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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