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

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The Wizard Class

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The Cleric Class