D&D 5e 2024

Lineages

Collected here are various species / lineages / whatever you want to call them that I have ported or slapped together in the process of stating out characters on the site, posted here for the convenience of myself and my players but potentially of interest to others. The list is not comprehensive, and if a playable lineage isn't present it is most likely because I haven't had to write up a character of that lineage and thus haven't done the work yet, rather than a deliberate exclusion.

Aasimar

Aasimar, also known as angel bloods, are medium-sized planetouched humanoids whose heritage shares a bond with celestial powers or whose soul has been altered by the divine. Most have human parents.

Creature Details. Your creature type is Humanoid. You are Small or Medium (chosen when selected). You have 30 feet of movement.

Darkvision. You have Darkvision with a range of 60 feet.

Celestial Resistance. You have Resistance to Necrotic and Radiant damage.

Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.

Healing Hands. Once per Long Rest, you can touch a creature as a Magic action and roll a number of d4's equal to your Proficiency Bonus. The creature regains up to that many Hit Points.

Celestial Revelation. When you reach character level 3, once per Long Rest you can transform as a Bonus Action into your choice of Heavenly Wings, Inner Radiance, or Necrotic Shroud. The transformation lasts for 1 minute or until you end it (no action).

 *Heavenly Wings. You sprout spectral wings from your back for the duration, gaining a Fly Speed equal to your Speed. Additionally, when you do damage you can deal extra Radiant damage equal to your Proficiency Bonus to one target once per turn.

 *Inner Radiance. You become partially luminous for the duration. Searing light radiates from your eyes and mouth, and you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. At the end of each of your turns, enemy creatures within 10 feet of you take Radiant damage equal to your Proficiency Bonus.

 *Necrotic Shroud. You become partially tenebrous for the duration. Your eyes and mouth become light sucking vortexes. The light level within a 20-foot radius of you can be no brighter than Dim Light. At the start of each of your turns, enemy creatures within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or take Necrotic damage equal to your Proficiency Bonus and gain the Frightened condition until the start of your next turn.

Cambion

Unlike most tieflings who have a vaguely fiendish heritage, one of a cambion's parents is an actual fiend. This is usually a distinction of little practical difference, but due to their fiendishness a cambion is affected by various spells and abilities that a tiefling is not bothered by.

Creature Details. Your creature type is both Humanoid and Fiend. You are Medium and have 30 feet of movement.

Darkvision. You have Darkvision with a range of 60 feet.

Resistance. You have Resistance to Fire and Poison damage and Advantage to avoid or end the Poisoned condition.

Spells. You know the Fire Bolt, Friends, and Thaumaturgy cantrips. As of character level 5 you always have Alter Self prepared, can cast it without spell components, and can also cast it without a spell slot once per Short Rest. You use your choice of Intelligence, Wisdom, or Charisma to cast these spells (chosen when you select this lineage).

Changeling

A changeling can shift their appearance, either to express themselves, or to go unnoticed, or to masquerade as another person.

Creature Details. Your creature type is both Humanoid and Fey. You are Small or Medium (chosen when selected). You have 30 feet of movement.

Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.

Shapechanger. As a Magic action during your turn, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another lineage, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.

Dwarf [Hill]

Hill Dwarves typically live closer to the surface in hills and valleys, often interacting with other peoples. They are famed for their doughty resilience and craftsmanship.

Creature Details. You are a Medium Humanoid with 30 feet of movement.

Darkvision. You have Darkvision with a range of 60 feet.

Dwarven Recovery. Whenever you regain Hit Points, you regain 1 additional Hit Point.

Dwarven Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws to avoid or end the Poisoned condition.Resistance vs Poison, Adv vs Poisoned.

Dwarven Stamina. You have Advantage on Constitution saving throws to avoid gaining a level of ExhaustionAdv on CON saves vs Exhaustion.

Dwarven Toughness. Your maximum Hit Points are increased by 1 per character level.

Dwarf [Mountain]

Mountain Dwarves are a strong, hardy, and skilled people well-suited to life in rugged terrain. They are known for their courage, endurance, and devotion to their traditions.

Creature Details. You are a Medium Humanoid with 30 feet of movement.

Darkvision. You have Darkvision with a range of 120 feet.

Dwarven Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws to avoid or end the Poisoned condition.Resistance vs Poison, Adv vs Poisoned.

