Ancestry
Migration Ancestries: Those who were once in a land far far from Delta which now call the continent home
Human
Ability Score: Increase any 3 different Ability Scores by +1
Age: Matures around 20, lives to 70 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features: Mixed Heritage - Select any single option from the list below, for each selected you lose one Ability Score bonus
Stone Dwarf Heritage - You gain Resistance to Poison Damage
Glass Dwarf Heritage - You gain 8m of Low Light Vision
High Elf Heritage - You gain access to the Arcane Cantrips (Light, Prestidigitation, and Mending) and can cast them at will. They utilize your Intelligence Modifier
Deep Elf Heritage - You gain access to the Arcane Cantrips (Message, Mold Earth, and Shape Water) and can cast them at will. They utilize your Intelligence Modifier
Cold Elf Heritage - You gain access to the Arcane Cantrips (Dancing Lights, Ray of Frost, and Minor Illusion) and can cast them at will. They utilize your Intelligence Modifier
Jungle Elf Heritage - You gain Proficiency with Survival
Longeared Elf Heritage - You gain Proficiency with Perception
Swift Elf Heritage - Your Movement Speed increases by 2m
Elven Meditation - You only require 4 hours of simple Meditation to complete a Long Rest
Tusked Orc Heritage - You deal +1 Damage with all Melee and Thrown Weapons
Aggressive Orc Heritage - You can utilize your Bonus Action to use the Dash Action if it is towards an enemy
Dwarf
Ability Score: +1 to Strength or Wisdom
Age: Matures around 25, lives to 120 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features:
Hill Dwarves
Dwarf Toughness - You gain +2 Maximum HP per Character Level
Low Light Vision - 8m
Mountain Dwarves
Poison Resistance - You gain Resistance to Poison Damage and have Advantage on all Saves against Poison
Low Light Vision - 8m
Arctic Dwarves
Snow Blinders - You gain 20m of Darkvision
Thick Beards - You gain Resistance to Cold Damage and do not suffer the consequences of being cold unless under extreme conditions
Orc
Ability Score: +1 to Constitution or Strength
Age: Matures around 15, lives to 55 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features:
Desert Orcs
Orc Fury - Once per turn when you deal Damage with Melee Weapons or Thrown Weapons you deal additional Damage equal to your Proficiency Bonus
You gain Proficiency with Intimidation Checks
Low Light Vision - 10 m
Taiga Orcs
Orcish Aggression - You can utilize your Bonus Action to use the Dash Action and you gain 8m of a Climbing Speed
Orc Toughness - You gain +1 Maximum HP per Character Level
Low Light Vision - 10 m
Ocean Orcs
Seaside Perception - Your Wisdom Score increases by +1
Internal Compass - You have Advantage on Survival Checks around water
Low Light Vision - 8m
Halfling
Ability Score: +1 to Dexterity or Charisma
Age: Matures around 30, lives to 100 years on average
Size: Small
Type: Humanoid
Speed: 8m
Features:
Forest Halflings
Magic Resistance - You have Advantage on all Mental (Charisma/Intelligence/Wisdom) Saves against Magical Effects
Swift Feet - You can move through all Creatures of a Size Larger than you though it is a normal space and can take the Hide Action behind the same Creatures
Plains Halflings
Natural Luck - Whenever you roll a Natural 1 on any Ability Check, Attack Roll, or Saving Throw you can reroll it. However you must take the second roll. If you have Advantage or Disadvantage with this Roll you can utilize this ability but only on one die
Swift Feet - You can move through all Creatures of a Size Larger than you though it is a normal space and can take the Hide Action behind the same Creatures
Jungle Halflings
Natural Arcanists - You gain the Mending and Minor Illusion Cantrips, utilizing your Intelligence Modifier for this inherent magic
Low Light Vision - 30m
Changed Ancestries: These creatures have been changed by magic, either through an action of their own or because of an ancestor, regardless of Western Ancestry or Migration Ancestry
Aasimar (Divine Realm’s Influence)
Ability Score: +1 to Charisma or Strength
Age: Matures around 20, lives to 80 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features:
