Ancestry Feats

Awakened

Bestial Mobility

Your natural environment is in the ocean, the treetops, or the skies

The specialization you choose should generally match the species of animal you are. An awakened eagle is a Flier, not a Swimmer. An awakened tiger is a Climber, not a Flier.

Specializations

Climber Flier Swimmer

You can climb at your full Speed. Your Speed increases by 10 feet.

You can fly at your full Speed. While flying, you have disadvantage on Strength rolls and attack rolls.

You can swim at your full Speed. You can breathe water as easily as air.

Camouflage

You are great at blending in with a particular natural terrain feature

Choose a specific natural terrain feature, such as tree bark, snow, dense leaves, a river surface, or so on. You have a +10 bonus to Stealth rolls to hide in or next to your chosen terrain feature

The chosen feature should generally match the species of animal you are. A polar bear is camouflaged in snow, not mud. A leopard is camouflaged in dry grass, not foliage.

Natural Weapon

You have natural claws, teeth, or horns that deal heavy damage

Your unarmed Strikes deal 2d6 base damage. Choose whether this damage is Bludgeoning, Piercing, or Slashing.

Speed Chess

You can instantly revise your plans even as they begin to go wrong

Trigger
After you make an attack, or after an attack targets you

Add your Intellect as a bonus to the triggering attack or to your DC against the triggering attack.

Wild Sprint

You drop down onto all fours to run at high speed

Use the Stride power twice.

Dwarf

Cousins Everywhere

You have an enourmous extended family, with relatives everywhere you go

Requirements
You are near a group of 100 or more people

You declare that one of your relatives is nearby. You can choose your relative’s general personality, temperament, and profession, subject to the GM’s approval. Your relative is friendly towards you and will help you with simple favors, but will not risk their life to help you.

For example, if you are in a normal town, you can declare that your second cousin works as a blacksmith, and then go visit him to repair your sword. Or if you’re in the BBEG’s giant volcano lair, you can declare that your father’s brother-in-law’s niece works in the lair as one of the BBEG’s henchmen.

Dwarven Luck

You’re naturally lucky, as you breeze right past the troubles of life

Whenever you roll a 1 on the d20 for a die roll, you can reroll the die roll.

Dwarven Spirits

You offer a gift of fine dwarven alcohol, instantly making a new friend

Trigger
You make a Spirit+Eloquence to influence someone you’re talking to

You gift your target a flask of fine dwarven alcohol that you’ve been saving for just this occasion. If your target drinks alcohol, you have a +10 bonus to the triggering roll.

Indomitable

You shrug off fear and fatigue, steeling your will for the future

End all Fear powers targeting you. You recover 1 fatigue.

Thick Skin

You have developed a natural resilience to common hazards

You have 5 Toxic Shield. Choose one of the following:

Elf

Elven Skill

You reveal you’ve spent decades mastering a particular obscure skill

You reveal that you are a master of a particular obscure and mostly-useless skill, such as Underwater Basket Weaving, Ancient Human Pop Culture, Haphazard Flower Arrangement, Intricate Hair Braiding, or so on. You cannot choose a practical or directly useful skill. See here for more skill ideas.

Logic Purist

You hold to logic above emotion, strictly controlling your demeanor

You have a +5 bonus to your DC against Emotion attacks and against Notice rolls to read your intentions or emotions.

You can speak in a perfect monotone.

Mind Meld

You link minds with another creature, sharing experiences back and forth

Target
One creature you can reach

You link with your target’s mind and share experiences with them. Specify the kinds of experiences you’re trying to learn or share. For example, you could choose to share memories of a certain event, current experiences of emotions, or thoughts on philosophy. The GM determines which exact experiences of this type are shared.

Make an Intellect attack roll against your target’s Intellect DC. (As with all rolls, you can choose to automatically fail or critically fail this roll.)

