Ancestry


Migration Ancestries: Those who were once in a land far far from Delta which now call the continent home

  • Human: The most widespread and fecund of the ancestries in this region they have incorporated a myriad of other ancestries from the Old World to their conglomeration of genetics. They have many families which incorporate heritage and rarely stay out of power for long

    • 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 1 Ability Score bonus from above

      • 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: This stout race is stronger than most and regularly display their ability to accumulate knowledge and enhance the learning of their ancestors. They regularly conglomerate within mountainous and hilly terrain while their brethern form great armies and kingdoms around them

    • Ability Score: +1 to Strength or Wisdom

    • Age: Matures around 25, lives to 120 years on average

    • Size: Medium

    • Type: Humanoid

    • Speed: 8m

    • Features: Dwarf Sight and 1 of your choice

      • Dwarf Sight - Low Light Vision: 8m

      • Hill Dwarf Toughness - You gain +1 Maximum HP per Character Level

      • Mountain Dwarf Blood - You gain Resistance to Poison Damage and have Advantage on all Saves against Poison

      • Arctic Dwarf 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: Orc Sight and 1 of your choice

      • Orc Sight - Low Light Vision: 8m

      • Orcish Fury - Once per turn when you deal Damage with a Weapon you deal additional Damage equal to your Proficiency Bonus

      • Taiga Orc Toughness - You gain +1 Maximum HP per Character Level

      • Orcish Aggression - You can utilize your Bonus Action to take the Dash Action

      • Desert Orc Tusks - You gain Proficiency with Intimidation Checks

      • Coastal Orc Eyelids - You gain Proficiency with Perception Checks

  • 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: Swift Feet and 1 of your choice

      • 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

      • Forest Halflings Resistance - You have Advantage on all Mental (Charisma/Intelligence/Wisdom) Saves against Magical Effects

      • Plains Halfling Luck - Whenever you roll a Natural 1 (and are not effected by Advantage or Disadvantage) you can reroll it and must take the new roll

      • Jungle Halflings Arcana - You gain the Mending and Minor Illusion Cantrips, utilizing your Intelligence Modifier for this inherent magic


Changed Ancestries: These creatures have been changed by magic, either through an action of their own or because of an ancestor, regardless of their ancestry (with some exceptions). These natural creatures have been overtaken by their associated magical contamination and transform in noticeable ways, normally through their skin, eyes, and voice.

  • 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: Divine Form and 1 other of your Choice

      • Divine Form - You gain Resistance to Necrotic and Radiant Damage

      • Healing Touch - Once per Short Rest you can use your Action to Touch a Creature and grant them HP equal to a number of d10 equal to your Proficiency Bonus + 5

      • Angelic Voice - You gain Proficiency with Persuasion Checks 

      • Fallen Voice - You gain Proficiency with Intimidation Checks 

      • Light Sight - 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

  • Faeling (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: Meditation and one of your Choice

      • Meditation - You only require 4 hours of simple Meditation to complete a Long Rest

      • Fairy Wings - You have small but effective fairy wings, giving you a Flying Speed of 6m

      • 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

  • 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: Natural Athelete and once of your Choice

      • Natural Athlete - You gain Proficiency with Athletics 

      • Cloud Jotun Step - You can Disengage or Dodge using a Bonus Action, and you gain 2m of Movement Speed

      • Fire Jotun Skin - You gain Resistance to Fire Damage

      • Stone Jotun Skin - You gain Resistance to Cold Damage

      • Storm Jotun Skin - You gain Resistance to Thunder Damage

      • Hill Jotun Endurance - Once per Short Rest when you take Damage you can use your Reaction to reduce the Damage by 2d12

  • 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: Void Eyes and one of your Choice

      • Void Eyes - Low Light Vision: 8m 

      • Natural Analysis - You gain Proficiency with Insight

      • Voidling Barrier - You gain Advantage to all Mental (Charisma/Intelligence/Wisdom) Saving Throws

      • Sleeper 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

      • Psionic Shield - You have Resistance to Psychic Damage

  • 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: Infernal Eyes and one of your choice

      • Infernal Eyes - Low Light Vision: 8m 

      • Hellish Rebuke - Once per Long Rest when you are hit by an Attack you can use your Reaction to deal Fire or Cold Damage (your choice on selecting this Ancestry) to your Attacker. This deals Damage equal to a number of d10s equal to twice your Proficiency Bonus

      • 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

      • Demonic Skin (1st Circle) - You gain Resistance to Fire Damage

      • Demonic Skin (2nd Circle) - You gain Resistance to Cold Damage

      • Demonic Skin (3rd Circle) - You gain +1 Maximum HP per 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: Fast Step and one of your Choice

      • Fast Step - This Bonus Action allows you to Dash or Hide

      • Swamp Step - You can use your Fast Step to Disengage or Dodge and your Dash allows you to move another 2m

      • River Fury - 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

      • 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: Poison Resistance and one of your Choice

      • Poison Resistance - You gain Resistance to Poison Damage and have Advantage on all Saves against Poison

      • Hobgoblin Eyes - Low Light Vision: 8m

      • Hobgoblin Toughness - You gain +1 Maximum HP per Character Level

      • 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 8m of Swimming Speed

      • Steppe Movement - You gain 2m of Movement Speed

  • 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: Amphibious and one of your Choice

        • Amphibious - You can breathe air and water and have a Swimming Speed equal to your Movement Speed 

        • Aquan Eyes - Low Light Vision: 8m

        • Oceanic Interlocutor - You have an inherent knowledge Ocean Speech, which allows you to communicate basic ideas and feelings with animals that live underwater

        • Arctic Blubber - You gain Resistance to Cold Damage

        • Tropical Meditation - You only require 4 hours of simple Meditation to complete a Long Rest

        • Islander Magic - 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 


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


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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