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Aspect: Bloodline Power

latent, multiple, supernatural

  • Prerequisite: Special
  • Combine: Spellcasting
  • Cost: Special

You have a source of magic somewhere from your heritage that grants you special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in your family’s past. For example, you might have a dragon as a distant relative, or your grandfather might have signed a terrible contract with a devil. Regardless of the source, this manifests as powers and, possibly, in spellcasting. You must pick one bloodline upon taking this aspect. This is tagged as multiple because you can take this multiple times and gain new abilities within your Bloodline Power, however, you can only select one bloodline presented below. When you gain your first Bloodline Power ability, you also gain the Spellcasting Combine ability if applicable.


Aberrant                                                                 

There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.

Spellcasting Combine: Whenever you cast a spell with the polymorph or morph tags, increase the duration of the spell by your Proficiency Score in whatever time allotment is used for the spell.

Powers: Those with aberrant heritage show increasing signs of their tainted heritage as they increase in strength, although they are only visible when used. You must take the following new powers associated with the Aberrant Bloodline Power in order.

  • Acidic Ray (Costs 3 Points): You can fire an acidic ray as a single action, targeting any foe within 30 feet as a Spell Attack. Acidic Ray deals a number of d6s acid damage equal to half your Proficiency Score, minimum 1. This attack also deals 1 point of Persistent Damage. You can use this ability a number of times per 24 hours equal to 3 + your Proficiency Score. This has the acid and evocation tags.
  • Long Limbs (Costs 3 Points): Your reach increases by 5 feet whenever you are making a Spell Attack. You can spend an extra trait point at any time after taking Long Limbs and increase this reach to 10 feet. For another extra trait point, you can increase it to 15 feet. This has the morph and transmutation tags.
  • Unusual Anatomy (Costs 3 Points): Your anatomy changes, giving you a 25% chance to ignore any critical damage or precision damage scored against you. You can spend an extra trait point at any time after taking Unusual Anatomy and increase the chance to 50%. This has the morph and transmutation tags.
  • Alien Resistance (Costs 5 Points): You gain resistance 15 against spells, meaning any damage caused by spells are reduced by 15. This has the abjuration tag.
  • Aberrant Form (Cost 7 Points): Your body becomes truly unnatural. You are immune to critical damage and precision damage. In addition, you gain Blindsight with a range of 60 feet and Resistance 5. This has no tags.

Abyssal                                                                   

Generations ago, a demon affected your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny and choices are up to you.

Spellcasting Combine: Whenever you cast a spell that summons some being, the creature(s) summoned gain Resistance equal to your Proficiency Score, minimum 1, to all damage except those with the Communal tag. This does not stack with any other Resistance the creature might have.

Powers: While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power. You must take the following new powers associated with the Abyssal Bloodline Power in order.

  • Claws (Costs 3 Points): You can grow claws as a single action. These claws are treated as natural weapons which you are proficient with and have the finesse and unarmed tags. This attack deals 1d6 points of damage, or 1d4 if you are Small, plus your Strength or Dexterity modifier. You can use your claws a number of rounds per 24 hours equal to 3 + your Proficiency Score. These rounds do not need to be consecutive but must be spent in one round increments. This has the morph and transmutation tags. You can spend an extra trait point at any time after taking Claws and augment your claws in one of the following ways: they gain the magical tag for the purpose of overcoming Resistances; the damage increases by one step to 1d8 points of damage or 1d6 if you are Small; they are treated as having the Flaming Rune, each dealing an additional 1d6 points of fire damage on a successful hit and gain the appropriate tag.
  • Demon Resistances (Costs 3 Points): You gain Resistance 5 against electricity and a 1d4 Insight bonus on saving throws made against poison. If you already had Resistance to electricity, it increases by 5. You can spend an extra trait point at any time after taking Demon Resistances and increase your Resistance against electricity by another 5 and your bonus on poison saving throws to 2d4. This has the abjuration tag.
  • Strength of the Abyss (Costs 3 Points): You gain a +2 bonus to your Strength Score. You can spend an extra three Trait Points at any time after taking Strength of the Abyss and increase this bonus to +4. For an additional four Trait Points you can increase it to +6. This has the morph and transmutation tags.
  • Added Summoning (Costs 5 Points): Whenever you summon a creature with the demon tag or the fiendish template using the Summon Creature spell, you summon one additional creature of the same kind. This additional creature is added after rolling, if applicable, for how many creatures are summoned. This has the conjuration tag.
  • Demonic Might (Costs 7 Points): The power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain Resistance 5 against acid, cold, and fire, and gain telepathy with a range of 60 feet. Telepathy allows you to communicate with any creature that can speak a language however it does not grant access to understanding new languages. This has no tags.