Dwarven Toughness. Your maximum Hit Points are increased by 1 per character level.

Stonecunning. As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be standing on or touching an earthen or stone surface to use this Tremorsense. The earthen or stone surface can be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Elf [Drow]

These black-skinned, pale haired elves usually have some connection to the Underdark, and as a people have a well-earned reputation as infamous villains. They are usually around 5-feet tall and slight of build with sharp features, large eyes, and large pointed ears. Like other elves they can live to be over 750 years old, but due to their typical living conditions and culture many drow die before reaching such advanced ages.

Creature Details. You are a Medium Humanoid with 30 feet of movement.

Darkvision. You have Darkvision with a range of 120 feet.

Fey Ancestry. You have Advantage on saving throws vs Charmed.

Keen Senses. Choose Insight, Perception, or Survival. You have proficiency with that skill.

Trance. You do not need to sleep and are immune to magical sleep. You can finish a Long Rest in 4 hours if you spend those hours in meditation.

Elven Lineage: Drow. You know the Dancing Light cantrip. Starting at 3rd level, you always have the Faerie Fire spell prepared, can cast it without need of spell components, and can cast it without using a spell slot once per Long Rest. Starting at 5th level, you always have the Darkness spell prepared, can cast it without need of spell components, and can cast it without using a spell slot once per Long Rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this lineage).

Elf [Eladrin]

Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Feywild in the form of seasons — affinities that affect the eladrin's mood and appearance. You choose your initial season, and you have the option to change your season during play from time to time. Like other elves, eladrin can live to be over 750 years old.

Creature Details. You are a Medium Humanoid with 30 feet of movement.

Darkvision. You have Darkvision with a range of 60 feet.

Fey Ancestry. You have Advantage on saving throws vs Charmed.

Keen Senses. Choose Insight, Perception, or Survival. You have proficiency with that skill.

Seasonal Affectation. Your emotional state and appearance are entwined with the four seasons, Autumn (grand, relaxed, warm earth tones), Winter (sad, lethargic, cold pale tones), Spring (glad, enthusiastic, light verdant tones), and Summer (mad, incensed, bright fiery tones). While you are still recognizeable as the same person, your colouring, demeanor, and overall look changes superficially to match your currently chosen season. You choose your initial season when you select this lineage. If you are not Incapacitated and have not already done so in the last hour, you can change to a different season at the start of your turn.

Fey Step. As a Bonus Action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. When you reach 3rd level your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this lineage):

 *Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be Charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.

 *Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be Frightened of you until the end of your next turn.

 *Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

 *Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes Fire damage equal to your Proficiency Bonus.

Trance. You do not need to sleep and are immune to magical sleep. You can finish a Long Rest in 4 hours if you spend those hours in meditation.

Elf [High]

High elves have been infused with the magic of crossing between the Feywild and the Material Plane. Like other elves, they can live to be over 750 years old.

Creature Details. You are a Medium Humanoid with 30 feet of movement.

Darkvision. You have Darkvision with a range of 60 feet.

Fey Ancestry. You have Advantage on saving throws vs Charmed.

Keen Senses. Choose Insight, Perception, or Survival. You have proficiency with that skill.

Trance. You do not need to sleep and are immune to magical sleep. You can finish a Long Rest in 4 hours if you spend those hours in meditation.

Elven Lineage: High. You know the Prestidigitation cantrip initially, and can replace it with a different Wizard cantrip whenever you finish a Long Rest. Starting at 3rd level, you always have the Detect Magic spell prepared, can cast it without need of spell components, and can cast it without using a spell slot once per Long Rest. Starting at 5th level, you always have the Misty Step spell prepared, can cast it without need of spell components, and can cast it without using a spell slot once per Long Rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this lineage).

Elf [Moon]

Moon elves (also called silver elves) are taller than most elves, similar to humans in height, but slender and lean. Moon elf skin is pale, often with an icy blue or silvery hue. Moon elf hair is commonly black, blue, or silvery white. Like other elves they can live to be over 750 years old, and a rare few live to see 1000 years or more.

Creature Details. You are a Medium Humanoid with 30 feet of movement.

Darkvision. You have Darkvision with a range of 120 feet.

Fey Ancestry. You have Advantage on saving throws vs Charmed.

Keen Senses. Choose Insight, Perception, or Survival. You have proficiency with that skill.