Critical Success
You learn two experiences from your target
Success
You learn one experience from your target
Failure
No effect
Critical Failure
Your target learns one experience from you

Telepath

You can speak telepathically with all nearby creatures

You can speak telepathically with creatures within 60 feet, forming words or impressions in their mind without sound. Creatures within 60 feet can speak telepathically with you by focusing on a phrase to send.

By replacing normal speech with telepathy, you can remove the Auditory trait from powers you use.

Some telepaths are so used to mental conversation that they forget how to speak normally.

Verdant

You empathically bond with nearby plants to learn about the local area

Area
300-foot emanation

You learn basic information about all the following:

  • All major terrain features and bodies of water in the area
  • All powerful magical effects affecting the whole area
  • The overall health of the plants in the area
  • What types of plants, animals, and humanoids are common to the area

In natural outdoor environments, the radius of the emanation increases to 3 miles.

Goblin

Goblin Torch

You light yourself on fire, burning enemies who get too close

Duration
1 minute, or until you are completely submerged in water

When you succeed on a melee Strike or a Wrestling attack, or when a melee Strike or a Wrestling attack succeeds against you, the other creature takes 1d6 damage.

At the end of each of your turns, you take 1d6 damage. If this damage is completely negated (such as by any Fire Shield you have), this power immediately ends.

Razor Teeth

You can chew your way through solid walls

Make an unarmed Strike. This Strike deals 1d6 Piercing base damage, and it deals an extra 20 damage against inanimate objects.

You can efficiently tunnel through walls by repeatedly using this power. As a rough estimate, in one minute of work, you can tunnel through 1 foot of soft material (dirt, sand, plaster) or a few inches of hard material (wood, loose stones, old masonry). You can’t tunnel through materials you can’t damage, such as solid stone or metal.

Reckless Abandon

You somehow survive recklessly charging towards extreme dangers

Duration
Until the end of your next turn

Whenever you take damage, all the damage dice roll the minimum possible values.

Scavenger

You can gather the treasures that humanoids throw away as junk

While in a city, you can earn a comfortable income (roughly 10 gp / week) by searching through trash heaps and sewers, scavenging for valuable items. In addition, you can spend an hour scavenging in a city to find your choice of one of the following:

  • Meals for up to 5 people
  • Simple crafting materials, such as wood or iron
  • A Fragile item worth 10 gp or less

Underfoot

You scurry beneath the feet of larger creatures

You can move through other creature’s spaces at full Speed, even spaces occupied by enemy creatures. You can’t end your movement in another creature’s space. You can hide or take cover behind creatures that have a larger Size than you.

Human

Destined Hero

Your destined luck turns great failures into great victories

Trigger
You roll a 1 on the d20 for a die roll

Change the triggering d20 to be a 20 instead of a 1.

Dubious Knowledge

You recount a crazy fact that may or may not be true

State a claim or rumor about the world that you have no evidence for but that might plausibly be true. The GM assigns a DC for this claim based on how extreme it is: a reasonble claim would be DC 5-10, a very unusual one might be DC 15, while a crazy or impossible claim would be DC 20 or more. The GM and the player should agree on the DC. Then, the GM rolls a d20 in secret. If this d20 meets or exceeds the DC, then the claim is actually true, otherwise, the claim is actually false.

Faceless Mook

You’re really good at pretending to be one faceless mook out of many

You have a +10 bonus to die rolls to pretend to be a minor, unremarkable member of a large organization.

For example, you have a +10 bonus to Agility+Stealth rolls to sneak through an army camp by wearing a military uniform. As another example, you have a +10 bonus to Intellect+Eloquence rolls to forge a letter supposedly from a minor administrator in a large guild.

Natural Talent

You have a genius talent in your particular field of study

You learn one Novice talent of your choice. This talent must be from a class that you have at least one level in.

Organized Action

You draw strength from your peers as you speak with the authority of a group

Trigger
You make a Spirit roll to speak as a representative of a large group

You have a +10 bonus to the triggering roll.

