
-Cold body temperature
-Hair constantly moving as if blown by wind
-Electricity crackling from their body
-White lines of energy
-Slightly translucent

Earth
-Leathery almost stone like skin that might be brown or grey
-Metallic sheen to skin or hair
-Blocky features
-Rough gritty flesh
-Deep slow voice that sounds like rumbling
-Black Eyes
-Brown, grey or green lines of energy
-Stone-like or crystalline bones which protrude from body
-Leaves or moss on body or instead of hair

Fire
-Deep red, orange or coal black skin
-Hair that moves like it's flames
-Voice has the sound of fire crackling
-Warm body temperature
-Fiery Red eyes
-Red, orange or yellow energy lines
-Obsidian like bones which protrude from body
-Flames that are warm but not burning cover body
-Cool embers or ash cover skin

Water
-Blue-green skin or hair
-Blue-black eyes
-Light scales covering body
-Hair waving as if it was underwater
-Voice sounds muffled like it's underwater
-Cold or moist flesh
-Blue lines of energy
-Flesh is viscous but mostly solid

Necrotic / Negative Quasi-elemental
-Sunken features
-Wisps black energy come off body
-Touch draws moisture or heat
-Skin sheds constantly forming a light cloud
-Dark purple or dark blue lines of energy
-White glowing eyes

Radiant / Positive Quasi-elemental
-Glows with light
-Touch feels electric
-Steam or mist surrounds body
-Voice has a reverb
-Glittery skin or hair
-Multi-colored energy lines
 

Here's what I come up with for Genasi characters. I'm definitely taking a pick and choose approach for abilities to cover potential Para, Quasi and Energy Plane Genasi. Can't come up with a unique one for possible para/quasi elements, but I feel they can be worked into these ones.

Ability scores & classes: The elemental nature of a Genasi has an significant effect on their physiology, this also influences their outlook and senses, thus most Genasi put their ability bonuses into Constitution, Intelligence or Wisdom.

As many Genasi are nomadic, many choose to become Rangers combining their elemental adaptability with some survival skills and magical secrets. There's a strong tradition of Druidism among the Genasi, especially those who belong to Ruvkova clans. The path of the Barbarian is another one that Genasi are drawn to as elements themselves are a fury a Genasi can call on. And many do become wizards as they take a keen interest in studying the elements through the arcane. Some Genasi take up the path of the Sorcerer drawing upon an origin related to their element.

Age
Most Genasi age at the same rate as Humans or their mortal ancestry does. Some Genasi might be long-lived or ageless.

Size
Most Genasi are medium size. But there are a number of Genasi descended from Mephits, who tend to be small size.

Speed
Genasi have a walking speed of 30 feet

Type
Genasi are Humanoid

Languages
Genasi understand Common and one other language, often one of their mortal ancestries or Primordial in a dialect related to their element.

Darkvision
Genasi have Darkvision of 60 feet

Elemental Legacy (legacy trait)
Genasi tend to have a number of powers related to their element, but their are a number of varieties and there's mixed elemental natures which might create some more unique varieties. Among the Genasi they have different names for these abilities with names like: Mingle with the Wind, Merge with Stone, Reach to the Blaze, Call to the Wave and so on. Constitution, Intelligence or Wisdom is the spellcasting ability for spells cast through this ability. Any spell a Genasi can cast through the Elemental Legacy trait they can also cast if they have a spell slot of the appropriate level, these spells are bonus known spells for a Genasi spellcaster.

Optional Rule: Custom Legacies - 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 cantrip should be from the Druid or Wizard spell list, and should be thematically related their element.

Legacy of the Earth Soul - Often called Merge with Stone, Genasi can shape the earth to their will and drawing on the connection to the ground they stand on. The powers of this legacy are: the cantrip Mold Earth, at 3rd level Earth Tremor (Xanathar's Guide to Everything) cast as 2nd-level spell once before requiring a long rest, and at 5th level Pass without Trace cast once before requiring a long rest.
Alternate Spells: Replace Pass without Trace with Spike Growth.

Legacy of the Fire Soul - Warm flames tend to manifest on the Genasi using this legacy which they often call Reaching to the Blaze. The powers of this legacy are: the cantrip Produce Flame, at 3rd level Burning Hands cast as 2nd-level spell once before requiring a long rest, and at 5th level Heat Metal cast once before requiring a long rest.
Alternate Spells: Replace Produce Flame with Control Flames (Xanathar's Guide to Everything), and/or Heat Metal with Flaming Sphere.

Legacy of the Water Soul - Often describing this as a Call to the Wave, the Genasi often flushes with a quickly evaporating water when manifesting it. The powers of this legacy are: the cantrip Shape Water, at 3rd level Create or Destroy Water cast as 2nd-level spell once before requiring a long rest, and at 5th level Swift Current (see below) cast once before requiring a long rest.
Alternate Spells: Replace Create or Destroy Water with Fog Cloud.
Swift Current
2nd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
You transform into a rushing wave of water, in an area that's 30 feet long and 10 feet wide and 5 feet high. Creatures of your choice that are caught in your wave take 2d8 bludgeoning damage and are knocked prone. On a successful dexterity save, creatures take only half damage and are not knocked prone. You then reform at a space that's within the area of the wave.
At higher levels: When you cast this spell using a spell slot 3rd-level or higher, the damage increases by 1d8 damage for each slot level above 2nd.

