TEXT: 1
  Races | Pactborn
  PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners
  
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  Races | Pactborn
  Pactborn
  When warlocks dare to test their luck by forging pacts 
  with powerful creatures outside the material realm they 
  risk not only their own souls but the souls of their kin 
  as well. Pactborn are the children of warlocks whose 
  binding relationship to otherworldly patrons left a telling 
  imprint on their spawn. Pactborn children are almost 
  always shunned by society and usually just as likely to 
  be rejected by their parents. In the eyes of their parents, 
  pactborn are a cruel reminder of the price they paid for 
  power. In everyday society, pactborn are unfairly and 
  incorrectly seen as innately evil or nefarious.
  Thicker Than Blood                                     
  Not all children of warlocks are pactborn and it is 
  unclear what factors differentiate warlocks who 
  pass along their inhuman nature to their kin from 
  those that do not. Increasing their isolation from the 
  world, Pactborn are not able to sire or bear children 
  themselves so even the embrace of a family of their 
  own is beyond their grasp. Though they might wish 
  otherwise, the pactborn’s unnatural lineage is betrayed 
  by their outward appearances, their physical features 
  a symbol of the union between their parent and their 
  parent’s otherworldly patron. Due to the incredible 
  strain the pactborn have in starting and keeping 
  relationships they tend to be steadfast and loyal to those 
  who show them true kindness and respect.
  Otherworldly Kin                               
  All pactborn have an unnatural charisma that stems 
  from their parents and their parent’s patron’s raw and 
  overwhelming presence. Warlocks promised to the 
  Archfey can sire or birth siofra, a pactborn known for 
  their duplicity and tricky nature. Warlocks in the service 
  of a Fiend can have tiefling children, whose appearance 
  matches their infernal temperament. Warlocks bound to 
  the Great Old Ones sometimes spawn the methuselah, 
  pactborn who exude the alien weirdness of their 
  parent’s patrons and whose madness is only matched by 
  their insight.
  Other stranger and rarer pactborn are the result of 
  less common warlock patrons. Among these pactborn, 
  the aasimar are born to warlocks who have forged their 
  pacts with powerful beings of light and order and the 
  lemures are the spawn of warlocks pledged to ancient 
  undead beings suffused with necromantic power.
  Other Origins
  While the default origin of the Pactborn is that they are 
  the children of warlocks pledged to otherworldly powers 
  there is no reason you couldn’t adapt the race for a 
  different background in your own campaign. Consider 
  the following alternative origins for the Pactborn.
  Foreign Born. Mortals rarely obtain the ability to travel 
  the myriad planes of existence and, rarer still, have the 
  mixed fortune of giving birth there. Even in instances 
  where both parents share the same race, a child 
  conceived, carried, or born on distant planes may show 
  signs of its influence. These children are known as the 
  Planetouched and while even rarer than the Pactborn, 
  they suffer from far less stigma.
  Interplanar Incursion. Decades, centuries, or millenia 
  ago powerful beings from one or more planes invaded 
  the world. Whether or not those powers are still around 
  today, they have left a profound and ongoing mark on the 
  world in the form of the Nephilim. Unlike the Pactborn 
  who tend to rarely if ever see others that look like them 
  the Nephilim form communities to support one another 
  and buffer themselves against the prejudice of the other 
  races.
  Living Vessel. The Pactborn are rare but a Vessel is 
  a singular being who will almost certainly live its entire 
  existence without meeting another being even remotely 
  similar to it. Using an obscure and unreliable arcane 
  ritual powerful creatures from distant planes reincarnate 
  into a humanoid form on the material plane. This 
  method robs the creature of all of its memories and 
  power as their soul inhabits a newly conceived child and 
  in the material world. Often a Vessel spends most of 
  his childhood and early adulthood piecing together the 
  broken memories of his past life before coming to the 
  unsettling or empowering (depending on the Vessel) 
  realization that they are not of this world.
  
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  Races | Pactborn
  PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners
  Pactborn Traits                                        
  All pactborn share the following features.
  Ability Score Increase. Your Charisma score 
  increases by 2.
  Age. Pactborn mature at the same rate as humans but 
  live a few years longer.
  Alignment. Pactborn may not have an innate tendency 
  toward evil, but many of them end up there after a 
  lifetime of desperation and social isolation. Influenced 
  by the mystic imprint of a warlock’s pact, pactborn are 
  prone towards a lawful alignment.
  Size. Pactborn are about the same size and build as 
  humans. Your size is medium.
  Speed. Your basic walking speed is 30.