Blessings
Angelic Voice - You gain Proficiency with Persuasion Checks
Healing Touch - Once per Short Rest you can cast the Cure Wounds Spell with an Action, this doesn’t have any components when you cast it in this way. You heal the target for additional HP equal to your Charisma Modifier
Darkvision - 8m
Scourges
Angelic Body - You gain Resistance to Necrotic and Radiant Damage
Divine Toughness - You gain +1 Maximum HP per Character Level
Darkvision - 8m
Beastman (Ancient Realm’s Influence)
Ability Score: +1 to Dexterity or Strength
Age: Matures around 30, lives to 100 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features:
Foresters
Forest Step - If you have not moved this turn you can use your Bonus Action to turn invisible until the start of your next turn by gathering natural magic around you. This also reduces your Movement Speed to 0 this turn
Strengthened Legs - Your High Jump and Long Jump distances increase by 2m
Meditation - You only require 4 hours of simple Meditation to complete a Long Rest
Fishers
Amphibious - You can breathe air and water and gain a Swimming Speed equal to your Movement Speed
Low Light Vision - 8m
Meditation - You only require 4 hours of simple Meditation to complete a Long Rest
Flyers
Darkvision - 8m
Flight - You gain a an 8m Flying Speed when not wearing Medium or Heavy Armor and wielding anything with the Heavy Property
Meditation - You only require 4 hours of simple Meditation to complete a Long Rest
Thin Bones - You gain Vulnerability to Bludgeoning Damage
Fealing (Ancient Realm’s Influence)
Ability Score: +1 to Charisma or Wisdom
Age: Matures around 20, lives to 80 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features:
Fairies
Fairy Wings - You have small but effective fairy wings, giving you a Flying Speed of 8m
Fairy Charm - You have Advantage on Saves against being Charmed
Meditation - You only require 4 hours of simple Meditation to complete a Long Rest
Nymphs
Nymph Hiding - You can Disengage or Hide as a Bonus Action and gain Proficiency with Stealth
Natural Healing - Once per Short Rest you can cast the Cure Wounds Spell with an Action, this doesn’t have any components when you cast it in this way. You heal the target for additional HP equal to your Charisma Modifier
Meditation - You only require 4 hours of simple Meditation to complete a Long Rest
Genasi (Primordial Influence)
Ability Score: +1 to Constitution
Age: Matures around 20, lives to 80 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features:
Air
Air Walk - Once per Short Rest you can use your Action to gather mist around you, slowly lifting you off the ground. For 1 Hour you gain a Flying Speed of 6m however you cannot fly more than 8m above the ground
Unending Breath - You don’t need to breath for up to 8 Hours by utilizing the air inside of your body
Earth
Earth Armor - You have a naturally resistance skin, every time you finish a Long Rest you gain Shielding equal to 2d6 + your Constitution Modifier
Merge with Stone - You can move inside Earth or Stone that you can touch as a Bonus Action, while doing so you have 1m of Movement Speed and during this period you are treated as an object and cannot be seen except for magical means if you aren’t moving. You can do this for up to 1 Hour at a time and do not need to breathe while doing so
Fire
Low Light Vision - 8m
Blaze Touch - You can touch flammable objects and ignite them using your Action, You also gain the Firebolt Cantrip and once per day can cast Call Fire as if it’s 1st Level Wizard Spell for you. The Damage for Call Fire increases by 1d6 at every odd Character Level, up to 8d6 at 11th Level
Water
Diluting Skin - You have Resistance to Acid and Poison Damage
Amphibious - You can breathe air and water and gain a Swimming Speed equal to your Movement Speed
Goliath (Jotun Influence)
Ability Score: +1 to Strength or Wisdom
Age: Matures around 20, lives to 80 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features:
Cloud Giant
Natural Athlete - You gain Proficiency with Athletics
Cloud Step - You can Disengage or Dodge using a Bonus Action, and you gain 2m of Movement Speed
Fire Giant