Legacy of the Wind Soul - A strong breeze often manifests around the Genasi when they call upon this legacy, which they often describe as Mingling with the Wind. The powers of this legacy are: the cantrip Gust (Xanathar's Guide to Everything), at 3rd level Feather Fall once before requiring a long rest, and at 5th level Levitate cast once before requiring a long rest.
Alternate Spells: Replace Levitate with Warding Wind (Xanathar's Guide to Everything).

Legacy of the Storm Soul - A small localized storm often with a cloud above the Genasi manifests, when they Call the Storm. The powers of this legacy are: the cantrip Shocking Grasp, at 3rd level Thunderwave cast as a 2nd-level spell once before requiring a long rest, and at 5th level Witch Bolt cast as a 3rd-level spell cast once before requiring a long rest.
Alternate Spells: Replace Shocking Grasp with Lightning Lure (Tasha's Cauldron of Everything).

Legacy of the Icy Soul - Frost covers the Genasi and the immediate area, when they Consume the Heat. The powers of this legacy are: the cantrip Ray of Frost, at 3rd level Ice Knife (Xanathar's Guide to Everything) cast as 2nd-level spell once before requiring a long rest, and at 5th level Snilloc’s Snowball Swarm (Xanathar's Guide to Everything) cast once before requiring a long rest.
Alternate Spells: Replace Ray of Frost with Frostbite (Xanathar's Guide to Everything) and/or Snilloc's Snowball Swarm with Hold Person.

Legacy of the Caustic Soul - An oozy slime covers which quickly evaporates surrounds the area around the Genasi, when they Unleash the Rot. The powers of this legacy are: the cantrip Acid Splash, at 3rd level Grease before requiring a long rest, and at 5th level Melf's Acid Arrow cast once before requiring a long rest.
Alternate Spells: Replace Grease with Tasha's Caustic Brew (Tasha's Cauldron of Everything).

Legacy of the Cloud Soul - A cloud of dust or steam rises from the Genasi, when they Cloud Call. The powers of this legacy are: the cantrip Resistance, at 3rd level Fog Cloud before requiring a long rest, and at 5th level Blur cast once before requiring a long rest.
Alternate Spells: Replace Resistance with Gust (Xanathar's Guide to Everything), and/or Blur with Dust Devil (Xanathar's Guide to Everything).

Legacy of the Consuming Soul - An vortex of dark energy manifests around the Genasi, when they Consume the Elements. The powers of this legacy are: the cantrip Chill Touch, at 3rd level Arms of Hadar cast as a 2nd-level spell before requiring a long rest, and at 5th level Ray of Enfeeblement cast once before requiring a long rest.
Alternate Spells: Replace Chill Touch with Toll the Dead (Xanathar's Guide to Everything).

Legacy of the Radiant Soul - A Genasi emits an aura of multicolored light, when they Shine the Radiance. The powers of this legacy are: the cantrip Word of Radiance (Xanathar's Guide to Everything), at 3rd level Color Spray cast as a 2nd-level spell before requiring a long rest, and at 5th level Moonbeam cast once before requiring a long rest.
Alternate Spells: Replace Word of Radiance with Spare the Dying, and/or Moonbeam with Mirror Image.

Optional Rule: Alternate spells - At character creation you may decide to replace a single spell from a legacy with another spell that's the same level that's within the Druid or Wizard spell list. This rule can be in place instead of allowing custom legacies.

Elemental Nature (Essence trait)
A Genasi's nature allows them to adapt to an element, it allows them to overcome the nature of the many hazards of the elemental planes. Pick one of the following options:
-Unending breath, you can hold your breath indefinitely while not incapacitated, it might make you immune to some effects from gases
-Earth walk, you can move across difficult terrain made of earth or stone without penalty
-Amphibious, you can breath air and water and have a swim speed of 30 feet
-Lightning resistance
-Fire resistance
-Cold resistance
-Acid resistance
-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

Alternative Abilities:
Some of these abilities might be restricted at character creation, by the DM's discretion. They might be obtainable later with the Planar Legacy feat. These abilities below can be picked instead of any of the Fiendish Legacy or Fiendish Resistance options.

Elemental Flight - You can call on the element of air to carry your, or you have wings from likely a Mephit ancestor. You gain a fly speed of 30 feet. This ability replaces Elemental Legacy.
Alternate rule for Elemental Flight - 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.

Elemental Hide - You have a tough likely rocky hide, possibly due to your connection to the element of earth. 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 Elemental Nature.