Arcane                                                                    

Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished mages through one source or another, your powers developed without the need for study and practice.

Spellcasting Combine: Increase your Spell DC by 1 for a number of rounds per 24 hours equal to your Proficiency Score. These rounds do not need to be consecutive but must be spent in one round increments.

Powers: Magic comes naturally to you but as you grow in power you must take care to prevent the power from overwhelming you. You must take the following new powers associated with the Arcane Bloodline Power in order.

  • Arcane Bond (Costs 3 Points): You gain a Bond either to a Familiar or an Object. See the Bond trait additions in the Traits section. This has no tags.
  • Metamagic Adept (Costs 3 Points): A number of times per 24 hours equal to your Proficiency Score you can either double a spell’s duration or range. This has no tags.
  • New Arcana (Costs 3 Points): You can add any one spell from the Arcane Spell List to your list of spells known. This spell must be of a level that you are capable of casting already. For every two points your Proficiency Score increases you can gain a new spell. This does not require access to scrolls, spellbooks, or otherwise to learn. You automatically gain the spell. This has no tags.
  • School Power (Costs 5 Points): Pick one school of magic. The DC for any spells you cast from that school increases by 2. This bonus stacks with the bonus granted by your Spellcasting Combine. This has no tags.
  • Arcane Apotheosis (Costs 7 Points): Your body surges with arcane power. You can double any one value on a spell a number of times per 24 hours equal to your Proficiency Score. This has no tags.

Celestial                                                                 

Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate and choices are your own to determine.

Spellcasting Combine: Whenever you cast a spell that summons some being, the creature(s) summoned gain Resistance equal to your Proficiency Score except against the Independent tag. This does not stack with any Resistances the creature might already have.

Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely. You must take the following new powers associated with the Celestial Bloodline Power in order.

  • Heavenly Fire (Costs 3 Points): You can unleash a ray of heavenly fire as a single action, targeting any foe within 30 feet as a Spell Attack. Against creatures with the Independent tag, this ray deals a number of d6s damage equal to half your Proficiency Score, minimum 1. This damage is divine, thus without tags, and not subject to immunities or resistances. This ray heals creatures with the Honor tag a number of d6s equal to half your Proficiency Score, minimum 1. Once a creature with the Honor tag has benefited from your Heavenly Fire it is Bolstered against it. Creatures with other alignment tags are neither harmed nor healed by this effect. You can use this ability a number of times per 24 hours equal to 3 + your Proficiency Score. This has the evocation and honor tags.
  • Celestial Resistances (Costs 3 Points): You gain acid Resistance 5 against acid and cold. If you already had these Resistances, they increase by 5. You can spend an extra trait point at any time after taking Celestial Resistances and increase your Resistance to acid and cold by 5. This has the abjuration tag.
  • Wings of Heaven (Costs 3 Points): As a double action, you can sprout feathery wings and fly with a speed of 60 feet. You can dismiss the wings as a free action. The wings last for a number of minutes per 24 hours equal to your Proficiency Score. These minutes do not need to be consecutive but must be spent in one-minute increments. This has the morph and transmutation tags.
  • Conviction (Costs 5 Points): You can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability a number of times per 24 hours equal to your Proficiency Score. This has the divination and fortune tags.
  • Ascension (Costs 7 Points): You become infused with the power of the heavens. You gain immunity to acid, cold, and petrification and the ability to use Tongues a number of 10 minutes increments per 24 hours equal to your Proficiency Score. This has no tags.

Destined                                                                

You are destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline’s origin, you have an important future ahead.

Spellcasting Combine: Whenever you cast a spell on yourself you gain an Insight bonus equal to the spell’s level on all your saving throws for 1 round.

Powers: You are destined for great things and the powers that you gain serve to protect you. You must take the following new powers associated with the Destined Bloodline Power in order.

