Ancestries Catalog

Badgerfolk

(Medium)

Their gentle demeanor and fondness for a good cup of tea at lunchtime betrays their innate strength. Badgerfolk know full well how to use their size to their opponent's dismay.

Rotund
When you attack in melee, add LVL to the damag' of that attack, 1/encounter. +3 inventory slots.

(by The Rotten Pixie)

Birdfolk

(Small or Medium)

Birdfolk find sanctuary not in stone or chains, but within the boundless expanse of the sky. However, the gift of flight comes at a cost—hollow bones, and commensurate frailty.

Hollow Bones
You have a fly Speed as long as you are wearing armor no heavier than Leather. Crits against you are Vicious (the attacker rolls 1 additional die). Forced movement moves you twice as far.

Bunbun

(Small)

Bunbun are agile and unpredictable, using their powerful legs to leap great distances and catch foes off guard. Facing a Bunbun means contending with an opponent who can strike from unexpected angles and swiftly reposition themselves in the heat of battle.

Bunny Legs
Before Interposing or after Defending (after damage), hop up to your Speed in any direction for free, 1/encounter.

Cacaen

(Medium)

Though of similar appearance to their smaller hyena kin, the cacaen pride themselves on their culture and traditions. Wasting any part of a kill is considered sacrilege. Even in death, a respectful death ensures a peaceful afterlife.

Cackler's Call
Taunt or Frighten an enemy for 1 turn (1/encounter).

(by ThePhantomX64)

Catfolk

(Small or Medium)

Agile, graceful, and able to fall impossible distances without injury. Some say they have multiple lives, or perhaps some secret magic. Their main concern is typically finding the next sunbeam.

Feline Grace
+1 Stealth and Finesse. Ignore damage from falling or forced movement, 1/Safe Rest.

(by SanityWithIn)

Celestial

(Medium)

Descendants of divine beings, Celestials carry an aura of nobility and grace. Their innate connection to the higher planes allows them to resist the effects of misfortune, standing strong where others may falter.

Highborn
Your disadvantaged save is Neutral instead. You know Celestial if your INT isn't negative.

Changeling

(Medium)

Often hunted for their silver blood, Changelings are natural survivors, slipping into new identities with ease. Changelings that shift too often typically aren't long for the world—they can struggle to remember who they once were, becoming little more than reflections of the faces they wear.

New Place, New Face
+2 shifting skill points. You may take on the appearance of any ancestry. When you do, you may place your 2 shifting skill points into any 1 skill. This process takes 10 minutes.

Crystalborn

(Medium)

Formed from living crystal, the Crystalborn are beings of dazzling beauty and otherworldly toughness. Their translucent bodies refract light and sound, granting them unique abilities in combat.

Reflective Aura
When you Defend, gain KEY armor and deal KEY damage back to the attacker (the damage to the attacker ignores armor). 1/encounter.

Deepwalker

(Medium)

A strange and unknowable people from deep beneath the waves, Deepwalkers are as varied from one another as they are from landwalkers. Some say they commune with the ancient denizens of the deep.

The Call
You have a swim Speed, and you can breathe underwater. Resistant to cold. Vulnerable to fire. You know Primordial if your INT is not negative.

(by Kazok the Goblin)

Dhampir

(Any)

Dhampir. Thin blood. Daywalker. Whatever they call you, you are neither a true vampire nor a living being. Trapped between life and death, you crave the blood as much as you loathe it.

Unnatural Urges
You have a climb Speed. Magical healing only heals you for half the amount. When you damage a Bloodied creature in melee, you may heal for that amount, 1/Safe Rest.

(by SanityWithIn)

Dragonborn

(Medium)

The soul of a dragon burns within you, the scales of your body are like forged steel. You are a kiln and your heritage the coals that stoke your flames. Call upon your wrath, to speak in the tongue of your ancestors and imbue unbridled fury into your attacks.

Draconic Heritage
+1 Armor. When you attack: deal an additional LVL+KEY damage (ignoring armor) divided as you choose among any of your targets; recharges whenever you Safe Rest or gain a Wound. You know Draconic if your INT is not negative.

Dryad, Shroomling

(Small or Med)

Tied to the natural world, Dryads and Shroomlings embody the balance between flora and fauna. Their unique physiology releases toxic spores when harmed, providing a natural defense against those who dare to harm them.

Danger Pollen/Spores
Whenever you gain one or more Wounds, you excrete soporific spores: all adjacent enemies are Dazed. You know Elvish if your INT is not negative.