  Subrace. Five subraces of pactborn are found among 
  the worlds of D&D: siofra, tiefling, methuselah, aasimar, 
  and lemures. Choose one of these subraces.
  Siofra
  Siofra are said to be capricious and mercurial. The 
  parent of a siofra child must always be vigilant as the 
  child is prone to putting itself in harm’s way to satisfy its 
  curiosity. When the child finally grows out of that phase 
  they are likely to torment their parents with no end with 
  practical jokes and gags meant to amuse no one but the 
  child themself. While most siofra outgrow these habits 
  they do tend to have overactive senses of humor, quickly 
  change their minds, and display a certain degree of lack 
  of empathy or consideration for others.
  Physically the siofra are lithe, beautiful, and often 
  have splashes of shocking color in their hair, eyes, or 
  skin. Some siofra smell of sweets or flowers or other 
  pleasant things. It is unheard of for a siofra to be plain. 
  Whether they are beautiful or otherwise, they are always 
  striking in appearance.
  Ability Score Increase. Your Dexterity score increases 
  by 1
  Chimeric Legacy. You know the minor illusion cantrip. 
  Once you reach 3rd level, you can cast the charm person 
  spell once with this trait as a 2nd-level spell, and you 
  regain the ability to do so when you finish a long rest. 
  Once you reach 5th level, you can cast the misty step 
  spell once with this trait, and you regain the ability to 
  do so when you finish a long rest. Charisma is your 
  spellcasting ability for these spells.
  Fey Ancestry. You have advantage on saving throws 
  against being charmed, and magic can’t put you to sleep.
  Untrue. You have proficiency in the Deception skill.
  Languages. You can speak, read, and write Common 
  and Sylvan.
  Tiefling
  Tieflings often bare a certain characteristic demeanor 
  of their infernal heritage though to a lesser degree than 
  they are often accused of. Tieflings are prone to have a 
  particular vice that then struggle with or indulge in most 
  of their lives. For some tieflings this means a life time of 
  late nights and large tabs at taverns while others’ habits 
  run more violent or esoteric.
  The appearance of tieflings is quite diverse. Most 
  tieflings have a red complexion although for some 
  this is quite light and for others it is stark. Common 
  physical qualities of tieflings include horns, tails, fangs, 
  forked tongues, and upturned noses. Despite these 
  qualities being common they are not ubiquitous and 
  most tieflings only have some of these traits rather than 
  all of them. Tieflings sometimes smell like burnt wood, 
  cinnamon, or sulfur.
  Ability Score Increase. Your Intelligence score 
  increases by 1.
  Darkvision. Thanks to your infernal heritage, you 
  have superior vision in dark and dim conditions. You can 
  see in dim light within 60 feet of you as it if were bright 
  light, and in darkness as it if were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Hellish Resistance. You have resistance to fire 
  damage.
  Infernal Legacy. You know the thaumaturgy cantrip. 
  Once you reach 3rd level, you can cast the hellish 
  rebuke spell once with this trait as a 2nd-level spell, 
  and you regain the ability to do so when you finish a 
  long rest. Once you reach 5th level, you can cast the 
  darkness spell once with this trait, and you regain the 
  ability to do so when you finish a long rest. Charisma is 
  your spellcasting ability for these spells.
  Languages. You can speak, read, and write Common 
  and Infernal.
  Methuselah
  Methuselah frequently spend much of their childhood 
  without uttering a word and seemingly oblivious to 
  others around them. As they grow older, methuselah 
  engaged a bit more with others but are always 
  noticeably distracted by internal thoughts or stimuli. 
  While madness is relatively common in methuselah 
  it is not guaranteed. Most methuselah have very 
  idiosyncratic ideas about themselves and the world and 
  are prone to being conspiratorial and paranoid.
  Although the appearance of methuselah varies 
  greatly they are all distressing on some level to others. 
  Methuselah have been known to exhibit translucent 
  skin, bulbous lumps about their bodies, vestigial limbs, 
  bulging veins, and odd patches of hair or hairlessness. 
  The voices of methuselah are also often noted as having 
  an unnerving quality of some kind. This quality might 
  be an unnatural or quavering pitch, words that echo 
  themselves, or unintended guttural growls or groans.
  Ability Score Increase. Your Constitution score 
  increases by 1.
  Ineffable Legacy. You know the prestidigitation 
  cantrip. Once you reach 3rd level, you can cast the sleep 
  spell once with this trait as a 2nd-level spell, and you 
  regain the ability to do so when you finish a long rest. 