  • Touch of Destiny (Costs 3 Points): You can touch a creature as a single action, giving it advantage on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability a number of times per 24 hours equal to 3 + your Proficiency Score. This has the divination tag and either the fortune or misfortune tag, depending on the outcome.
  • It Was Meant To Be (Costs 3 Points): You may reroll any one attack roll a number of times equal to your Proficiency Score per 24 hours. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. This has the divination tag and either the fortune or misfortune tag, depending on the outcome.
  • Fated (Costs 3 Points): You gain advantage on all your saving throws. This does not stack with other advantages on saving throws. This has the divination and fortune tags.
  • Within Reach (Costs 5 Points): Your ultimate destiny is drawing near. Once per 24 hours, when an attack or spell that causes damage would result in your death and you do not currently have the Dying condition, you may attempt a DC 17 Will save. If successful, you are instead reduced to 0 hit points and are at Dying 1. The effects from your Fated ability applies to this save. This has the conjuration and healing tags.
  • Destiny Realized (Costs 7 Points): Your moment of destiny is at hand. Any critical hits made against you must roll again to confirm the critical. This second roll must result in a natural 20 to be considered a critical. A critical made by surpassing the DC by 10 or more does not count to confirm the critical. This has no tags.

Draconic                                                                 

At some point in your family’s history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Spellcasting Combine: Whenever you cast a spell with the tag that matches your bloodline’s energy type, that spell deals an extra point of damage per die rolled.

Power: The power of dragons flows through you and manifests in a number of ways. You must select one of the chromatic or metallic dragon types when first choosing this Bloodline Power. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted in the following table. You must take the following new powers associated with the Draconic Bloodline Power in order.

Dragon TypeEnergy TypeBreath Weapon Shape
BlackAcidLine, 60 feet
BlueElectricityLine, 60 feet
BrassFireLine, 60 feet
BronzeElectricityLine, 60 feet
CopperAcidLine, 60 feet
GoldFireCone, 30 feet
GreenAcidCone, 30 feet
RedFireCone, 30 feet
SilverColdCone, 30 feet
WhileColdCone, 30 feet
  • Claws (Costs 3 Points): You can grow claws as a single action. These claws are treated as natural weapons which you are proficient with and have the finesse and unarmed tags. These attacks deal 1d6 points of damage each, or 1d4 if you are Small, plus your Strength or Dexterity modifier. Your claws remain for a number of rounds per 24 hours equal to 3 + your Proficiency Score. These rounds do not need to be consecutive but must be spent in one round increments. This has the morph and transmutation tags. You can spend an extra trait point at any time after taking Claws and augment your claws in one of the following ways: they gain the magical tag for the purpose of overcoming Resistances; the damage increases by one step to 1d8 points of damage or 1d6 if you are Small; they each deal an additional 1d6 points of damage of the same type as your energy type on a successful hit and gain the appropriate tag.
  • Dragon Resistances (Costs 3 Points): You gain Resistance 5 against your energy type and a +1 Natural Armor bonus. If you already had that Resistance, it increases by 5. You can spend an extra trait point at any time after taking Dragon Resistances and increase your Resistance against your energy type by 5 and your Natural Armor bonus to +2. This has the abjuration tag.
  • Wings (Costs 3 Points): Leathery dragon wings grow from your back as a double action, giving you a fly speed of 60 feet. You can dismiss the wings as a free action. You can use your wings a number of minutes per 24 hours equal to your Proficiency Score. These minutes do not need to be consecutive but must be spent in one-minute increments. This has the morph and transmutation tags.
  • Breath Weapon (Costs 5 Points): You gain a breath weapon. This breath weapon takes a single action to use and deals a number of d6s energy damage equal to your Proficiency Score. The energy type is the same as your energy tag and has the appropriate tag. The shape of the breath weapon depends on your dragon type, as indicated in the table. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to your Spell DC. You can use your Breath Weapon a number of times per 24 hours equal to your Proficiency Score. This has the evocation tag along with the appropriate tag determined by the energy type.
  • Power of Wyrms (Costs 7 Points): Your draconic heritage becomes manifest. You gain immunity to the Paralyzed condition, sleep effects, and damage of your energy type and you have unlimited use of your Wings. This has no tag.