Trance. You do not need to sleep and are immune to magical sleep. You can finish a Long Rest in 4 hours if you spend those hours in meditation.

Elven Lineage: Moon. You know the Guidance cantrip. Starting at 3rd level, you always have the Faerie Fire spell prepared, can cast it without need of spell components, and can cast it without using a spell slot once per Long Rest. Starting at 5th level, you always have the Moonbeam spell prepared, can cast it without need of spell components, and can cast it without using a spell slot once per Long Rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this lineage).

Elf [Shadar-Kai]

Shadar-Kai are elves of the Shadowfell that exist in a state between life and death, thanks to being transformed by the Shadowfell's grim energy. Shadar-kai have ashen skin tones, and while in the Shadowfell they look shadowy and wizened. Like other elves, they can live to be over 750 years old.

Creature Details. You are a Medium Humanoid with 30 feet of movement.

Darkvision. You have Darkvision with a range of 60 feet.

Fey Ancestry. You have Advantage on saving throws vs Charmed.

Keen Senses. Choose Insight, Perception, or Survival. You have proficiency with that skill.

Shadow Step. As a Bonus Action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. When you reach 3rd level you also gain Resistance to all damage until the start of your next turn when you teleport using this trait. During that time, you appear ghostly and translucent.

Trance. You do not need to sleep and are immune to magical sleep. You can finish a Long Rest in 4 hours if you spend those hours in meditation.

Genasi [Fire]

Genasi are planetouched medium-sized humanoids infused with the power of the Elemental Planes. Fire genasi specifically are descendants of either efreet or humanoids exposed to the Elemental Plane of Fire, often inheriting a volatile temperament and quick decision-making tendencies. Individual fire genasi range greatly in looks but generally have a distinct and evocative appearance, often featuring skin tones of coal black, ash gray, or flaming red, fiery red hair that might even flicker like flames, and eyes that can flare during intense emotions.

Creature Details. You are a Medium Humanoid with 30 feet of movement.

Darkvision. You have Darkvision with a range of 60 feet.

Fire Resistance. You have Resistance to Fire damage.

Reach to the Blaze. You know the Produce Flame cantrip. Starting at 3rd level, you always have the Burning Hands spell prepared, can cast it without need of spell components, and can cast it without using a spell slot once per Long Rest. Starting at 5th level, you always have the Flame Blade spell prepared, can cast it without need of spell components, and can cast it without using a spell slot once per Long Rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this lineage).

Languages. You know the Ignan dialect of Primordial.

Gith [Yanki]

The Githyanki are a subset of the Gith people, generally associated with the Astral Plane. Blessed with psionic abilities, they are known for their physical adeptness, plundering habits, and warrior culture.

Creature Details. You are a Medium Humanoid with 30 feet of movement.

Psionics. You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Starting at 3rd level, you can cast the Jump spell with this trait. Starting at 5th level, you can also cast the Misty Step spell with it. Once you cast Jump or Misty Step with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this lineage). None of these spells require spell components when you cast them.

Astral Knowledge. You can mystically access a reservoir of experiences of entities connected to the Astral Plane. Whenever you finish a Long Rest, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, as you momentarily project your consciousness into the Astral Plane. These proficiencies last until the end of your next Long Rest.

Mental Discipline. Your innate psychic defenses grant you advantage on saving throws you make to avoid or end the Charmed and Frightened conditions on yourself.

Psychic Resilience. You have Resistance to Psychic damage

Language. You know Gith and its written form Tir'su.

Gith [Zerai]

The Githzerai are a subset of the Gith people, generally associated with Limbo. Blessed with psionic abilities, they are known for their ascetic nature, loyalty, and strong sense of personal freedom.

Creature Details. You are a Medium Humanoid with 30 feet of movement.

Psionics. You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Starting at 3rd level, you can cast the Shield spell with this trait. Starting at 5th level, you can also cast the Detect Thoughts spell with it. Once you cast Shield or Detect Thoughts with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this lineage). None of these spells require spell components when you cast them.

Telepathic. As a Bonus Action, you can form a telepathic connection between yourself and the mind of another creature at a range of 10 feet per character level. The other creature can succeed on a DC 10 Wisdom saving throw to prevent this connection. A successful connection has a Duration of Concentration, 10 minutes. While on the same plane of existence, you and the connected creature can communicate telepathically with each other in any languages you share.