Natural Athlete - You gain Proficiency with Athletics
Fire Born - You gain Resistance to Fire Damage
Darkvision - 8m
Hill Giant
Natural Athlete - You gain Proficiency with Athletics
Stone Born - You gain Resistance to Cold Damage
Stone’s Endurance - Once per Short Rest when you take Damage you can use your Reaction to reduce the Damage by 2d12
Storm Giant
Natural Athlete - You gain Proficiency with Athletics
Storm Born - You gain Resistance to Lightning and Thunder Damage
Warper (Deep Realm Influence)
Ability Score: +1 to Charisma or Intelligence
Age: Matures around 20, lives to 60 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features:
Voidling
Natural Analysis - You gain Proficiency with Insight
Mind Barrier - You gain Advantage with all Mental (Charisma/Intelligence/Wisdom) Saving Throws
Low Light Vision - 8m
Sleeper
Mind Connection - You can communicate to a Creature of your choice within 4m that you can see telepathically and it can in turn respond to you. You can also designate this Creature as your “Companion”, they can then communicate in this manner regardless of if you are in sight of each other and it now has a range of 1km. This effect lasts for up to 1 Hour, or until you reuse this ability
Mind Shield - You have Resistance to Psychic Damage
Meditation - You only require 4 hours of simple Meditation to complete a Long Rest
Tiefling (Infernal Realm Influence)
Ability Score: +1 to Charisma or Dexterity
Age: Matures around 20, lives to 80 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features:
Burning
Demonic Flame - You gain access to the Produce Flame Cantrip as well as the 1st Level Spell Hellish Rebuke, this Spell uses your Charisma or Intelligence (your choice) as its Spell Save DC. At every odd Character Level the Damage for this Spell increases by an additional 1d10 up to 7d10 at Character Level 11. You can cast this Spell once per Short Rest
Low Light Vision - 8m
Demonic Skin - You gain Resistance to Fire Damage
Frozen
Demonic Ice - You gain access to the Ray of Frost Cantrip as well as the 1st Level Frost Cone, this Spell uses your Charisma or Intelligence (your choice) as its Spell Save DC. You can cast this Spell once per Short Rest
Low Light Vision - 8m
Demonic Skin - You gain Resistance to Cold Damage
Horned
Horn Strike - Your horns have grown in a way conducive to combat, their form reinforced by infernal energy. Whenever you make a Melee Attack Roll you can utilize your Horns instead. This utilizes your Strength Modifier and deals 1d10 + your Strength Modifier in Damage. On a hit the target’s Movement Speed is reduced by 2m (once per turn per creature). If you used your Action to make Melee Attacks you can use a Bonus Action to make a Horn Strike
Low Light Vision - 8m
Infernal Toughness - You gain +1 Maximum HP per Character Level
Western Ancestry: Those which have long since inhabited the Delta and the areas around it, which have had a myriad of responses to the recent migrations from the south
Goblins
Ability Score: +1 to Dexterity or Intelligence
Age: Matures around 15, lives to 40 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features:
River Goblins
Fast Step - You can Dash, Disengage, Dodge, or Hide as a Bonus Action
Low Light Vision - 8m
Swamp Goblins
Fury of the Small - Once per Short Rest when you damage a creature with an Attack Roll and the creature's size is Small or Larger, you can deal extra damage to the creature equal to your Character Level
Low Light Vision - 8m
Swamp Step - You can Dash as a Bonus Action and you ignore the Difficult Terrain Penalty if the cause if a natural phenomena
Furred Goblins
Darkvision - 20m
Camouflaged Fur - You gain Proficiency with Stealth
Hobgoblins
Ability Score: +1 to Constitution or Intelligence
Age: Matures around 20, lives to 60 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features:
Sea Hobgoblins
Coastal Spellcasting - You gain access to the Booming Blade and Shape Water Cantrips as well as the 1st Level Spell Absorb Elements. Plus the 2nd Level Spell Shadow Blade when you reach Character Level 3. These Spells use your Intelligence Modifier for its Spell Save DC. You can cast both of these Spells once per Short Rest
