Ancestries - Legacy of the Eternal Conflict
Found in every terrain and environment, their curiosity and ambition drive them to explore every corner of the world, making them a ubiquitous and versatile race.
Tenacious
+1 to all skills and Initiative.
Dwarf, in the old language, means "stone." You are resilient, solid, stout. Even when driven to exhaustion, you will not falter. Forgoing speed, you are gifted with physical vitality and a belly that can handle the finest (and worst) consumables this world has to offer.
Stout
+2 max Hit Dice, +1 max Wounds, –1 Speed. You know Dwarvish if your INT is not negative.
Eccentric, curious, and perpetually optimistic, gnomes are cheerful—especially when compared to their typically grumpier and larger kin, the dwarves.
Known for their tinkering, spreading cheer, and playful antics, gnomes pursue their passions with a scatterbrained enthusiasm.
Optimistic
Allow an ally within Reach 6 to reroll any single die, 1/Session.
–1 Speed.
You know Gnomish if your INT is not negative.
Ancient, graceful, and proud, Elves are among the oldest known peoples of the world. Their connection to nature runs deep — especially to the towering, magical World Trees that pulse with ancient life.
Elves live long lives in pursuit of knowledge, refinement, and natural harmony. Though they often look down on other species, they have also learned to live alongside those few they deem worthy.
Deep Mind
You know Elvish if your INT is not negative.
Choose one of the following :
- One of your neutral INT or WIL saves is advantaged OR one of your disadvantaged INT or WIL saves is neutral instead.
- One of your neutral skills between Arcana, Examination, Insight or Lore is advantaged instead.
Deep Gnomes are a reclusive offshoot of surface gnomes who dwell deep within the Underworld.
Unlike their surface kin, Deep Gnomes are less inclined toward magic, relying on stealth and clever tactics to survive.
Stone Camouflage
+2 to your Stealth skill.
–1 Speed.
While in rocky or underground terrain, you have Advantage on Stealth checks.
You know Gnomish if your INT is not negative.
Dark Elves are a people of silence, instinct, and oral tradition. Unlike their "high" kin, Dark Elves prefer the damp earth beneath the lifeless World Tree that looms over their homeland.
They are wary observers who value lived experience over academic theory.
Elf of the Marsh
You know Elvish if your INT is not negative.
Choose one of the following :
- Your neutral STR save is advantaged OR your disadvantaged STR save is neutral instead.
- One of your neutral skills between Naturecraft, Perception or Stealth is advantaged instead.
While their kin claim the forests, Sea Elves claim the coral spires of the deep. They are as unpredictable as the ocean itself but most see the surface world as a dry, static place compared to the vibrant depths.
Elf of the Sea
You are able to breathe underwater and have a swim Speed as long as you are wearing armor no heavier than Leather.
You know Elvish or Aquan if your INT is not negative.
Choose one of the following :
- Your neutral WIL save is advantaged OR your disadvantaged WIL save is neutral instead.
- Your neutral skill Influence is advantaged instead.
Tritons are amphibious humanoids who dwell in the depths of the oceans and coastal waters. Adapted to life beneath the waves, they move through water with ease and feel most at home where land meets sea.
Child of the Sea
You can breathe underwater and have a swim Speed.
You have Advantage on saves against underwater hazards.
You know Aquan if your INT is not negative.
Green, cunning, and perpetually vilified, Goblins thrive on the edge of chaos.
For a Goblin, vanishing into the shadows is not just a skill—it’s an identity. After all, what kind of Goblin would you be if you couldn’t slip away unnoticed?
Skedaddle
Can move 2 spaces for free after you become the target of an attack or negative effect (after damage, ignoring difficult terrain), 1/turn.
You know Goblinoid if your INT is not negative.
Hobgoblins are disciplined and militaristic goblinoids who value order, strategy, and strength of command. Where Goblins thrive in chaos, Hobgoblins build warbands, fortresses, and hierarchies.
Regimented
Gain Advantage on all attacks while being adjacent to an ally, 1/turn.
You know Goblinoid if your INT is not negative.
Just when you think you’ve bested a mighty Orc, you’ve merely succeeded in rousing their anger. Engaging in combat with an Orc is no endeavor for the weak-willed. While others may cower before death’s approach, Orcs boldly defy its grasp.
Relentless
+1 Might.
When you would drop to 0 HP, you may set your HP to LVL instead, 1/Safe Rest.
You know Orcish if your INT is not negative.
Small, often maniacal, and dragon–obsessed. Kobolds thrive in the shadows, finding ingenious ways to survive despite their diminutive size.
Underestimated by many, Kobolds prove time and again that even the smallest among us can wield great power.
Wily
+3 to Influence friendly characters.
Advantage on skill checks related to dragons.
Force an enemy to reroll a non-critical attack against you, 1/encounter.
You know Draconic if your INT is not negative.