Elemental                                                               

The power of the elements resides in you and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

Spellcasting Combine: Whenever you cast a spell that deals damage with one of these tags: acid, cold, electricity, or fire; you can change the type of damage to match the type of your energy type. This also changes the spell’s tag to match.

Power: One of the four elements infuses your being, and you can draw upon its power in times of need. When you first take this Bloodline Power, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistance and deal damage based on your element, as noted below. You must take the following new powers associated with the Elemental Bloodline Power in order.

ElementEnergy TypeElemental Movement
AirElectricityFly 30 feet
EarthAcidBurrow 30 feet
FireFireIncrease land speed by 30 feet
WaterColdSwim 30 feet
  • Elemental Ray (Costs 3 Points): You can unleash an elemental ray as a single action, targeting any foe within 30 feet as a Spell Attack. This ray deals a number of d8s energy damage equal to half your Proficiency Score, minimum 1. The energy type is the same as your energy type. You can use this ability a number of times per 24 hours equal to 3 + your Proficiency Score. This has the evocation tag along with the appropriate tag determined by the energy type.
  • Elemental Resistance (Costs 3 Points): You gain Resistance 10 against your energy type. If you already had that Resistance, it increases by 10. You can spend an extra trait point at any time after taking Elemental Resistance and increase your Resistance by 5. This has the abjuration tag.
  • Elemental Movement (Costs 3 Points): You gain a special movement type or bonus. This ability is based on your chosen element, as indicated in the table. You can use it a number of minutes per 24 hours equal to your Proficiency Score. These minutes do not need to be consecutive but must be spent in one-minute increments. This has the move tag.
  • Elemental Blast (Costs 5 Points): You can unleash a blast of elemental power a number of times per 24 hours equal to your Proficiency Score at a range of 60 feet as a double action. This 20-foot-radius burst deals a number of d6s energy damage equal to half your Proficiency Score. The energy type is the same as your energy type. Those caught in the area of your blast receive a Reflex save for half damage. The DC of this save is equal to your Spell DC. This has the evocation tag along with the appropriate tag determined by the energy type.
  • Elemental Body (Costs 7 Point): Elemental power surges through your body. You gain immunity to critical damage, precision damage, and damage from your energy type, and you have unlimited use of your Elemental Movement. This has no tag.

Fey                                                                           

The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You can be more emotional than most, prone to bouts of joy and rage.

Spellcasting Combine: Whenever you cast a spell with both the enchantment and mental tags, the target takes disadvantage.

Power: You have always had a tie to the natural world and, as your power increases, so does the influence of the fey over your magic. You must take the following new powers associated with the Fey Bloodline Power in order.

  • Laughing Fit (Costs 3 Points): You can cause a creature within your sight to burst out laughing for 1 round as a Spell Attack. A laughing creature can only take an action with the move tag but can defend itself normally. Once a creature has been affected by laughing fit, it is Bolstered against the effect. You can use this ability a number of times per 24 hours equal to 3 + your Proficiency Score. This has the enchantment and mental tag.
  • Woodland Stride (Costs 3 Points): You can move through any sort of undergrowth, such as natural thorns, briars, overgrown areas, and similar terrain, at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you. This has the move tag.
  • Fleeting Glance (Costs 3 Points): You can turn invisible for a number of rounds per 24 hours equal to your Proficiency Score. This ability functions as an Invisibility Heightened to 4th level. These rounds do not need to be consecutive but must be spent in one round increments.
  • Fey Magic (Costs 5 Points): You may reroll any Spell Attack. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability a number of times per 24 hours equal to 3 + your Proficiency Score.
  • Soul of the Fey (Costs 7 Points): Your soul becomes one with the world of the fey. You gain immunity to poison and Resistance 10 to all damage except those with the cold iron tag. Creatures with the animal tag do not attack you unless compelled to do so through magic.

Infernal                                                                   

Somewhere in your family’s history, a relative made a deal with a devil and that pact has influenced your family line ever since. In you it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you cannot help but wonder if your ultimate reward is bound elsewhere.

Spellcasting Combine: Whenever you cast a spell with both the emotion and enchantment tags, the target takes disadvantage.

Power: You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power does not come without a price. You must take the following new powers associated with the Infernal Bloodline Power in order.