Dwarf

(Medium)

Dwarf, in the old language, means "stone." You are resilient, solid, stout. Even when driven to exhaustion, you will not falter. Forgoing speed, you are gifted with physical vitality and a belly that can handle the finest (and worst) consumables this world has to offer.

Stout
+2 max Hit Dice, +1 max Wounds, –1 Speed. You know Dwarvish if your INT is not negative.

Elf

(Medium)

Elves epitomize swiftness and grace. Their tall, slender forms belie their innate speed, grace, and wit. Formidable in both diplomacy and combat, elves strike swiftly, often preventing the worst by acting first.

Lithe
Advantage on Initiative, +1 Speed. You know Elvish if your INT is not negative.

Fiendkin

(Medium)

Said to have been born from the union of man and fiend, or from a cursed bloodline, Fiendkin often find themselves outcasts in society. Yet, they embody determination in the face of adversity. Their ancestors didn't emerge from the depths of the Everflame to succumb to minor setbacks!

Flameborn
1 of your neutral saves is advantaged instead. You know Infernal if your INT is not negative.

Foxfolk

(Medium)

As sly as they say and twice as devious. Trust is hard to come by for Foxfolk, and perhaps that is why they learn quickly how to make a good impression.

Sly as a... Well, you know
When you Defend, you may add your Influence to your Armor, 1/encounter. +1 Influence.

(by The Rotten Pixie)

Gnome

(Small)

Eccentric, curious, and perpetually optimistic, gnomes are cheerful—especially when compared to their typically grumpier and larger kin, the dwarves. Known for their tinkering, spreading cheer, and playful antics, gnomes pursue their passions with a scatterbrained enthusiasm.

Optimistic
Allow an ally within Reach 6 to reroll any single die, resets when healed to your max HP. –1 Speed. You know Dwarvish if your INT is not negative (but you call it Gnomish, of course).

Goblin

(Small)

Green, cunning, and perpetually vilified, Goblins thrive on the edge of chaos. For a Goblin, vanishing into the shadows is not just a skill—it's an identity. After all, what kind of Goblin would you be if you couldn't slip away unnoticed?

Skedaddle
Can move 2 spaces for free after you become the target of an attack or negative effect (after damage, ignoring difficult terrain). You know Goblin if your INT is not negative.

Half-Giant

(Large)

Towering beings whose strength is as immovable as the mountains they call home. Their sheer size and resilience make them fearsome opponents, capable of surviving even devastating blows.

Strength of Stone
Force an enemy to reroll a crit against you, 1/encounter. +2 Might. You know Dwarvish if your INT is not negative.

Halfling

(Small)

Kind of like a human, but smaller (except for the feet). Where does our luck come from? Well…you know what they say about rabbit feet? Well, we've got feet for days compared to them. Imagine the amount of luck you could fit into these bad boys!

Elusive
+1 to Stealth. If you fail a save, you can succeed instead, 1/Safe Rest.

Human

(Medium)

Found in every terrain and environment, their curiosity and ambition drive them to explore every corner of the world, making them a ubiquitous and versatile race.

Tenacious
+1 to all skills and Initiative.

Jotunn

(Large)

Stout as stone and treacherous as a summer glacier. Jotunn hail from distant lands where they while away the winter dark with many competitions of prowess and cunning.

Challenger
+1 Might or Finesse. You ignore cold weather, and breathe comfortably in extreme altitudes. Advantage on skill checks when you engage in duels of wit, speed, strength or drinking.

(by Santuric)

Kobold

(Small)

Small, often maniacal, and dragon–obsessed. Kobolds thrive in the shadows, finding ingenious ways to survive despite their diminutive size. Underestimated by many, Kobolds prove time and again that even the smallest among us can wield great power.

Wily
Force an enemy to reroll a non-critical attack against you, 1/encounter. +3 to Influence friendly characters. Advantage on skill checks related to dragons. You know Draconic if your INT is not negative.

Lupid

(Medium)

A canine people, often living in solitary packs. Lupid are known to be excellent trackers and hunters, often relying on their superior sense of smell. They survive where others would fall.

Tracker
+1 Examination. Advantage on any skill check related to using your sense of smell. Strong urge to howl at the moon.

(by Kazok the Goblin)

Minotaur, Beastfolk

(Medium)

Minotaur and other Beastfolk embody a primal connection to The Wild, combining strength with natural agility. Their powerful build allows them to move swiftly, whether repositioning to outflank foes or charging in with unstoppable force.

Charge
When you move at least 4 spaces, you can push a creature in your path 1 space.