Elemental Weapons - You have one of the following natural attacks which you can use in place of an unarmed attack. This ability replaces Elemental Legacy.
Claws: You have claws or spikes on your arm that allow to do 1d6 slashing damage with your unarmed attacks, and you can start a grapple with a bonus action should you hit.
Stone Fists: Your fists are as hard as stone allowing you to inflict 1d6 bludgeoning damage with your unarmed attacks, and you can start a grapple with a bonus action should you hit.
Fire Touch: You can inflict 1d4 fire damage with an unarmed attack, which you may use your spellcasting ability score for attack and damage rolls, and can set objects on fire. On a successful hit, you can cause your target to burn for an 1d4 damage with a bonus action.
Shocking Touch: You can inflict 1d4 lightning damage with an unarmed attack, which you may use your spellcasting ability score for attack and damage rolls. On a successful hit, you can inflict disadvantage on your target's next attack until the end of your next turn.
Corrosive Touch: You can inflict 1d4 acid damage with an unarmed attack, which you may use your spellcasting ability score for attack and damage rolls. On a successful hit, you can cause the next attack on the target to have advantage until the end of your next turn.
Icy Touch: You can inflict 1d4 cold damage with an unarmed attack, which you may use your spellcasting ability score for attack and damage rolls. On a successful hit, you can reduce the targets speed by 10 feet until the start of your next turn.
Corrupting Touch: You can inflict 1d4 necrotic damage with an unarmed attack, which you may use your spellcasting ability score for attack and damage rolls. On a successful hit, the next attack against the target does an additional 2 points of damage until the end of your next turn.
Radiant Touch: You can inflict 1d4 radiant damage with an unarmed attack, which you may use your spellcasting ability score for attack and damage rolls. On a successful hit, you can inflict disadvantage on your target's next attack until the end of your next turn.

Tremorsense - Your connection to the element of earth allows you to feel the slightest movements of anything that touches the ground. Within 30 feet you can pin point the location of anything that vibrates or moves that's on the ground. This ability replaces Elemental Legacy.
 
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Re-examining the various natural attacks, and comparing it to the Minotaur PC writeup it does seem that extra things with natural attacks should require bonus actions. As it would make a Monk using such things more powerful than one that doesn't have such things, as they can basically scale up their natural attacks to their martial arts damage.
 

So here's 2 feats for Genasi. I think this makes the first run at Genasi mostly complete now.

Elemental Empowerment
Requirements: Elemental legacy
-You may increase an ability score of your choice by 1 point (to a maximum of 20).
-Pick one of the following damage types when you pick this feat: Acid, Cold, Fire, Lightning, Necrotic, Radiant or Thunder. When you cast a spell that deals damage of this type you may add an additional point of damage to each die you roll.
-When you cast a spell dealing that damage type you radiate with elemental energy until you next turn, shedding bright light in a 30 feet radius and dim light 30 feet beyond that. While glowing with elemental energy, anyone who moves within 10 feet of you or end their turn within 10 feet of you take 1d4 damage of this feat's damage type.

Improved Elemental Legacy
Requirements: Elemental legacy
-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 Druid or Wizard 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.
 


As I mentioned before, there's 3 different Lawful planetouched: the Zenythri in 3e MMII, the Mechanatrix of 3e FF, and the Axani from Dragon #297. I've chosen Axani as the umbrella term for all 3 of them. For the lawful planetouched and the chaotic planetouched, I do have an idea with the directions I want to go with them.

I don't think there's enough for a dedicated neutral planetouched, and I'll add more to the suggestion that some Rilmani descendants do end up being Aasimar (also I'm sure if Rilmani were given stats in 5e, they'd be of the celestial creature type).

Anyways here's what I came up for for Axani and their story.

Axani
Less common then their Tiefling or Aasimar kin, the Axani can trace often their origins to the lawful Outer Planes of the multiverse. Modrons, Inevitables, Formians, Mercane, divine powers and concepts of laws given form are thought to be where the Axani are descended from. Some Axani are thought to be from artificial prototypes of mortal beings created by mysterious powers, and then discarded and forgotten by them.

Axani often do have compulsions, as the influence of law drives the need to make some sort of order, despite the fact that many Axani are defiant against such urges. Emotions and other concepts such as art or falsehoods, are something that many Axani have difficulty understanding. But many Axani are driven by curiosity the need to learn all knowledge, and do eventually become more empathetic in contrast to their natures.

Like many planetouched Axani tend to form their own groups preferring to the company of those who are of a similar mindset. Unusually enough some Axani from different backgrounds and families tend to look identical despite such differences, often leading some to suspect that the Axani are large family groups. Axani are often born in multiples as many of them are twins, usually identical twins but less commonly some Axani have a Cansin twin, as if the fate made the siblings one of law and one of chaos.

The Axani of more divine-seeming influences are sometimes known as the Zenythri. As many view them as divine descendants, they revere and follow them believing them to be divine mandates from the Gods themselves. They don't see them as champions of righteousness in the way many see Aasimar, but instead as divine instruments that must be feared and respected. More cynical societies such as cosmopolitan planar societies, reject the idea that Zenythri Axani are from the divine, and instead see them as artificial, flawed, dogmatic, and tyrannical.

The Axani of more machine-like influences are sometimes known as the Mechanatrix. They rarely ever fit into mortal society, as they're seen as being more machine than living beings. They tend to gather in small groups sometimes known as clusters, and many fear that the Mechanatrix abduct and alter others into becoming them. They are often seen as scavengers by some sentient constructs, as they've been known to harvest constructs for parts. Sometimes though they're mistaken for being from worlds where mortal beings have altered themselves replacing parts of their bodies with mechanical parts, but the main difference is that Mechantrices are born with such parts.