Natural Swimmer - You gain 6m of Swimming Speed
Steppe Hobgoblins
Poison Resistance - You gain Resistance to Poison Damage and have Advantage on all Saves against Poison
Low Light Vision - 8m
Sturdy Hobgoblins
Darkvision - 8m
Camouflaged Fur - You gain Proficiency with Stealth
Hobgoblin Toughness - You gain +2 Maximum HP per Character Level
Tritons
Triton
Ability Score: +1 to Dexterity or Intelligence
Age: Matures around 30, lives to 100 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features:
Arctic Tritons
Darkvision - 8m
Blubber - You gain Resistance to Cold Damage
Amphibious - You can breathe air and water and gain a Swimming Speed equal to your Movement Speed
Island Tritons
Ocean Magics - You learn the obtuse magic of the sea and can cast Fog Cloud once per Short Rest. When you reach Character Level 3 you can cast Gust of WInd and at Character Level 5 you can cast Water Walk, both returning after a Short Rest. You can choose whether Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you select his Ancestry
Ocean Interlocutor - You have an inherent knowledge Ocean Speech, which allows you to communicate basic ideas and feelings with animals that live underwater
Amphibious - You can breathe air and water and gain a Swimming Speed equal to your Movement Speed
Tropics Tritons
Darkvision - 20m
Meditation - You only require 4 hours of simple Meditation to complete a Long Rest
Amphibious - You can breathe air and water and gain a Swimming Speed equal to your Movement Speed
Lizardfolk Ancestry: Those of either the great lizards known as Dragons or the inferior lizards which became known as Reptilians
Dragonkin
Choose a Color of Dragon that you descend from, gaining an inclination towards that element…
Red - Fire (Dexterity)
Blue - Lightning (Dexterity)
Green - Poison (Constitution)
Black - Acid (Constitution)
White - Cold (Constitution)
Ability Score: +1 to Constitution or Charisma
Age: Matures around 10, lives to 70 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features:
Armored
Dragon’s Breath - Once per Short Rest you can use your Action to spray elemental breath that resonates with your Color. Whenever you do so you can choose whether to spray forward in a 8m line or in a 4m Cone. All Creatures in this area must make a Save (DC equal to 12 + your Constitution Modifier) of all targets within range that Deals 2d6 Damage. The Damage increases to 3d6 at Character Level 4, 4d6 at Level 7, and 5d6 at Level 10
Dragon Armor - When not wearing Armor your Base AC is 13
Scale Resistance - You gain Resistance to your Color’s Damage Type
Chromatic
Dragon’s Breath - Once per Short Rest you can use your Action to spray elemental breath that resonates with your Color. Whenever you do so you can choose whether to spray forward in a 8m line or in a 4m Cone. All Creatures in this area must make a Save (DC equal to 12 + your Charisma Modifier) of all targets within range that Deals 2d6 Damage. The Damage increases to 3d6 at Character Level 4, 4d6 at Level 7, and 5d6 at Level 10
Dragon’s Spellcasting
You gain access an Arcane Cantrip and Arcane 1st Level Spell (from the Wizard’s Spell List) that can be cast once per Long Rest
Low Light Vision - 8m
Kobold
Drake Minded - Your Intelligence Score increases by +1
Low Light Vision - 8m
Soft Feet - You gain Proficiency with Stealth
Small Form - Your Size is reduced to Small and your Movement Speed is decreased to 8m
Wyvernite
Enhanced Scale Resistance - You gain Resistance to your Color’s Damage Type and Thunder Damage
Draconic Toughness - You gain +2 Maximum HP per Character Level
Reptilian
Ability Score: +1 to Constitution or Dexterity
Age: Matures around 10, lives to 40 years on average
Size: Medium
Type: Humanoid
Speed: 8m
Features:
Crockilians
Reptilian Toughness - You gain +2 Maximum HP per Character Level
Jaw Strike - As a Bonus Action, you can make a Bite Attack against an adjacent Creature using your Strength Modifier and Proficiency Bonus. This Attack deals 1d6 Damage and you gain Shielding equal to your Proficiency Bonus
Lizites
Resilient Scales - You gain Resistance to Acid and Poison Damage