Mousefolk

(Small)

Mousefolk pride themselves on being brave and steadfast against insurmountable odds. Although their fearlessness does get them into trouble more often than not, they will never flee from a fight.

Dauntless
While Bloodied, you gain the following benefits: Immunity to Frightened. Gain advantage on an attack, 1/encounter.

(by The Rotten Pixie)

Nasfara

(Medium)

Nomadic felines found in deserts, savannas, and jungles. Natural predators with deadly claws, innate agility, and fearsome swiftness. Only foolish prey would not fear to get on their bad side.

Predator
+1 Speed and Initiative. Your unarmed strikes deal slashing damage, and may use DEX instead of STR.

(by Kazok the Goblin)

Orc

(Medium)

Just when you think you've bested a mighty Orc, you've merely succeeded in rousing their anger. Engaging in combat with an Orc is no endeavor for the weak-willed. While others may cower before death's approach, Orcs boldly defy its grasp.

Relentless
When you would drop to 0 HP, you may set your HP to LVL instead, 1/Safe Rest. +1 Might. You know Goblin if your INT is not negative (but you call it Orcish, of course).

Otterfolk

(Small or Medium)

Playful, friendly, and always up for some wellintended mischief, Otterfolk are at home both in water and on land. Although they can be fierce warriors, they typically prefer using their environment to their advantage.

At home in water
You have a swim Speed as long as you are wearing armor no heavier than leather. When Field Resting in water, you regain additional HP equal to your level.

(by The Rotten Pixie)

Planarbeing

(Medium)

You are not from this plane of existence—your soul is not as strongly tethered to it as others. But with this vulnerability comes power, the ability to temporarily shift from one plane to another in times of dire need.

Planeshift
Whenever you Defend, you can gain 1 Wound to temporarily phase out of the material plane and ignore all affects of the attack. –2 max Wounds.

Ratfolk

(Small)

Ratfolk are survivors, thriving in the shadows of society where others fear to tread. Agile, resourceful, and fiercely loyal to their own, they have a knack for turning scraps into solutions.

Scurry
+1 Speed. Gain +2 armor if you moved on your last turn.

Scalekin

(Medium)

Armed with sharp teeth, claws, and a lethal natural poison, these lizards are forces to be reckoned with. The hostile and arid desert reaches from which they hail have made them formidable adversaries.

Arid Glands
(1/Safe Rest) Action: Imbue a weapon with poison, which adds 1d4 poison damage until the start of your next turn. Increment die size one step when you get a Key Stat Increase. +1 Naturecraft.

(by Kazok the Goblin, Theleftmouseknop, Raford)

Snakefolk

(Small or Medium)

Cold-Blooded? Deadly poison? Hissing through a forked tongue? Snakefolk face many ugly stereotypes, but perhaps some are true. Show your detractors exactly what you think of their comments.

Toxic Spit
You have advantage against poison saves. (1/encounter) Free Reaction: Spit an adjacent foe in the face. Deals 1d4 poison damage and inflicts Blinded until the start of your next turn.

(by SanityWithIn)

Stoatling

(Small)

Stoatlings may be small, but they're far from weak. With fierce determination and warrior hearts, they can take down foes many times their size. Their agility and tenacity let them exploit larger enemies' weaknesses, turning their size into a lethal advantage.

Small But Ferocious
Whenever you make a single-target attack against a creature larger than you, roll 1 additional d6 for each size category it is larger. They do the same.

Tidewalker

(Medium)

The tides are in your blood, the currents in your veins. You move with the rhythm of the sea — fluid and unbound. Yet the land holds no such grace for you. Though you might walk among those of the shore, the sea always beckons.

Tidal Grace
You have a swim Speed, and you can breathe underwater. Advantage on DEX saves in water, but disadvantage on dry land. You can talk to fish if your INT is not negative.

(by SanityWithIn)

Turtlefolk, Stonefolk

(Small or Med)

Turtlefolk take their time in everything they do; they are patient, sturdy, and slow to anger. They rely on their thick shells for protection, making them difficult to harm, but their cautious movements come at the cost of speed.

Slow & Steady
+4 Armor, –2 speed.

Wyrdling

(Small)

Unpredictable and chaotic, Wyrdlings are the result of magic gone awry. Their bodies pulse with raw arcane energy, and their mere presence often disturbs the balance of magic around them.

Chaotic Surge
Whenever you or a willing ally within Reach 6 casts a tiered spell, you may allow them to roll on the Chaos Table. 1/encounter.