Ancestries

24 available

Browse SRD ancestries for use in custom ancestry card creation

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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 and gain a permanent +1 bonus to it.

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

Artist QuillMat Wilma
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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 damage, 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.

Artist QuillMat Wilma
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Dwarf

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.

Artist QuillMat Wilma
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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 downtime move.

Artist QuillMat Wilma
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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.

Artist QuillAnthony Jones
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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 either yourself or the target to Very Close range.

Artist QuillJessketchin
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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.

Artist QuillAnthony Jones
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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.

Artist QuillAnthony Jones
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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.

Artist QuillJessketchin
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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 other feature that has a Melee range as though it has a Very Close range instead.

Artist QuillJuan Salvador Almencio
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Goblin

Goblins are small humanoids easily recognizable 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.

Artist QuillAnthony Jones
Daggerheart™ Compatible. Terms at Daggerheart.comDaggerheart Compatible Logo
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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.

Artist QuillAnthony Jones
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Human

Humans are most easily recognized 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.

Artist QuillFernanda Suarez
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Infernis

Infernis are humanoids who possess sharp canine teeth, pointed ears, and horns.

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

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

Artist QuillFernanda Suarez
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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.

Artist QuillHendry Iwanaga
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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 Hit 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.

Artist QuillSimon Pape
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Ribbet

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

Amphibious: You can breathe and move naturally underwater.

Long Tongue: You can use your 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.

Artist QuillLeesha Hannigan
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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.

Artist QuillJessketchin
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Earthkin

Earthkin are descended from earth elementals. They are humanoids whose bodies are a combination of flesh and earth.

Stoneskin: Gain a +1 bonus to your Armor Score and Damage Thresholds.

Immoveable: While your feet are touching the ground, you cannot be lifted or moved against your will.

Artist Quill
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Skykin

Skykin are descended from air elementals. They are humanoids whose bodies are a combination of flesh and air.

Gale Force: Mark a Stress to conjure a gust of wind that carries you or an ally up to Very Far range. Additionally, you can always control the speed at which you fall.

Eye of the Storm: Spend 2 Hope to grant a +1 bonus to either your or an ally's Evasion until you next take Severe damage or you use Eye of the Storm again.

Artist Quill
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Tidekin

Tidekin are descended from water elementals. They are humanoids whose bodies are a combination of flesh and water.

Amphibious: You can breathe and move naturally underwater.

Lifespring: Once per rest, when you have access to a small amount of water, you can mark 2 Stress to heal a Hit Point on yourself or an ally.

Artist Quill
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Emberkin

Emberkin are descended from fire elementals. They are humanoids whose bodies are a combination of flesh and fire.

Fireproof: You are immune to damage from magical or mundane flame.

Ignition: Mark a Stress to wreathe your primary weapon in flame until the end of the scene. While ablaze, it gives off a bright light and grants a 1d6 bonus to damage rolls against targets within Melee range.

Artist Quill
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Aetheris

Aetheris are humanoids who possess radiant auras and glowing eyes. They are the descendants of celestials from the Hallows Above.

Hallowed Aura: Once per rest, when an ally within Close range rolls with Fear, you can make it a roll with Hope instead.

Divine Countenance: You have advantage on rolls to command or persuade.

Artist Quill
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Gnome

Gnomes are small humanoids most easily recognized by their dense musculature, long arms, and large facial features.

Nimble Fingers: When you make a Finesse Roll, you can spend 2 Hope to reroll your Hope Die.

True Sight: You have advantage on rolls to see through illusions.

Artist Quill
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