Mental Discipline. Your innate psychic defenses grant you advantage on saving throws you make to avoid or end the Charmed and Frightened conditions on yourself.

Psychic Resilience. You have Resistance to Psychic damage

Language. You know Gith and its written form Tir'su.

Gnome [Lava]

Gnomes are magical folk with an affinity to their living environment. Lava gnomes have taken on fiery traits after generations of habitation in volcanic mountains.

Creature Details. You are a Small Humanoid with 30 feet of movement.

Darkvision. You have Darkvision with a range of 60 feet.

Gnomish Cunning. You have Advantage on Intelligence, Wisdom, and Charisma saving throws.

Fire Resistance. You have Resistance to Fire damage.

Ray of Fire. You know the Firebolt cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this lineage).

Halfling

Halflings are a small statured bucolic folk, usually content to live simple lives. But some among them are possessed of a restless spirit and seek adventure, while others are forced into such a life by circumstance.

Creature Details. You are a Small Humanoid with 30 feet of movement.

Brave. You have Advantage on saving throws to avoid or end the Frightened condition.

Halfling Nimbleness. You can move through the space of creatures of size categories larger than yours, but can't stop in the same space.

Luck. When you roll a 1 on the d20 of a D20 Test you can reroll the die once.

Naturally Stealthy. You can take the Hide action when obscured only by a creature that is at least once size larger than you.

Human

A famously diverse and adaptable humoanoid species, so varied and numerous it is difficult to say anything specific about them as a single group.

Creature Details. Your creature type is Humanoid. You are Small or Medium (chosen when selected). You have 30 feet of movement.

Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.

Skillful. You gain proficiency in one skill of your choice.

Versatile. You gain an Origin feat of your choice.

Leonin

These physically impressive people have the appearance of humanoid lions. Nomadic prides of leonin rarely interact with other peoples, tending towards self sufficiency and being wary of treachery from strangers.

Creature Details. You are a Medium Humanoid with 35 Speed.

Darkvision. You have Darkvision with a range of 120 feet.

Hunter's Instincts. Choose Athletics, Intimidation, Perception, or Survival. You have proficiency with that skill.

Claws. Your claws are natural weapons, which you can use to make Unarmed Strikes. If you hit with them, you can deal Slashing damage equal to 1d6 + your Strength modifier.

Daunting Roar. Once per combat, as a Bonus Action you can let out a menacing roar. Creatures of your choice within 15 feet of you that can hear you must succeed on a Wisdom saving throw (DC 8 + your Constitution modifer and Proficiency Bonus) or gain the Frightened condition, with you as the source. Affected creatures can make another saving throw at the end of each of their turns, ending the condition on themselves on success.

Lykosian

These physically impressive humanoids look like a classic werewolf in hybrid form, but they are not lycanthropic. Naturally adapted for hunting, they are also well suited to conflict.

Creature Details. You are a Medium Humanoid with 35 Speed.

Darkvision. You have Darkvision with a range of 60 feet.

Natural Hunter. Choose Athletics, Perception, or Survival. You have proficiency with that skill.

Pack Tactics. You have Advantage on attack rolls against a creature if at least one of your non-Incapacitated allies is within 5 feet of that creature.

Sharp Claws. Your claws are natural weapons, which you can use to make Unarmed Strikes. If you hit with them, you can deal Slashing damage equal to 1d6 + your Strength modifier.

Sharp Teeth. Your teeth are natural weapons, which you can use to make Unarmed Strikes. If you hit with them, you can deal Piercing damage equal to 1d4 + your Strength modifier, and if the target is your size or smaller they must make a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or gain the Prone condition.

Orc

Orcs are tall, broad humanoids with grayish or greenish skin, ears that are sharply pointed and prominent lower canines that resemble small tusks.

Creature Details. You are a Medium Humanoid with 30 feet of movement.

Darkvision. You have Darkvision with a range of 120 feet.

Adrenaline Rush. You can take the Dash action as a Bonus Action. When you do so you gain a number of Temporary Hit Points equal to your Proficiency Bonus.

You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short and Long Rest.

Relentless Endurance. When you are reduced to 0 Hit Points but not killed outright you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a Long Rest.

Owlin

These bipedal humanoids have feathers, owl-like faces, and large wings. Naturally stealthy, and blessed with great night vision, they are well suited to nocturnal activities.