As a general rule, this group should have 100 or more members, and most members of the group should agree with your intent as you make the roll. You don’t have to be a formally chosen representative or leader of the group, but you do have to be a member.

Kami

Divine Light

You emit a holy light that harms outsiders and undead

You are immune to Divination effects, unless you want them to work on you. Divinations involving you just show a bright white light.

You can use the Scorching Light power.

Divine Magic

You call down the magical power of heaven to fuel your spell

Prerequisites
You have a mystic origin
Trigger
You cast a spell

The triggering spell has -2 cost.

Hear Prayer

You hear and respond to someone’s inner prayer

Trigger
A person within 1 mile prays to you or to a kami you serve
Target
The triggering person

You form a weak empathic connection with your target. You learn your target’s location, the general content of their prayer, and their current emotions. You can choose to send vague emotions to your target in reply.

This power triggers even if you can’t see your target or you don’t know they’re praying. Your target is not aware you can hear their prayer.

High Status

You invoke your status in the celestial bureaucracy to command another kami

Target
One kami you can see
Requirements
You haven’t used High Status on your target before

Roll a d6.

1
The other kami is technically your superior
2-3
No effect
4-5
You are technically the other kami’s superior
6
You have direct authority over the other kami

Immortal

You have the gift of immortality, and you can never truly die

When you die, you instantly appear in Heaven with full health and 0 fatigue. You can descend to the material world by performing a 1-hour ritual. You reappear in a safe location within 1 mile of the place you died.

Lizardfolk

Dragon's Breath

You breathe elemental energy like the breath weapon of a dragon

Area
30-foot line

Make a Strength attack roll against your target’s Agility DC.

Critical Success
Double damage
Success
Your target takes 2d8 + your character level damage
Failure
Half damage

Specializations

Choose one of the Cold, Electricity, Fire, or Toxic traits. This power gains that trait.

Flesh Eater

You recover energy by eating the meat of defeated monsters

Target
An animal corpse you can reach
Requirements
Your target died in the last minute

You consume flesh from your target, healing 3d6 health. You can’t heal more than the maximum health your target had in life.

Lizard King

You grow much larger and your attacks gain extra reach

Your size increases by +1 and your reach increases by 5 feet.

Optionally, when you reach character level 13, your size again increases by +1 and your reach increases by 5 feet.

Monstrous Instincts

Your supernatural instincts let you sense all nearby monsters

Range
300 feet

You sense the locations of all monsters within range.

Wings

You have a set of scaled wings that let you fly through the air

You can fly at your full Speed. While flying, you have disadvantage on Strength rolls and attack rolls.

Orc

Clan Axe

You have a special axe gifted to you by your clan

You have a clan axe, which has the stats of a bludgeon, a heavy weapon, or a throwing weapon. While in combat, you cannot be disarmed of your clan axe. You can show your clan axe to other orcs as a sign of social status, giving you advantage on Spirit rolls to interact with other orcs (except orcs who dislike your clan).

If you ever lose your clan axe, you always somehow find it again the next day, even if your clan axe was seemingly stolen or destroyed. If you sell or willingly give up your clan axe, you permanently lose this power.

Glory in Victory

You triumph at your victory, inspiring all your allies

Trigger
You roll a 20 on the d20 for a die roll
Range
60 feet
Target
All allies you can see within range
Duration
10 minutes

Your target has advantage on their next die roll.

Orc Drop

You stay standing when you would normally be incapacitated

Trigger
You fall to 0 health

You fall to 1 health instead.

Some orcish youths play a uniquely dangerous game: jump off the highest point you can find, then activate this feat as you hit the ground.

Orcish Inversion

You defy logic to do even better when the environment fights against you

Trigger
You make a die roll while in harsh terrain or weather

Any penalties the harsh terrain or weather would apply to the triggering roll become bonuses instead. This changes numerical penalties into bonuses and changes disadvantage into advantage. If the GM was increasing the DC of the roll because of the harsh terrain or weather, the GM should instead decrease the DC of the roll by the same amount.