Appearance
Many Axani have ideal proportions and symmetrical features that often make them look perfect, though in some cases too perfect that they're more like statues or mannequins. Other Axani look entirely average and unassuming rather than being an ideal specimen. It's common for Axani to have skin with a blue or purple tint, or a dull metallic sheen. Patterns that are often words in mysterious languages cover some Axani. Some Axani are said to be from Formian backgrounds and have insect often ant-like features. While other Axani have mechanical body parts, resembling something half humanoid and half construct.

Instead of deciding for yourself what an Axani looks like, you may also select 1d3 features from the table below, either picking any one of the choices or rolling a d100 for each feature as a guideline. An Axani may have features not covered in this table.

Roll Trait
01-07 Skin has a blue or purple tint
08-14 Skin has a dull metallic sheen
15-21 Skin has texture like moist clay
22-27 Flesh is rigid
28-34 Marking in geometric shapes cover body

35-41 Divine writings cover body
41-46 Insect-like eyes
47-53 Glowing eyes without irises
54-59 Arms are mechanical or insect-like in nature
60-65 Legs are mechanical or insect-like in nature

66-72 Bald with a hairless body
73-79 Voice has a reverb
80-85 Metallic skeleton with visible gears at the joints
86-90 Secretes oil
91-95 Tubes protrude from body

96-99 Mechanical wings protrude from shoulders
00 Extremely long-lived or ageless
 
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Axani Characters
Ability scores & classes: Many Axani are adept at logic and reason, and often have stronger physiques than their frame suggests they do, thus most Axani put their ability score bonuses in Intelligence, Wisdom or Strength.

Many Axani are quite focused on the discipline training, tactics and techniques which draws them to the path of the Fighter. Inward contemplation and the goal towards perfection both physical and mental, often drive many Axani to be Monks. With the study of the axioms of the multiverse and its underlying formulas many Axani become Wizards. The divine mandates which many feel are the birthright of the Axani, often results in an Axani becoming a Cleric.

Age
Most Axani age at the same rate as Humans or their mortal ancestry does. Some Axani might be long-lived or ageless.

Size
Most Axani are medium size. Some Axani are small size.

Speed
Axani have a walking speed of 30 feet

Type
Axani are Humanoid

Languages
Axani understand Common and one other language, often one of their mortal ancestries or Celestial.

Darkvision
Axani have Darkvision of 60 feet

Axiomatic Legacy (Legacy trait)
Though they are creatures of orders, there's different varieties of Axani with different powers. They often call using these powers, Enacting Personal Axioms where glowing symbols in the form of patterns, divine writings or mathematical formulas manifest around them. It's said that when they invoke such powers, they peer a bit into the underlying formulas of existence. An Axani picks from one of these Legacy options below, Intelligence or Wisdom is the ability score for spells and saving throws DCs with these powers. Any spell an Axani can cast through the Axiomatic Legacy trait they can also cast if they have a spell slot of the appropriate level, these spells are bonus known spells for an Axani spellcaster.

Optional Rule: Custom Legacies - 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 Cleric or Wizard spell list.

Legacy of the Hierarchy - The Axani has clear place in the hierarchy of the multiverse, their words are laws they force on those they have the divine right to rule over. The powers of this legacy are: the cantrip Thaumaturgy, at 3rd level Command cast as a 2nd-level spell once before requiring a long rest, and at 5th level Hold Person cast once before requiring a long rest.
Alternate Spells: Replace Thaumaturgy with Guidance and/or replace Command with Charm Person.

Legacy of the Machine - The Axani is partially a construct, often with mechanical parts in their body which often gives them an analytical and detached outlook. The powers of this legacy are: the cantrip Shocking Grasp, at 3rd level Thunderwave cast as a 2nd-level spell once before requiring a long rest, and at 5th level Enhance Ability cast once before requiring a long rest.
Alternate Spells: Replace Shocking Grasp with Lightning Lure (Tasha's Cauldron of Everything), and/or Thunderwave with Guiding Bolt cast as a 2nd-level spell.

Legacy of the Enforcer - The Axani often feels their purpose is to enforce laws, whether it's of society or of the axioms of the multiverse. The powers of this legacy are: the cantrip True Strike, at 3rd level Thunderous Smite cast as a 2nd-level spell once before requiring a long rest, and at 5th level Silence cast once before requiring a long rest.
Alternate Spells: Replace True Strike with Blade Ward, and/or Thunderous Smite with Bane cast as a 2nd-level spell.

Legacy of Logic - The Axani is driven by a need to understand the underlying patterns and formulas of the multiverse, they are often inquisitive and analytical as a result. The powers of this legacy are: the cantrip Guidance, at 3rd level Detect Magic cast once before requiring a short or long rest or as a ritual, and at 5th level Detect Thoughts cast once before requiring a long rest.
Alternate Spells: Replace Detect Magic with Comprehend Languages and/or Detect Thoughts with See Invisibility.

Legacy of Community - The Axani feels connections to other beings and communities as if being part of a hive mind. The powers of this legacy are: the cantrip Message, at 3rd level Bless cast as a 2nd-level spell once before requiring a long rest, and at 5th level Calm Emotions cast once before requiring a long rest.
Alternate Spells: Replace Message with Resistance, and/or Calm Emotions with Aid.