Ratfolk are survivors, thriving in the shadows of society where others fear to tread. Agile, resourceful, and fiercely loyal to their own, they have a knack for turning scraps into solutions.
Scurry
Advantage on Initiative.
+1 Speed.
Birdfolk find sanctuary not in stone or chains, but within the boundless expanse of the sky. However, the gift of flight comes at a cost—hollow bones, and commensurate frailty.
Hollow Bones
You have a fly Speed as long as you are wearing armor no heavier than Leather.
Forced movement moves you twice as far.
Crits against you are Vicious (the attacker rolls 1 additional die).
You know Aarakocra if your INT is not negative.
Turtlefolk take their time in everything they do; they are patient, sturdy, and slow to anger.
They rely on their thick shells for protection, making them difficult to harm, but their cautious movements come at the cost of speed.
Slow & Steady
+4 Armor.
–2 Speed.
You have a swim Speed as long as you are wearing armor no heavier than Leather.
You know Aquan if your INT is not negative.
Minotaur and other Beastfolk embody a primal connection to the wild, combining strength with natural agility.
Their powerful build allows them to move swiftly, whether repositioning to outflank foes or charging in with unstoppable force.
Charge
When you move at least 4 spaces, you can push a creature in your path, 1/turn.
- Medium: 1 space.
- Small/Tiny: Up to 2 spaces.
Lycanthropes are born into permanent bestial form, shaped by an ancient blood-bound curse. Though fully conscious and capable of reason, a savage instinct constantly stirs constantly within them — some learn restraint, while others embrace it.
Through blood or bite, a Lycanthrope may mark a mortal with a lesser strain of the curse.
Primal Form
Your neutral STR save is advantaged OR your disadvantaged STR save is neutral instead.
Your unarmed strikes deal 1d6+STR Slashing.
Through blood or bite, you may curse one person with Lycanthropy, 1/day.
Many settlements regard Lycanthropes with fear or hostility.
Lycanthropy
Only one person may bear your curse at a time; cursing a new person immediately ends the previous curse.
During nights when the moon is more than half visible, the afflicted shapeshift Lycanthrope until dawn (replacing their Ancestry). On a failed WIL save, the afflicted cannot control his savage urge.
A person transformed by Lycanthropy cannot spread the curse further — only true Lycanthropes may do so.
Kitsune are anthropomorphic fox people who have magic in their blood and light shape-changing capabilities.
To avoid discrimination, they usually hide their kitsune heritage from other ancestries, though they maintain an exception for Elves due to their positive relationship.
Shapeshifting
You may take the appearance of an unspecific , 1/day :
- -1 STR but +1 WIL.
- You turn back into your original form when you loose consciousness.
You know Elvish if your INT is not negative.
Insectoid hunters who roam deserts in packs. Their chitinous bodies, multifaceted eyes, and restless instincts make them ever-alert predators.
Despite their unsettling appearance, Thri-kreen are generally peaceful toward other humanoids so long as their packs and hunting grounds are not disturbed.
Chitinous Carapace
+2 Armor. +1 Speed. +1 Initiative.
Fire damage dealt to you is rolled with Disadvantage. Cold damage dealt to you is rolled with Advantage.
You know Thri-kreen if your INT is not negative.
Many settlements regard Thri-kreen with fear or hostility.
Harsher and more savage offshoot of their desert kin, adapted to the frozen tundras and icy wastes.
Their pale chitin blends with snow and frost, and their packs survive through relentless hunting in one of the harshest environments in the world.
Frozen Carapace
+2 Armor. +1 Speed. +1 Initiative.
Cold damage dealt to you is rolled with Disadvantage. Fire damage dealt to you is rolled with Advantage.
You know Thri-kreen if your INT is not negative.
Many settlements regard Snow Thri-kreen with fear or hostility.
Fey are magical beings born of ancient, magic-infused forests. They dwell in hidden groves, maintaining a quiet connection to another plane often called the Dimension of Peace.
Reclusive and wary of mortal ambition, Fey prefer seclusion over conquest, moving unseen where the wild still holds sway.
Veilstep
You have a fly Speed as long as you are wearing armor no heavier than Leather.
Whenever you Defend, you can gain 1 Wound to temporarily phase out of the material plane and ignore damage until your next turn.
Reduce your Hit Die one step (d20 » d12 » d10 » d8 » d6 » d4).
-2 max Wounds.
You know Sylvan if your INT is not negative.
Leshies are primal spirits woven into animated plant bodies, shaped by magic, nature, or ancient will. They awaken with faint memories and a purpose they rarely understand at first — to protect, to wander, or simply to grow.
Each Leshy’s form is tied to a specific type of flora, from thorned vines to delicate blossoms. Their appearance ranges from whimsical to haunting, reflecting the spirit within.
Verdant Vessel
Magical healing always heals you for the maximum amount.
You require water instead of food to survive.
