Reborn 5E Lineage Guide | How to Use the New Lineage

reborn 5e


Everyone makes mistakes. Especially in Dungeons & Dragons. In most cases, these mistakes cannot be redone, or reattempted; it’s up to the person to simply move on. However, if the mistake ends with the life undone, the only way to redo the mistake is by magic. Well… Magic, and with Van Richten’s Guide to Ravenloft, the supernatural. The Reborn 5E lineage is applied to a creature who has a second shot at life, and has come back with plenty of vitality to spare. How will you spend your new life? This guide will help you out.

Reborn Lineage 5E

The Reborn have, somehow, still lived. They have clear scars and wounds that show that they have passed. Their flesh is pale, and they have clearly been touched by death. However, by a miracle of science, magic, spirits, or more… The Reborn has defied death once again. This leaves them with faded memories, only activated by moments of trauma or dwelling on the past. They may never return to the life that they once had… No matter how often they dream of it.

You may have became an undead for many, many different reasons. However, you might find solace in Har’Akir, Lamordia, or Mordent. These Domains of Dread are particularly handy for Reborn, since that’s where active possessions, mad scientists, or the Apparatus constantly revive new spirits. Ask your DM if these make sense for your campaign, or if a different way of becoming a Reborn makes more sense.

What is a Lineage?

reborn 5eA Lineage is a template applied to a base race, or it can be a race all by itself! For example, you can make a Reborn, or you could make a Dwarf Reborn. The Base Race is mostly for flavor and backstory, though it may change a few tiny mechanics of your Lineage. Keep it in mind as you build out the rest of your character’s stats and backstory!

All lineages start with your choice of stat boosts; +2 to One and +1 to Another, or +1 to three different scores. These bonuses are always your choice, no matter if you chose a base race or not. So, you can always have the perfect stats for your race, no matter what you started as!

The lineages also start with Common and one language to be decided between player and DM. Alternatively, if you have a Base Race, you can instead just have that race’s languages. For example, a Dwarf Reborn might have Common and Dwarf. Or, because the Dwarf was a servant of a demon for years before being released, it might instead know Common and Infernal. This should be talked about with your DM to find out what makes the most sense for the situation.

Finally, some lineages change your creature type. The Reborn changes your type to Humanoid. Talk to your DM about if this makes sense for your race; a Satyr Reborn might stay a Fey if a specific situation happens that changes it into a Reborn. It’s kinda situational!

Reborn Lineage Traits

The Reborn replaces most of your base race’s traits with the following attributes.

  • Humanoid Type.
  • Small or Medium Size. Usually, this should correlate with your base race. However, if a specific situation comes up, you might want to change your size anyways. Small creatures are better for finding cover and sneaking around like the gremlins they are, while Medium creatures are more likely to be seen and targeted; good for tanky classes like Barbarian or Paladin.
  • 30 ft Speed. Average speed, you’re tying almost every race in the game in a footrace. Move your 6 squares with pride, you not-quite-undead butterfly!
  • Ancestral Legacy. By default, this is 2 free skill proficiencies of your choice. You can build your character just like you want them to be. That’s handy for out-of-combat utility. However, you can pull from your base race if you want extra movement speed types or specific skills. Usually, this won’t be useful. If you want to optimize this, you might want to be an Aarakocra, Lizardfolk, Tabaxi, or similar race. Those races have alternate ways of moving (flight, swimming, climbing, respectively). Flight is great, but the Lizardfolk and Tabaxi both also come with 2 skills for free. You can optimize it, or it can just be 2 skill proficiencies. And, to be honest, optimizing it isn’t even that much better than the default!
  • Deathless Nature. This is your primary ability. And it’s good!
      • Poison Damage is fairly common, as long as you’re fighting standard Undead enemies. This gives you resistance to this common damage type, advantage against the poisoned condition… Heck, you can even avoid getting Diseased as easily! Those are a series of good buffs.
      • Death saving throws are horrifying, and you can thankfully avoid dying quite as fast. This should never come in handy, but you’ll be very happy when it does.
      • Eating, drinking, and breathing rarely comes up. However, when it does, it’s usually because the party is strapped for resources, or about to get poisoned. You’re immune to those party tricks now! Keep this in mind, but don’t expect this to save you from every single situation.
      • You get immunity to sleep effects, which will come in handy very rarely. Sure, it might save you from another trap the DM sets up, or a low-level caster. But this is not a life-saving buff. However, you sleep for 4 hours. That’s nice! You can be the main watch most of the time, which means that you can keep people alive very, very easily. Heck, you can stay motionless while leaning against a wall, and sleep while you are looking out! That’s actually great! Just, make sure your Perception is worth waving a finger at.
  • Knowledge from a Past Life. Basically, you can give yourself Bardic Inspiration for ability checks. You can also roll it after you roll your D20, which means that, if you know about what DC you’re going for, you can always make this ability useful. For example, if you know the DC for a Persuasion check is 14, and you roll a 13, then you can spend this ability to get a success guaranteed. That does mean you understand your DM’s expectations pretty well… And it is pretty metagamey. Use it with caution!

In general, this is a highly defensive race that spends a lot of it’s time being one step away from being an Undead. You’re relying on the usefulness of Deathless Nature a lot… And Deathless Nature is basically a bunch of situational buffs (and only sleeping 4 hours, which is nice). 

This is the weakest Lineage, but that doesn’t mean that it’s weak. It’s still insanely flexible, thanks to the Ability Score boosts. And you have some legitimately strong utility here. Great option for any class, especially with a spellcaster; 4 hour spell refreshes!

Conclusion

The Reborn is a relatively weak lineage even compared to the Hexblood, but a great race flavor-wise. If you’ve always wanted to play as an Undead abomination, but never wanted to homebrew stuff, this is the closest you can get. And it’s actually super easy to put into most campaigns! Give it a try if you have an idea for a revived character.

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