Optional Rule: Alternate spells - 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.

Axiomatic Resistance (Essence trait)
An Axani's nature often makes them resistant to the affect of certain maladies and elements. Pick one from among one of the following:
Force resistance, and advantage to saving throws against being moved or teleported
Thunder resistance, and advantage to saving throws against the stunned condition
Necrotic and radiant resistance
Lightning resistance, and your land speed increases by 5 feet when taking lightning damage

Alternative Abilities:
Some of these abilities might be restricted at character creation, by the DM's discretion. They might be obtainable later with the Planar Legacy feat. These abilities below can be picked instead of any of the Axiomatic Legacy or Axiomatic Resistance options.

Magic Resistance - Your understanding of the laws of multiverse allow you to resist magic better, you have advantage to saving throws against spells and magical effects. This ability replaces Axiomatic Resistance.

Axiomatic Ward - Your skin might be metallic or you have field of force protecting you. 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 Axiomatic Resistance.

Hands of Force - You can inflict 1d4 force 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 push your target 5 feet back away from you.

Shocking Touch - You can inflict 1d4 lightning 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 inflict disadvantage on your target's next attack until the end of your next turn.

Feats
Axiomatic Empowerment
Requirements: Axiomatic legacy
-You may increase your intelligence, wisdom or strength score by 1 point (to a maximum of 20).
-When you cast a 1st-level or higher spell you know from you legacy traits you can choose to push a target back 5 feet if they failed a saving throw against the spell, or you may give an ally within 30 feet 5 temporary hit points.

Improved Axiomatic Legacy
Requirements: Axiomatic legacy
-You may increase your intelligence, wisdom or strength 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 Cleric 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.
 

There has been 2 different varieties of Chaotic Planetouched the malformed Slaad-like Chaond from the 3e MMII and the Manic Pixie Dream Girls (well people) of the Cansin from Dragon 297. Along the way I also thought what if there's Far Realm Planetouched so I do suggest that some might be Cansin too. So I've decided that Cansin is going to be the umbrella term for the chaotic planetouched, as they certainly shouldn't be all toad-people. While it could be a choice of being one or the other, nothing preventing anyone from being a mutant toad-person that's a manic pixie dream girl.

Cansin
Less common then Tieflings or Aasimar, are the Cansin, who's ancestry can often be traced back to the Chaotic Planes. A Cansin might be descended from the Slaadi, Chaos Beasts, the schemes of Chaotic Gods, Demons purged of Evil, Celestial Eladrin purged of Good, Giants of Muspelheim or other unknowable things. Sometimes it's pure chance the created a Cansin, and there's stories about how a wild night of revelry spontaneously created an infant or an egg in the morning after. Some Cansin might the result of a Far Realm incursion, while it's not a chaotic plane it's differences with reality might cause a chaotic ripple of energy.

The Cansin are often wild, given to flights of fancy or unpredictable rages. Cansin can be quite emotional often with mood swings, so many Cansin learn to control themselves by channeling their emotions through art and creativity. Cansin are often seen as being quirky, vivacious and flamboyant. Strange coincidences and unlikely events often follow a Cansin wherever they go. Ideas tend to rapidly come and go from a Cansin's mind, and sometime they might see possibilities, alternate realities and feel other senses that no one else does. Some Cansin as a result strive for discipline and control over their chaotic natures.

Cansin rarely ever fit in with society at large around them, they tend to be on their own or with the company of other Planetouched. They tend to have no problem associating with other Planetouched including Axani, which some Cansin feel might ground them. Some Cansin are oblivious or uninterested in other Planetouched, seeking out individuals they can bond to for a time before moving on. Many tend to form relations with small groups of unrelated people, who they adopt as a family of their own.

The Cansin known as the Chaond tend to have clear connections to the Slaadi of Limbo, sometimes the results of failed egg-implantations, are often are toad-like and malformed in appearance. The Chaond might be less prone wild emotions of other Cansin, as it's often their physiology that's unpredictable. They are often forced to become self-sufficient and hardy, with many forming strong bonds towards nature, they often become guides and explorers.

While the conventionally uglier Cansin are often shunned or avoided, the more attractive Cansin are at the fringes too, sometimes venturing into the center of society with an unconventional charm and adoration of their ways, starting new movements and ideas, before retreating back to the fringes again. Attractive Cansin often have unconventional styles preferring mismatched clothing, always wearing something different every day. Many of them go by different names each day, as their identities shift.

Appearance
Some Cansin do have unusual body proportions often bulky builds, and pliable and somewhat slimy flesh. Those Cansin often have Toad-like because of the influence of the Slaadi, they often have warts or studs. Some Cansin have been known to grow tentacles, eyes, vestigial limbs and other growths over their bodies, sometimes dependent on their emotional states.

Many Cansin keep humanoid forms without such features, often having unique or attractive appearances. Many of these Cansin do have humanoid forms that shift everyday, whether it be their physical build, hair color, complexion or sex, but they still always maintain a sense of intrigue and attractiveness. Of those who appear as very different people everyday, they usually have one feature such as eyes that remain constant with their form. A rare bunch of Cansin naturally exist as blobs of chaos matter, and assume a humanoid form when conscious.