Reduce your Hit Die one step (d20 » d12 » d10 » d8 » d6 » d4).
-1 max Wounds.
Fire damage dealt to you rolls 1 additional damage die.
You know Sylvan if your INT is not negative.
Florans are vibrant humanoids, flesh-and-leaf hybrids born from the wildest corners of nature.
Built to hunt and thrive, they live for the thrill of pursuit, the scent of blood, and the ritual of the kill.
Deep within every Floran’s body lies a single seed, when a Floran dies, the seed takes root in their remains — and over time, may grow into a new Floran.
Predator
Eating fresh meat grants you temporary HP equal to your LVL.
Your Crits are Vicious (roll 1 additional die).
You know Sylvan if your INT is not negative.
Tied to the natural world, Myconid embody the balance between flora and fauna. Their unique physiology releases toxic spores when harmed, providing a natural defense against those who dare to harm them.
Toxic Spores
Whenever you are harmed, you may excrete soporific spores, 1/encounter:
- All adjacent enemies are Dazed.
You know Sylvan if your INT is not negative.
Descendants of divine beings, Celestials carry an aura of nobility and grace. Their innate connection to the higher planes allows them to resist the effects of misfortune, standing strong where others may falter.
Highborn
You do not need to eat, drink, or sleep.
Your disadvantaged save is Neutral instead.
You know Celestial if your INT isn’t negative.
Demons are extraplanar beings that crossed into the mortal world in great numbers during the Apocalypse. Some arrived as conquerors, others as refugees. Now stranded in a world not their own, they walk among mortals — feared or hunted — their infernal nature never fully at rest.
Infernal Nature
You know Demonic if your INT is not negative.
Many societies view Demons with suspicion, fear or hatred, as some may still want revenge for the Apocalypse.
Choose one of the following aspects :
- Wrath : When you deal damage, you may add +1 damage, or +2 when Bloodied, 1/turn.
- Temptation : Advantage on Influence checks involving manipulation or bargaining.
- Determination : Your disadvantaged save is neutral instead. One of your neutral saves is advantaged instead.
Born from the union of a human and a demon, or from a cursed bloodline, Demonborn often find themselves outcasts in society. Yet, they embody determination in the face of adversity.
Demonborn
Your disadvantaged save is neutral instead.
You know Demonic if your INT is not negative.
What even is a ‘PeOpLe’ anyway? So what if I’m a puddle without a host? If I can pour myself into a dead body and strike with more force than the heart that used to beat here, who’s to say I can’t be a pEOpLe, too?! I’m not just wearing this body—I’m making it better.
Parasitizing
You may start or stop parasitizing a dead body by taking 3 actions, but stopping it destroy the body in the process.
- When wearing a dead body : Your weapon attacks are Vicious (roll 1 additional die), but break on Miss or Crits. You speak the language the body knew and other might assume you are .
- Wearing a creature body : You must use that creature stats instead of yours (except the HP) and are considered to be a Minion (take damage normally and stop parasitizing).
- When not wearing a body : You can't do anything beside moving (-3 Speed) or parasitize a dead body. You automatically fail any rolls.
Undead are sentient beings reanimated by powerful magic, once rare anomalies, they were made more common in the wake of the apocalypse.
Though they retain form and mind, their bodies no longer live. Some resemble skeletons, others rotten corpses or mummified remnants — all carry the mark of death.
Former Self
You are immune to disease and do not need to eat, drink, or breathe.
Children, animals, and are uneasy in your presence.
Many living beings may turn hostile if they discover your undead nature.
Choose another Ancestrie you have been in your former life (subject to GM approval).
Forged from steel, Mechanoids are artificial bodies housing a bound soulstone. They feel, remember, and adapt, shaped as much by their past life as their new existence. Some were built with care, while others were assembled for profit. All of them walk the uneasy line between tool and person.
Frame Adaptation
You use Crystal Energy instead of Mana.
- Your Crystal Energy pool is equal to 3 and recharges on a Safe Rest.
- If your class grants Mana, use your class pool for your Crystal Energy pool instead.
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Choose the type of core installed in your frame :
- Solarite : Stable energy. No additional effect.
- Naethrite : Unstable energy. Whenever you spend Crystal Energy, roll on the Chaos Table.
- Solnaeth : Balanced energy. Whenever you spend Crystal Energy, you may choose whether to roll on the Chaos Table. Installing a new custom Mechanoid abilities always take 1 additionnal day.
Where's the Chaos Table? It's a secret for the GM only! Suffice it to say, rolling a 1 is really bad, but rolling a 20 is AWESOME—but if you’re sure you want to spoil it, you can find it in the Nimble GM's Guide. Let chaos reign!
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With time and gold, a skilled craftsman may install a custom Mechanoid ability into your frame. Installation takes 1 day for each custom Mechanoid ability you already possess, and its cost follows the Spell Scroll Tier pricing (1 day = 1 Tier).