![]() A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage. ![]() You have only one heritage and can’t change it later. You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. Tengu are gregarious and resourceful avian humanoids who collect knowledge and treasures alike.Ratfolk, or ysoki, are small, clever, and adaptable humanoids with ratlike features and a love of community.Orcs are a proud, strong, warlike people with hardened physiques who value physical might and glory in combat.Kobolds are small, reptilian creatures with outsized personalities and a love of dragons and traps.Catfolk, or amurruns, are humanoid felines who believe they were created to protect the wilderness from great danger.These are omitted for ancestries with no special rules. Special AbilitiesĪny other entries in the sidebar represent abilities, senses, and other qualities all members of the ancestry manifest. These descriptors have no mechanical benefit, but they’re important for determining how certain spells, effects, and other aspects of the game interact with your character. If your Intelligence modifier is +1 or higher, you can select more languages from a list given here. This tells you the languages that members of the ancestry speak at 1st level. Most ancestries, with the exception of humans, include an ability flaw. This lists the ability score to which you apply an ability flaw when creating a character of this ancestry. Most ancestries provide ability boosts to two specified ability scores, plus a free ability boost that you can apply to any other score of your choice. This lists the ability scores you apply ability boosts to when creating a character of this ancestry. This entry lists how far a member of the ancestry can move each time they spend an action (such as Stride) to do so. Medium corresponds roughly to the height and weight range of a human adult, and Small is roughly half that. This tells you the physical size of members of the ancestry. You’ll add the Hit Points from your character’s class (including their Constitution modifier) to this number. This tells you how many Hit Points your character gains from their ancestry at 1st level. Ancestry EntriesĮach entry includes details about the ancestry and presents the rules elements described below (all of these but heritages and ancestry feats are listed in a sidebar). An ancestry provides ability boosts (and perhaps ability flaws), Hit Points, ancestry feats, and sometimes additional abilities. ![]() ![]() ![]() Within many ancestries are heritages- subgroups that each have their own characteristics. AncestryĪ character has one ancestry which you select during character creation.Īncestries express the culture your character hails from. A character’s ancestry and their experiences prior to their life as an adventurer-represented by a background-might be key parts of their identity, shape how they see the world, and help them find their place in it. Your character’s ancestry determines which people they call their own, whether it’s diverse and ambitious humans, insular but vivacious elves, traditionalist and family-focused dwarves. ![]()
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