Instead of deciding for yourself what a Cansin looks like, you may also select 1d4 features from the table below, either picking any one of the choices or rolling a d100 for each feature as a guideline. A Cansin may have features not covered in this table.

Roll Trait
01-02 Has a wide mouth
03-05 Warts or studs cover body
06-07 Skin is slimy
08-10 Rough leathery skin
11-14 Large upper body

15-18 Arms longer than usual
18-21 Legs longer than usual
22-24 Voice has a slight croak
25-26 Has tentacles instead of arms
27-30 Tentacles or psuedopods randomly grow and retract from body

31-33 Eyes appear in random places
34-40 Eyes change color at random
41-46 Skin changes color at random
47-53 Hair color changes at random
54-58 Has patterns marking over body shift over time

59-64 Facial features shift over time
64-68 Body type or build (such as weight or height) changes randomly everyday
69-74 Biological sex changes at random
75-79 Bubbles or small creatures like insects occasionally rise from body and disappear
80-85 Hair moves on its own

86-91 Unusual events that are neither beneficial or harmful occur in immediate presence
92-96 Faint unintelligible noises can be heard in immediate presence
97-99 Is a blob of chaos matter when sleeping or unconscious
00 Extremely long-lived or ageless
 

Cansin Characters
Ability scores & classes:
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.

Age
Most Cansin age at the same rate as Humans or their mortal ancestry does. Some Cansin might be long-lived or ageless.

Size
Most Cansin are medium size. Some Cansin are small size.

Speed
Cansin have a walking speed of 30 feet

Type
Cansin are Humanoid

Languages
Cansin understand Common and one other language, often one of their mortal ancestries, Deep Speech or Slaad.

Darkvision
Cansin have Darkvision of 60 feet

Anarchic Legacy (Legacy trait)
Cansin come in different varieties and have different varieties of powers they can use. Many of them describe using these powers as Unleashing the Chaos or Flowing with Change, 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.

Optional Rule: Custom Legacies - 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.

Optional Rule: Random Anarchic Legacy Powers - 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.

Legacy of the Marauder - 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 Primal Savagery (Xanathar's Guide to Everything), at 3rd level Ensnaring Strike cast as a 2nd-level spell once before requiring a long rest, and at 5th level Shatter cast once before requiring a long rest.
Alternate Spells: Replace Primal Savagery with Infestation or Thunderclap (both Xanathar's Guide to Everything) and/or replace Ensnaring Strike with Expeditious Retreat or Chaos Bolt (Xanathar's Guide to Everything) cast as a 2nd-level spell.

Legacy of Unlikely Chances - 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 Guidance, at 3rd level Bless cast as a 2nd-level spell once before requiring a long rest, and at 5th level Augury cast once with a casting time of 1 action before requiring a long rest or cast as a ritual.
Alternate Spells: Replace Guidance with Resistance and/or replace Bless with Bane cast as a 2nd-level spell or Shield of Faith and/or Augury with Locate Object.

Legacy of the Malleable Form - 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 Thorn Whip, at 3rd level Disguise Self before requiring a long rest, and at 5th level Alter Self cast once before requiring a long rest.
Alternate Spells: Replace Thorn Whip with Primal Savagery and/or replace Disguise Self with Cure Wounds cast as a 2nd-level spell and/or Alter Self with Enhance Ability.

Legacy of Madness - 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 Mind Sliver (Tasha's Cauldron of Everything), at 3rd level Dissonant Whispers cast as a 2nd-level spell before requiring a long rest, and at 5th level Crown of Madness cast once before requiring a long rest.
Alternate Spells: Replace Mind Sliver with Friends or Vicious Mockery and/or replace Dissonant Whispers with Cause Fear cast as a 2nd-level spell (Xanathar's Guide to Everything) and/or Crown of Madness with Mind Spike (Xanathar's Guide to Everything).

Legacy of Whimsy - The Cansin can slightly alter reality to their will making imagination slightly more real. The powers of this legacy are: the cantrip Prestidigitation, at 3rd level Silent Image cast as a 2nd-level spell before requiring a long rest, and at 5th level Phantasmal Force cast once before requiring a long rest.
Alternate Spells: Replace Prestidigitation with Minor Illusion or Friends and/or replace Silent Image with Color Spray cast as a 2nd-level spell or Chaos Bolt cast as a 2nd-level spell (Xanathar's Guide to Everything) and/or Phantasmal Force with Misty Step.

Optional Rule: Alternate spells - 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.

Anarchic Resistance (Essence trait)
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:
Roll Element
1 Acid
2 Cold
3 Fire
4 Lightning

Alternative Abilities:
Some of these abilities might be restricted at character creation, by the DM's discretion. They might be obtainable later with the Planar Legacy feat. These abilities below can be picked instead of any of the Anarchic Legacy or Anarchic Resistance options.

Magic Resistance - 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.

Chaos Form - 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.

Entropic Shield - 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.

Psychic Shock - 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.

Resonating Touch - 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.

Feats
Anarchic Empowerment

Requirements: Anarchic legacy
-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.

Improved Anarchic Legacy
Requirements: Anarchic legacy
-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.
 

