Ancestry Feats
Awakened
Bestial Mobility
Your natural environment is in the ocean, the treetops, or the skies
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
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
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
You can instantly revise your plans even as they begin to go wrong
Add your Intellect as a bonus to the triggering attack or to your DC against the triggering attack.
Dwarf
Cousins Everywhere
You have an enourmous extended family, with relatives everywhere you go
You have an enourmous extended family, with relatives everywhere you go
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
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
You offer a gift of fine dwarven alcohol, instantly making a new friend
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.
Thick Skin
You have developed a natural resilience to common hazards
You have developed a natural resilience to common hazards
You have 5 Toxic Shield. Choose one of the following:
- You have 5 Fire Shield
- You have 5 Cold Shield
- You have 5 Bludgeoning Shield
Elf
Elven Skill
You reveal you’ve spent decades mastering a particular obscure 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.
Mind Meld
You link minds with another creature, sharing experiences back and forth
You link minds with another creature, sharing experiences back and forth
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 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
You empathically bond with nearby plants to learn about the local area
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
You light yourself on fire, burning enemies who get too close
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
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.
Scavenger
You can gather the treasures that humanoids throw away as junk
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 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
Dubious Knowledge
You recount a crazy fact that may or may not be true
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’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 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
You draw strength from your peers as you speak with the authority of a 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 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
You call down the magical power of heaven to fuel your spell
Hear Prayer
You hear and respond to someone’s inner prayer
You hear and respond to someone’s inner prayer
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
You invoke your status in the celestial bureaucracy to command another kami
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
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
You breathe elemental energy like the breath weapon of a dragon
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.
Lizard King
You grow much larger and your attacks gain extra reach
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
Your supernatural instincts let you sense all nearby monsters
Wings
You have a set of scaled wings that let you fly through the air
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 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.
Orc Drop
You stay standing when you would normally be incapacitated
You stay standing when you would normally be incapacitated
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
You defy logic to do even better when the environment fights against you
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
You gain a surge of adrenaline that makes you stronger for a short time
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 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
You devour all of a creature’s emotions, leaving it feeling empty
Instant Reshape
You discard your old body and instantly make a new one for yourself
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 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
You read all the major emotions in a nearby creature
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
You can detach your body parts, which continue to function normally
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.
Lifesense
You sense the number and location of all nearby living creatures
You sense the number and location of all nearby living creatures
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
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.