Ancestries
Reference to ancestries available in the System Reference Document


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.