  • Corruption (Costs 3 Points): As a single action, you can cause a creature to become Frightened 1 as a Spell Attack. This effect persists for a number of rounds equal to your Proficiency Score, minimum 1. Creatures Frightened by this ability radiate an aura of an opposing alignment tag of theirs. For example, a creature with the Principle tag would radiate an aura with the Repute tag. Multiple touches do not stack but they do add to the duration. You can use this ability a number of times per 24 hours equal to 3 + your Proficiency Score. This has the enchantment, fear, and mental tags.
  • Infernal Resistances (Costs 3 Points): You gain Resistance 5 against fire and a 1d4 Insight bonus on saving throws made against poison. If you already had Resistance against fire, it increases by 5. You can spend an extra trait point at any time after taking Infernal Resistances and increase your Resistance against fire by 5 and your bonus on poison saving throws to 2d4. This has the abjuration tag.
  • On Dark Wings (Costs 3 Points): You can grow fearsome bat wings as a double action, giving you a fly speed of 60 feet. The wings can be dismissed as a free action. You can use your wings a number of minutes per 24 hours equal to your Proficiency Score. These minutes do not need to be consecutive but must be spent in one-minute increments. This has the morph and transmutation tags.
  • Hellfire (Costs 5 Points): You can call down a column of hellfire as a double action. This 20-foot burst, at a 60-foot range, does a number of d4s fire damage equal to your Proficiency Score. Those caught in the area of your blast receive a Reflex save for half damage. The DC of this save is equal to your Spell DC. Creatures with an opposing alignment that fail their saves are also Frightened 1 for a number of rounds equal to your Proficiency Score. You can use this ability a number of times per 24 hours equal to your Proficiency Score. This has the evocation and fire tags.
  • Power of the Pit (Costs 7 Points): Your form becomes infused with vile power. You gain immunity to fire and poison. You gain the ability to see perfectly in darkness of any kind to a range of 60 feet and you have unlimited use of your On Dark Wings. This has no tag.

Undead                                                                   

The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.

Spellcasting Combine: Some undead are susceptible to your mind affecting spells. If a creature has the undead tag, your spells ignore any immunity to the mental tag.

Power: You can call upon the powers of the afterlife. Unfortunately, the more you draw upon them, the closer you come to joining them. You must take the following new powers associated with the Undead Bloodline Power in order.

  • Gravebound (Costs 3 Points): You can make a Spell Attack as a single action at a range of 60 feet that causes a living creature to become Frightened 1 for a number of rounds equal to your Proficiency Score, minimum 1. If you attack a creature that already has the Frightened condition with this ability, it inflicts the Fleeing condition for 1 round if the target has fewer Hit Dice than your Proficiency Score. You can use this ability a number of times per 24 hours equal to 3 + your Proficiency Score. This has the enchantment and mental tags.
  • Death’s Gift (Costs 3 Points): You gain Resistance 5 against cold and nonlethal damage. If you already had Resistance 5 against cold or nonlethal damage, it increases by 5. You can spend an extra trait point at any time after taking Death’s Gift and increase your Resistance against cold or nonlethal damage by 5. This has the abjuration tag.
  • Grasp of the Dead (Costs 3 Points): As a double action, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 40-foot aura center on you. Anyone in this area takes a number of d4s negative damage equal to your Proficiency Score. Those caught in the area receive a Reflex save for half damage. The DC of this save is equal to your Spell DC. Those who fail the save are Hampered 10. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. You can use this ability a number of times per 24 hours equal to your Proficiency Score. This has the necromancy and negative tags.
  • Incorporeal Form (Costs 5 Points): You can become incorporeal for 1 round per Proficiency Score. While in this form, you gain the incorporeal tag. You take no damage from weapons or objects lacking the magical tag and only take half damage from corporeal sources with the magical tag. Your spells and magical weapons deal only half damage to corporeal creatures. Weapons with the Ghost Touch Rune deal full damage if you or your enemies are wielding such an item. Spells and other effects that do not deal damage function normally. You can use this ability a number of times per 24 hours equal to your Proficiency Score. This has the morph and transmutation tags.
  • One of Us (Costs 7 Points): Your form begins to rot, the appearance of this decay is up to you, and undead see you as one of them. You gain immunity to cold, nonlethal damage, sleep, and the Paralyzed condition. Unintelligent undead do not notice you unless you attack them. You receive a 1d8 Insight bonus on saving throws made against spells cast by undead. This has no tag.