Creature Details. Your creature type is Humanoid. You are Small or Medium (chosen when selected). You have 30 feet of movement.

Darkvision. You have Darkvision with a range of 120 feet.

Flight. Thanks to your wings, you have a Fly Speed equal to your Speed. You can't use this Fly Speed if you're wearing Medium or Heavy Armor.

Silent Feathers. You have proficiency in the Stealth skill.

Revenant [Human]

Revenants form from the souls of mortals who met a cruel and undeserving fate. Their souls reclaim and animate their own decaying mortal bodies, which superficially resemble zombies. These driven Undead retain their identity and seek revenge or justice, only able to finally rest when that is accomplished.

Creature Details. Your creature type is Humanoid, plus your choice of Undead or Construct. When you take this Lineage you choose to be Small or Medium. You have 30 feet of movement.

Deathless. You have advantage on saving throws to avoid or end the Poisoned condition, and you have Resistance to Poison damage. You have advantage on Death Saving Throws. You don't need to eat, drink, or breathe. You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

Eyes of the Dead. You have Darkvision 60 feet.

Relentless. At the end of each of your turns, you regain 1 Hit Point if you have at least 1 Hit Point remaining.

Skillful. You gain proficiency in one skill of your choice.

Shifter

The Shifter is a mostly-human humanoid descended from a lycanthrope. While the Shifter doesn't retain full lycanthropy, they can briefly 'shift' to gain a temporary benefit.

Creature Details. You are a Medium Humanoid with 30 feet of movement.

Darkvision. You have Darkvision with a range of 60 feet.

Bestial Instincts. You gain proficiency with your choice of Acrobatics, Athletics, Intimidation, or Survival.

Shifting. When you take this Lineage you must choose one Shifting option from Beasthide, Longtooth, Swiftstride, or Wildhunt.

As a Bonus Action during your turn, you can take on a bestial aspect, gaining Temporary Hit Points equal to 2 x your Proficiency Bonus and the benefits of your chosen Shifting option for 1 minute, or until you die, or take another Bonus Action to change back to normal. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.


  Beasthide

You gain 1d6 additional Temporary Hit Points when you shift, and have +1 AC while shifted.

  Longtooth

While shifted you have fangs. When you shift, and as a Bonus Action while shifted, you can make a Bite attack as an Unarmed Strike that deals Piercing damage equal to 1d6 + your Strength modifier.

  Swiftstride

While shifted, your walking Speed increases by 10 feet, and you can take a Reaction when another creature ends their turn within 5 feet of you to move 10 feet without provoking Opportunity Attacks.

  Wildhunt

While shifted you have advantage on Wisdom checks and no creature within 30 feet of you can make an attack roll with Advantage against you unless you are Incapacitated.

Warforged

A sentient construct made from wood and metal designed to be a perfect soldier but capable of feeling pain and emotion. Despite being built as weapons, some develop their own purpose and independence. A warforged can be a steadfast ally, a cold-hearted killing machine, or a visionary in search of purpose and meaning.

Creature Details. Your creature type is both Humanoid and Construct. Your size is Medium. You have 30 feet of movement.

Constructed Resilience. You are immune to Poison damage and the Poisoned condition. You don't need to eat, drink, or breathe. You don't need to sleep, and magic can't put you to sleep.

Sentry's Rest. You can finish a Long Rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

Integrated Protection. You gain a +1 bonus to Armor Class.

Specialized Design. You gain proficiency in one skill of your choice, and one tool or language of your choice.

Yuan-Ti [Pureblood]

Yuan-ti Purebloods are humanoid creatures, appearing mostly human but with subtle reptilian features such as snake-like eyes, forked tongues, or small patches of scales on their skin.

Creature Details. Your creature type is Humanoid. When you take this Lineage you choose to be Small or Medium. You have 30 feet of movement.

Darkvision. You have Darkvision with a range of 60 feet.

Magic Resistance. You have Advantage on saving throws vs spells.

Poison Resilience. You have Resistance to Poison damage, and Advantage on saves to avoid or end the Poisoned condition.

Serpentine Spellcasting. You know the Poison Spray cantrip, and you can cast the Animal Friendship spell on snakes without a spell slot an unlimited number of times. Starting at 3rd level you always have the Command spell prepared and can cast it once per Long Rest without a spell slot.