So now we go into the other Planetouched, not going into certain specific racial varieties like Fey'ri and Tanaruk which I said I'd not cover, we have: Shyfts of the Ethereal Planes from 3e Fiend Folio, Shadowswyfts of the Shadow Plane from the 3e Planar Handbook, Gloamings of the Plane of Shadow from 3e Underdark, Glimmerfolk of the Plane of Radiance from Dragon #321. There's also the speculated Positar (Positive Energy) and Tenebrians (Shadow) from Dragon 297.

I sort of covered Glimmerfolk and the speculated Positar, when I did the Genasi with the Legacy of the Radiant Soul option. So that leaves Shyfts, Shadowswyfts, Gloamings and Tenebrians out of that bunch.

For the Plane of Shadow or Shadowfell there seems to be a bunch of conceptual room for a Shadowy Planetouched, though to me only the "Dark Faerie/Pixie" aesthetic of the Gloaming seems interesting to me. Nothing about the hyperactive Shadowswyft seems to suggest Shadows to me though.

While the Shyfts are described as being really unremarkable in appearance and good assassins, built around the powerful spell Ethereal Jaunt (they even lack PC info) and they don't seem to have much of a story or a "weirdness" to latch on to. It's as if they couldn't think of anything interesting with an Ethereal Planetouched. The Ethereal Plane often does get overlooked for having anything interesting, but it's a plane of potential sort of the outer edges of creation and used to be where all the Demiplanes connected to, it has Dreamscapes too, though going too much into Dreamscapes steps on the toes of the Kalashtar and Inspired.

Feywild is not covered by any past Planetouched Race, likely because The Plane of Faerie was only an optional plane back when they were concerned about Planetouched. But there is the Feytouched from the Fiend Folio, they would be the Planetouched of Feywild. Some of the description of the Feytouched almost mirrors my writeup about the Cansin.

And finally there's Astral Plane and Far Realm, no one has anything for the Astral Planetouched though what's written about the Shyfts could almost fit into an Astral Planetouched. And I've already suggested that Cansin could have Far Realm origins.

So any ideas on how to handle the remaining bunch? Like 3 distinct lineages? Or like one miscellaneous Planetouched lineage (what would they even be called) to cover the rest?
 

So the leftover planes are Transitive Planes or "Border" Planes, in that in some ways Shadowfell is a border between the Material and Negative Energy Planes while Feywild is a border between the Material and Positive Energy Planes. So if we went for 1 lineage to cover the rest, it would be about borders and places in between.
 

So names to think of for something to cover the remaining Planetouched...
-Mistwalkers? All of those remaining planes do technically have mists often when they interact with other planes. Though mists does bring up Ravenloft more than others.
-Otherkin? I wouldn't use it, simply because it's a subculture in real life. And technically all Planetouched have an appeal to Otherkin
-Shyfts? It was a boring name back in 3e, replace the i with an y and its something special...
-Psychopomps? A Psychopomp can refer to a guide between the spirit and mortal, but mostly it refers to the guides for the dead to the afterlife, like the Grim Reaper.
-Soljourners? It's a synonym of travellers, a less commonly used one.

Any others?
 



So here's where I dive into my take on the other Planetouched, covering what was Shadowswyfts, Gloaming, Shyfts and Feytouched. It's the Planetouched of the leftover planes, which I'll try to make more interesting as Shyfts come to mind as the most boring of the bunch.

Liminaires
The Liminaires come from various places in between planes and the edges of creation. Thought to be the least common of the different Planetouched lineages their origins might be from planes such as the Ethereal, Shadowfell, Feywild, Astral and other mysterious places. Some Liminaires are thought to be linked to the creatures such as Nymphs, Dryads, Formorians, Sorrowsworn, Skulks, Ethergaunts, Keepers, Shades, Psurlons, Astral Dreadnoughts and more. The Liminaire known by many names often dependent on their origins, such as Feytouched for Feywild, Shadowswyfts or Gloaming for Shadowfell, and Shyfts for those with origins from the Ethereal or Astral.

Some stories claim that a resident of a Dreamscape solidified into something more real might become a Liminaire, or that they were shaped into existence from protomatter, or spirits that merged with a mortal, or switched at birth with a mortal child. With their origins being ambiguous, most Liminaires feel the need to be in the now and here.

Liminaire rarely feel a need to fit in or belong to society, but they do tend to find company with others of their kind or among clans of various Planetouched. As the children of border worlds, they often put their talents to work as scouts or couriers. Liminaire can sometimes be found among the courts of powerful beings such as the Seelie and Unseelie Courts or the domains of dark powers, entrusted as their trusted agents and spies fully embracing the intrigue that comes along with it.

Liminaire tend to be more nomadic than other Planetouched often travelling between worlds. The border planes contain potential in unformed essences and proto-matter, and places in such planes often come such essences held together by will. While in other places in the border planes, exist as a reflection of something somewhere else, what happens in one plane may affect the other. Because of this, rarely anything feels stable to them: it often results in a sense of wanderlust, but for others there's a need create and shape things around them. The border planes are often affected by emotions, dreams and psychic energy, which the Liminaire tend to be sensitive to. Some of them feed off of such things, and are prone to strong emotions and intense dreams. A few Liminaire have spotaneously willed companions of their own into existence through dreams, and strong emotions.