Camouflaged - When you take the Hide Action you have Advantage on your Roll. In addition, if you’ve been standing still for 1 minute or longer all Perception Checks against seeing you are rolled with Disadvantage
Testudons
Testudo Armor - When not wearing Armor your Base AC is 13
Amphibious - You can breathe air and water and gain a Swimming Speed equal to your Movement Speed
Low Light Vision - 8m
Vipzaks
Venomous Bite - When you make an Unarmed Attack you can choose to bite down with your fangs. The Attack and Damage Rolls are the same as your Unarmed Strike but you deal an additional 1d4 Poison Damage on a hit. This increases by 1d4 at Character Levels 5, 9, and 12
Viper’s Spellcasting - You gain access to the Poison Spray Cantrip and the Spells Suggestion and Ray of Sickness, which use your Constitution Modifier and Proficiency Bonus for the sake of calculating Attack Rolls and Saving Throws. Whenever you deal Damage by Casting in this way you deal additional Damage equal to your Venomous Bite bonus Damage. You can cast each Spell once per Short Rest
Blindsight - 4m
Monstrous Ancestry: New Age Creatures
Goblin
Ability Score: +1 to Dexterity and Wisdom
Age: Matures around 15, lives to 60 years on average
Size: Small
Alignment: Leans Chaotic
Speed: 8m
Language: Common and Goblish
Features:
Goblin Eyes - Gain 30m of Low Light Vision
Fury of the Small - When you damage a creature with an Attack or a Spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature equal to your Character Level
Regain use of this on a Short Rest
Nimble Escape - You can take the Disengage or Hide action as a bonus action on each of your turns.
Hobgoblin
Ability Score: +1 to Constitution and Intelligence
Age: Matures around 20, lives to 80 years on average
Size: Medium
Alignment: Leans Lawful
Speed: 10m
Language: Common and Goblish
Features:
Saving Face - When you make a d20 roll and fail you can use this ability to add a bonus of +1 per ally you can see that can also see you
Regain use of this on a Short Rest
Magical Goblinoid - You gain two Cantrips, you use your Intelligence to cast these Spells
Booming Blade and 1 other Arcane Cantrip
Magical Ancestries: These creatures are exceedingly rare but occasionally arrive in the Delta under specific moments
Plantoids
Ability Score: +1 to Strength or Wisdom
Age: Matures around 1, lives to 30 years on average
Size: Medium
Type: Plant
Speed: 6m
Barkborne
Arbol Toughness - You gain +1 Maximum HP per Character Level
Bark Armor - When not wearing Armor your Base AC is 13
Plant Anatomy - You are immune to Non-magical Diseases and to being put to Sleep by Magical means. In addition, you do not need to Eat, Drink, or Breathe but must “Hold your Breath” as normal if underwater
Photosynthesis - You only require 4 hours of being Motionless to complete a Long Rest, however you can only do this if you’ve spent at least 4 hours in the sun that day
Funginites
Natural Regeneration - When you are below half your Maximum HP you regain 1 HP per turn up to half your Maximum HP. If you spend 1 minute decomposing a deceased natural Creature you immediately return to half your Maximum HP at the end of this minute
Corpse-Eater Resilience - You have Advantage on all Saving Throws against Poison
Plant Anatomy - You are immune to Non-magical Diseases and to being put to Sleep by Magical means. In addition, you do not need to Eat, Drink, or Breathe but must “Hold your Breath” as normal if underwater
Photosynthesis - You only require 4 hours of being Motionless to complete a Long Rest, however you can only do this if you’ve spent at least 4 hours in the sun that day
Grasslings
Flowing in the Wind - You gain 2m of Movement Speed
Swaying Weed - You have Advantage on all Dexterity and Strength Saving Throws as you sway around incoming attacks
Plant Anatomy - You are immune to Non-magical Diseases and to being put to Sleep by Magical means. In addition, you do not need to Eat, Drink, or Breathe but must “Hold your Breath” as normal if underwater
Photosynthesis - You only require 4 hours of being Motionless to complete a Long Rest, however you can only do this if you’ve spent at least 4 hours in the sun that day