For example, if you make an Intellect+Travel roll to track a creature through a blizzard, the DC of the roll would normally be extremely high, maybe +10 above normal. If you use this power, the DC of the roll is instead -10 less than normal.

Perfect Physique

You gain a surge of adrenaline that makes you stronger for a short time

Duration
1 minute

You have advantage on Strength rolls other than attack rolls. Your carrying capacity is doubled.

Outsider

Construct Flesh

You fortify your body to resist piercing attacks

You have 10 Piercing Shield.

Devour Emotions

You devour all of a creature’s emotions, leaving it feeling empty

Range
30 feet

Make a Spirit+Provoke attack roll against your target’s Spirit DC.

Success
Your target’s emotions fade, leaving them feeling empty and calm, and all Emotion powers affecting your target immediately end
Failure
Your target feels slightly calmer than before

Instant Reshape

You discard your old body and instantly make a new one for yourself

You instantly use the Reshape Form ability. You heal half your missing health, as your new form doesn’t carry all the wounds of your old form.

Phylactery

You store your soul in a physical object, making yourself immortal

You have a phylactery, a magic item that acts as a container for your soul. If you die while your phylactery is intact, you can use the Reshape Form ability to form a new body around your phylactery and revive yourself. If your phylactery is destroyed, you die.

Your phylactery can be any item: an article of clothing, a weapon, a holy symbol, or so on. You must always stay nearby your phylactery. At the end of each of your turns, if you are more than 30 feet away from your phylactery, you take 10d6 Necrotic damage.

Sense Emotions

You read all the major emotions in a nearby creature

Range
30 feet
Requirements
You haven’t used Sense Emotions against this target in the last 24 hours

Make a Spirit+Notice attack roll against your target’s Spirit DC.

Critical Success
You learn all the major emotions your target is currently feeling, plus an emotional secret your target is hiding
Success
You learn all the major emotions your target is currently feeling

Undead

Detach Body Part

You can detach your body parts, which continue to function normally

Duration
1 hour, until the body part falls to 0 health, or until you reattach the part

Choose one body part, such as a hand, an eye, or so on. This body part detaches from the rest of your body, falling to the ground. While detached, the body part continues to function normally: eyes can still see, fingers can still move, and your head can still send orders to the rest of your body. Your body part has 10 Defense and 10 Health.

Losing body parts limits what your normal body can do. If you detach a hand or arm, you can’t wield items in that hand. If you detach a leg or foot, you are slowed. If you detach both your eyes, you can’t see from your normal body. If your body part is detached when this power ends, you permanently lose that body part. You regenerate lost body parts over the course of 1 week.

You instinctively know the distance and direction to all your detached body parts. You can use the Recall Body Part power.

For example, you could detach your eye and roll it beneath a door to watch events on the other side. You could split your body into a number of small pieces to cram into a tight space. You could detach your hand to have it crawl towards someone to creep them out.

Incorporeal Move

You can walk through walls for a limited distance

When you Stride, you can walk through walls and other solid objects. If you end your Stride inside of a solid object, you take 2d6 Force damage and are ejected to the nearest empty space.

Lifesense

You sense the number and location of all nearby living creatures

Range
120 feet

You learn the location and Size of each biologically living creature within range. This power does not show constructs, outsiders, undead, or other creatures without biological processes.

No Vital Organs

You take reduced damage from critical hits since you have no weak points

When a Physical attack critically succeeds against you, you take damage as if that attack had only been a success.

Paralyzing Touch

You paralyze a creature you touch

Target
One creature you can reach
Duration
Until the end of your next turn

Make a Spirit attack roll against your target’s Spirit DC.

Critical Success
Your target is unconscious
Success
Your target is stunned
Failure
Your target is slowed