Liminaire are often drawn to places of planar energies and crossings between worlds. Those of Shadowy origins are often intimately familiar with the labyrinthine passages the various Underdarks which form a network between worlds. The Liminaire of Fey origins are often drawn to Fey Glades and places of magic. While other Liminaire find themselves in places thought to haunted, often being mistaken for spirits of the haunting themselves.

Appearance
Liminaires can come in many forms much like the other varieties of Planetouched. Some have misshapen and horrific forms, especially those who may be linked to Formorians and Sorrowsworn. While other Liminaire may have more beautiful forms such as those from dreams or the fairer varieties of Fey. Many Liminaires are slightly translucent or have the colors faded from them, often resulting in them being mistaken for spirits. Depending on their possible planar origins here are some examples, Liminaire of more ambiguous origins combine features from the different categories.

Feywild
-A lithe elven like appearance
-Body covered in warts, with swelling on face and uneven arms
-Long and pointed ears
-A long hooked nose
-Antlers or horns on head
-Insect-like wings
-Insect-like eyes
-Hair grows leaves, twigs or flowers
-All teeth are sharp
-Shimmering pixie dust comes off of skin
-Skin color changes with the seasons
-Appearance changes to reflect a fair or foul mood

Shadowfell
-Shriveled skin and sunken features
-A really light complexion that glows
-A really dark complexion that obscures features
-Inky black eyes
-Eyes glow with an ominous color
-Has additional arms that are misshapen and vestigial
-Long fingers that come to sharp points
-Moth-like or fur-covered wings
-Hair is writhing semi-solid shadow-stuff
-Has spines protruding from head
-All teeth are sharp and mouth can open really wide
-Voice echos with whispers
-Colors are muted or darker in immediate presence

Ethereal and Astral
-Slightly translucent
-Emits a constant cloud of mist
-Colors are de-saturated in immediate presence
-Hair is wisps of a semi-solid vapor
-Skin has a slight prismatic sheen
-Has multiple rows of teeth
-Eyes are a shifting pool of colors
-Voice always sounds distant
-Long spindly limbs
-Writhing tendrils for hair
-Has a single large additional eye on forehead
-Slight changes in appearance with mood
 

Liminaire Characters
Ability scores & classes:
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.

Age
Most Liminaire age at the same rate as Humans or their mortal ancestry does. Some Liminaire might be long-lived or ageless.

Size
Most Liminaire are medium size. Some Liminaire are small size.

Speed
Liminaire have a walking speed of 30 feet

Type
Liminaire are Humanoid

Languages
Liminaire understand Common and one other language, often one of their mortal ancestries or Sylvan or Undercommon.

Darkvision
Liminaire have Darkvision of 60 feet

Liminal Legacy (Legacy trait)
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 Shaping from Immateria, 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.

Optional Rule: Custom Legacies - 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.

Legacy of the Fair - 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 Prestidigitation, at 3rd level Sanctuary cast once before requiring a long rest, and at 5th level Enthrall cast once before requiring a long rest.
Alternate Spells: Replace Prestidigitation with Friends and/or replace Enthrall with Hold Person.

Legacy of the Foul - 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 Thaumaturgy, at 3rd level Cause Fear (Xanathar's Guide to Everything) cast as a 2nd-level spell once before requiring a long rest, and at 5th level Phantasmal Force cast once before requiring a long rest.
Alternate Spells: Replace Cause Fear with Bane.

Legacy of Shadows - You draw and shape shadowstuff from Shadowfell, which seeks to drain emotions and vitality. The powers of this legacy are: the cantrip Chill Touch, at 3rd level Arms of Hadar cast as a 2nd-level spell once before requiring a long rest, and at 5th level Darkness cast once before requiring a long rest.
Alternate Spells: Replace Chill Touch with Toll the Dead (Xanathar's Guide to Everything) and/or replace Darkness with Blindness/Deafness.

Legacy of Shaping - 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 Minor Illusion, at 3rd level Find Familiar 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 Spiritual Weapon cast once before requiring a long rest.
Alternate Spells: Replace Minor Illusion with Mending and/or replace Spiritual Weapon with Summon Beast (Tasha's Cauldron of Everything).

Legacy of the Traveler- 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 Thunderclap (Xanathar's Guide to Everything), at 3rd level Longstrider cast as a 2nd-level spell once before requiring a long rest, and at 5th level Misty Step cast once before requiring a long rest.
Alternate Spells: Replace Thunderclap with Blade Ward and/or replace Longstrider with Expeditious Retreat.

Optional Rule: Alternate spells - 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.

Axiomatic Resistance (Essence trait)
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

Alternative Abilities:
Some of these abilities might be restricted at character creation, by the DM's discretion. They might be obtainable later with the Planar Legacy feat. These abilities below can be picked instead of any of the Liminal Legacy or Liminal Resistance options.

Magic Resistance - 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.

Psychic Shock - 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.

Corrupting Touch: 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.

Liminal Alacrity - 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.

Liminal Wings - 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.

Feats
Liminal Empowerment

Requirements: Liminal legacy
-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.

Improved Liminal Legacy
Requirements: Liminal legacy
-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.
 
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