Ancestries

Reference to ancestries available in the System Reference Document

ancestry

Clank

Clanks are sentient mechanical beings built from a variety of materials, including metal, wood, and stone.

Purposeful Design: Decide who made you and for what purpose. At character creation, choose one of your Experiences that best aligns with this purpose andgain a permanent +1 bonus to it.

Efficent: When you take a short rest, you can choose a long rest move instead of a short rest move.

Mat Wilma
Daggerheart © Darrington Press 2025
ancestry

Drakona

Drakona resemble wingless dragons in humanoid form and possess a powerful elemental breath.

Scales: Your scales act as natural protection. When you would take Severe damagee, you can mark a stress to mark 1 fewer Hit Points.

Elemental Breath: Choose an element for your breath (such as electricity, fire, or ice). You can use this breath against a target or group of targets within Very Close range, treating it as an instinct weapon that deals d8 magic damage using your Proficiency.

Mat Wilma
Daggerheart © Darrington Press 2025
ancestry

Dwarves

Dwarves are most easily recognized as short humanoids with square frames, dense musculature, and thick hair.

Thick Skin: When you take Minor damage, you can mark 2 Stress instead of marking a Hit Point.

Increased Fortitude: Spend 3 Hope to halve incoming physical damage.

Mat Wilma
Daggerheart © Darrington Press 2025
ancestry

Elf

Elves are typically tall humanoids with pointed ears and acutely attuned senses.

Quick Reactions: Mark a Stress to gain advantage on a reaction roll.

Celestial Trance: During a rest, you can drop into a trance to choose an additional downttime move.

Mat Wilma
Daggerheart © Darrington Press 2025
ancestry

Faerie

Faeries are winged humanoid creatures with insectile features.

Luckbender: Once per session, after you or a willing ally within Close range makes an action roll, you can spend 3 Hope to reroll the Duality Dice

Wings: You can fly. While flying, you can mark a Stress after an adversary makes an attack against you to gain a +2 bonus to your Evasion against that attack.

Anthony Jones
Daggerheart © Darrington Press 2025
ancestry

Faun

Fauns resemble humanoid goats with curving horns, square pupils, and cloven hooves.

Caprine Leap: You can leap anywhere within Close range as though you were using normal movement, allowing you to vault obstacles, jump across gaps, or scale barriers with ease.

Kick: When you succeed on an attack against a target within Melee range, you can Mark a Stress to kick yourself off them, dealing an extra 2d6 damage and knocking back etiher yourself or the target to Very Close range.

Jessketchin
Daggerheart © Darrington Press 2025
ancestry

Firbolg

Firbolgs are bovine humanoids typically recognized by their broad noses and long drooping ears.

Charge: When you succeed on an Agility Roll to move from Far or Very Far range into Melee range with one or more targets, you can mark a Stress to deal 1d12 physical damage to all targets within Melee range.

Unshakable: When you would mark a Stress, roll a d6. On a result of 6, don't mark it.

Anthony Jones
Daggerheart © Darrington Press 2025
ancestry

Fungril

Fungril resemble humanoid mushrooms.

Fungril Network: Make an Instinct Roll (12) to use your mycelial array to speak with others of your ancestry. On a success, you can communicate across any distance.

Death Connection: While touching a corpse that died recently, you can mark a Stress to extract one memory from the corpse related to a specific emotion or sensation of your choice.

Anthony Jones
Daggerheart © Darrington Press 2025
ancestry

Galapa

Galapa resemble anthropomorphic turtles with large, domed shells into which they can retract.

Shell: Gain a bonus to your damage thresholds equal to your Proficiency.

Retract: Mark a Stress to retract into your shell. While in your shell, you have resistance to physical damage, you have disadvantage on action rolls, and you can't move.

Jessketchin
Daggerheart © Darrington Press 2025
ancestry

Giant

Giants are towering humanoids with broad shoulders, long arms, and one to three eyes.

Endurance: Gain an additional Hit Point slot at character creation.

Reach: Treat any weapon, ability, spell, or feature that has a Melee range as though it has a Very Close range instead.

Juan Salvador Almencio
Daggerheart © Darrington Press 2025
ancestry

Goblin

Goblins are small humanoids easily recoginizable by their large eyes and massive membranous ears.

Surefooted: You ignore disadvantage on Agility Rolls.

Danger Sense: Once per rest, mark a Stress to force an adversary to reroll an attack against you or an ally within Very Close range.

Anthony Jones
Daggerheart © Darrington Press 2025
ancestry

Halfling

Halflings are small humanoids with large hairy feet and prominent rounded ears.

Luckbringer: At the start of each session, everyone in your party gains a Hope.

Internal Compass: When you roll a 1 on your Hope Die, you can reroll it.

Anthony Jones
Daggerheart © Darrington Press 2025
ancestry

Human

Humans are most easily rocognized by their dexterous hands, rounded ears, and bodies built for endurance.

High Stamina: Gain an additional Stress slot at character creation.

Adaptability: When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.

Fernanda Suarez
Daggerheart © Darrington Press 2025
ancestry

Infernis

Infernis are humanoids who possess sharp canine teeth, pointed ears, and horns. They are descendants of demons from the Circles Below.

Fear: When you roll with Fear, you can mark 2 Stress to change it to a roll with Hope instead.

Dread Visage: You have advantage on rolls to intimidate hostile creatures.

Fernanda Suarez
Daggerheart © Darrington Press 2025
ancestry

Katari

Katari are feline humanoids with retractable claws, vertically slit pupils, and high, triangular ears.

Feline Instincts: When you make an Agility Roll, you can spend 2 Hope to reroll your Hope Die.

Retracting Claws: Make an Agility Roll to scratch a target within Melee range. On a success, they become temporarily Vulnerable.

Hendry Iwanaga
Daggerheart © Darrington Press 2025
ancestry

Orc

Orcs are humanoids most easily recognized by their square features and boar-like tusks that protrude from their lower jaw.

Sturdy: When you have 1 Hpt Point remaining, attacks against you have disadvantage.

Tusks: When you succeed on an attack against a target within Melee range, you can spend a Hope to gore the target with your tusks, dealing an extra 1d6 damage.

Simon Pape
Daggerheart © Darrington Press 2025
ancestry

Ribbet

Ribbets resemble anthropormorphic frogs with protruding eyes and webbed hands and feet.

Amphibious: You acn breathe and move naturally underwater.

Long Tongue: You can use yoru long tongue to grab onto things within Close range. Mark a Stress to use your tongue as a Finesse Close weapon that deals d12 physical damage using your Proficiency.

Leesha Hannigan
Daggerheart © Darrington Press 2025
ancestry

Simiah

Simiah resemble anthropomorphic monkeys and apes with long limbs and prehensile feet.

Natural Climber: You have advantage on Agility Rolls that involve balancing and climbing.

Nimble: Gain a permanent +1 bonus to your Evasion at character creation.

Jessketchin
Daggerheart © Darrington Press 2025