Rounding out the Conclave races of Cimmeria with halflings and humans.
I elected to not design lineages for the final Conclave race, orcs. The reason for that is that I felt I would need to do too many. Every major tribe would probably need a lineage, along with a lineage for Clanless orcs. I could also just have two, Tribal orc or Clanless. I wasn’t sure how to differentiate just those two though as the tribes can be radically different in what they value. So orcs don’t get lineages, but you can still play as an orc using the standard orc from 5e or 5.5e D&D.
Halflings

Halflings in Cimmeria are a combination of gnomes and halflings from the standard D&D setting. Within Cimmeria gnomes are the same species with halflings being the nice word for the species and gnome being a pejorative. Some of the lineages are already available and need no additional work.
Forest – Use the standard Halfling or the Forest lineage for Gnomes.
Rock – Use the Rock lineage for Gnomes.
City – Use the standard Halfling but replace Halfling Nimbleness and Naturally Stealthy with the following traits.
Athletic Build. You have proficiency in the Acrobatics or Athletics skill.
Cannon Throw. You gain a +1 bonus to attack and damage with thrown weapons.
Deep – Deep Halflings are the equivalent of the Svirfneblin gnomish race. There was a race for Svirfneblin in the 5e rules, so its easy enough to adapt that to the 5.5e rules. Use the standard gnome with the new Deep lineage which grants the following traits.
Stone Camouflage. You have advantage on Stealth checks made to hide in rocky terrain.
Superior Darkvision. Your darkvision has a range of 120 feet.
Spells from the Dark. Starting at 3rd level, you can cast the Disguise Self spell with this trait. Starting at 5th level, you can also cast the Nondetection spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using 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).
Humans

Human differentiation isn’t handled through lineages, but instead through Origin feats. Here are six new Origin feats for the six different human lineages of Cimmeria.
Cimmerian
Origin Feat
You learned the ways of the Cimmerian City-states. You gain the following benefits.
Adapted Experience. Increase one of your ability scores by 1, to a maximum of 20.
Adventurous Explorer. You gain proficiency in Perception.
Aractrashan
Origin Feat
You learned the ways of the jungle and the Aractrashan Kingdom. You gain the following benefits.
Aractrashan Tongue. You know Aractrashan. If you already know Aractrashan when you select this feat, you instead learn one language of your choice.
Hit and Run Tactics. After you hit a creature with a melee attack you do not provoke attacks of opportunity from that creature until the end of your turn.
Sylvan Knowledge. You gain a +2 bonus to Animal Handling, Nature, Perception, Stealth, and Survival when in jungle terrain.
Xorian
Origin Feat
You learned the rigid ways of the Xorian Kingdom. You gain the following benefits.
Manifest Destiny. When you expend Heroic Inspiration you can reroll all your dice until the start of your next turn. Once you use this benefit, you can’t do so again until you finish a Long Rest.
Solidarity. When you take the Help action, you can assist two allies.
Xorian Tongue. You know Xorian. If you already know Xorian when you select this feat, you instead learn one language of your choice.
Amazon
Origin Feat
You learned from the ways of the warrior Amazon women. You gain the following benefits.
Mounted Prowess. While mounted, your mount can make a melee attack whenever you take an Attack action.
Powerful Presence. You gain proficiency in Intimidation.
Shock and Awe. When you reduce a creature’s Hit Points to 0 with a melee attack you can immediately frighten a target within 30 feet. The target must succeed on a Wisdom saving throw (DC 8 plus your Charisma or Strength modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.
Persian
Origin Feat
You learned the culture and tactics of the Persian Empire. You gain the following benefits.
Barter Culture. You gain proficiency in Persuasion.
Persian Tongue. You know Persian. If you already know Persian when you select this feat, you instead learn one language of your choice.
Strength in Numbers. When you’re adjacent to an ally you may reroll a saving throw. Once you succeed on a saving throw while using this benefit, you can’t do so again until you finish a Long Rest.
Greek
Origin Feat
You learned the culture and tactics of the Greek City-states. You gain the following benefits.
Greek Tongue. You know Greek. If you already know Greek when you select this feat, you instead learn one language of your choice.
Hoplite Formation. If an adjacent ally is hit with an attack, you can take a Reaction to interpose your shield. The ally takes half the damage of the attack (rounded down) and you take the other half (rounded up). You must be holding a Shield to use this Reaction. Once you use this benefit, you can’t do so again until you finish a Short Rest or a Long Rest.
Olympians’ Favor. When you succeed on a roll with Disadvantage you gain Heroic Inspiration. Once you use this benefit, you can’t do so again until you finish a Long Rest.






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