  Once you reach 5th level, you can cast the crown of 
  madness spell once with this trait, and you regain the 
  ability to do so when you finish a long rest. Charisma is 
  your spellcasting ability for these spells.
  
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  Races | Pactborn
  Inscrutable Madness Insight. When you complete a 
  long rest roll a d20 and record the number rolled. You 
  can replace any attack roll, saving throw, or ability check 
  made by you or a creature that you can see with this roll. 
  You must choose to do so before the roll and, when you 
  do, you lose this foretold roll. When you take a long rest 
  you lose this foretold roll.
  Languages. You can speak, read, and write Common 
  and Deep Speech.
  Aasimar
  Despite their appearance and supernatural inheritances, 
  the aasimar are not the beings of unflinching virtue 
  some assume they must be. Instead, aasimar struggle 
  with the strong convictions fueled by their supernatural 
  connection to order and all the shortcomings that make 
  them mortal. In coping with this struggle, some aasimar 
  begin to believe that they are morally superior in due 
  to their heritage and become philosophically bullish 
  insisting that their own moral compass is flawless 
  regardless of where it leads them. For other aasimar, 
  the better side of both of their natures prevail and they 
  truly are the beings of goodness, compassion, and 
  justice others hope they are.
  Aasimar have a radiant or magnetic presence. While 
  they may not be beautiful by traditional standards, 
  something about their appearance signified authority 
  or goodness. They may have tinges of gold in their eyes, 
  hair, or skin and they are almost always without physical 
  blemish. Very rarely an aasimar is born with wings 
  but these limbs are always useless for flying or gliding, 
  though they do make clothing and armor more difficult 
  and expensive to come by.
  Ability Score Increase. Your Wisdom score increases 
  by 1.
  Darkvision. Thanks to your celestial heritage, you 
  have superior vision in dark and dim conditions. You can 
  see in dim light within 60 feet of you as it if were bright 
  light, and in darkness as it if were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Celestial Resistance. You have resistance to necrotic 
  damage and radiant damage.
  Celestial Legacy. You know the light cantrip. Once 
  you reach 3rd level, you can cast the lesser restoration 
  spell once with this trait, and you regain the ability to do 
  so when you finish a long rest. Once you reach 5th level, 
  you can cast the daylight spell once with this trait as  a 
  3rd-level spell, and you regain the ability to do so when 
  you finish a long rest. Charisma is your spellcasting 
  ability for these spells.
  Languages. You can speak, read, and write Common 
  and Celestial.
  Lemures
  Perhaps unsurprisingly, lemures have a fascination with 
  death and dead things. Despite this fascination, lemures 
  are rarely violent but instead prefer to observe the 
  machinations of death and decay where they are already 
  occurring. While this is an unsettling interest in children 
  it is even more prone to unsettle others once the 
  lemures reaches adulthood. Lemures are typically quiet, 
  reserved, and prone to sullen and withdrawn moods.
  Lemures often look older and more weary than they 
  are though they age and exhaust no faster than other 
  Pactborn. Their frequently frail and malnourished 
  appearance also masks their inherent strength. 
  Lemures are prone to having ashy or dry skin with black 
  or gray eyes and black, gray, or white hair. Lemures 
  sometimes smell of freshly turned earth, smoke, or rot.
  Ability Score Increase. Your Strength score increases 
  by 1.
  Stygian Legacy. You know the spare the dying 
  cantrip. Once you reach 3rd level, you can cast the ray 
  of sickness spell once with this trait as a 2nd-level spell, 
  and you regain the ability to do so when you finish a 
  long rest. Once you reach 5th level, you can cast the 
  speak with the dead spell once with this trait, and you 
  regain the ability to do so when you finish a long rest. 
  Charisma is your spellcasting ability for these spells.
  Unnatural Innervation. As an action you can roll and 
  expend a hit dice to gain the result + your Constitution 
  modifier in temporary hit points.
  Languages. You can speak, read, and write Common. 
  Additionally, you can speak to and understand the 
  speech of any undead creature that knows a language.
  Pactborn Race by
  Benjamin Huffman
  http://sterlingvermin.com/
  Art Credits in Order of Appearance
  “Background” by Ners
  “Tiefling Wizard Color” by Vagelio Kaliva
  “Pact” by Ners
  “A belfry above the sky” by Vagelio Kaliva
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  This work contains material that is copyright Wizards 
  of the Coast and/or other authors. Such material is 
  used with permission under the Community Content 
  Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 
  2016 by Benjamin Huffman and published under the 
  Community Content Agreement for Dungeon Masters 
  Guild.
  
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