Achived

Hiraeth Ancestry System

THIS SYSTEM IS BEING PULLED INTO THE NORMAL RACE DOCUMENTS FOR THE HAG.  Ongoing Feedback will be moved to there.

This playtest document presents a new experimental system for character ancestry in our version of fifth edition Dungeons & Dragons in HAG. These game mechanics are in draft form and are a second iteration after a first round 7 months ago. These rules aren’t officially part of the game yet and are presented for you to try out and provide feedback on.

Our goal with this system is to offer greater flexibility and customization in representing a character's heritage, allowing players to mix, match, and define their ancestral abilities in new ways.

In this system, your character's ancestry represents their lineage and innate capabilities. Instead of selecting a single race with a fixed set of traits, you'll use Ancestry Points (AP) to purchase Ancestry Traits, drawing from one chosen ancestries (like Human, Elf, Dwarf, etc.) or two if you choose from one of the two half race options.

Ancestry Traits

Ancestry Traits are the building blocks of this system. They represent specific physiological features, aptitudes, or cultural legacies tied to an ancestry. Think of them as modular components you can select to build the character you envision.

Ability Score Adjustments

When determining your character’s ability scores from their Ancestry, you must choose one of the following two options. This choice applies regardless of which Ancestry you select:

Ancestry Points (AP)

You begin character creation with a base pool of 3 Ancestry Points to "buy" Ancestry Traits.

Most traits have a cost (typically 1 to 3 AP), reflecting their mechanical impact. While your base pool is small, you will expand it by defining your character's weaknesses in the Flaws section below.

Gaining Ancestry Points. There are no mechanisms to gain more AP after character creation unless a specific "life event" occurs, such as aging. Your build is defined at the start.

Flaws

Perfection is myth; true heroes are defined as much by their weaknesses as their strengths. In this system, flaws are not just roleplay suggestions—they are mandatory components of your character’s identity that fuel their greatest strengths.

The Rule of Two. To ensure every adventurer is grounded and distinct, you are required to select two flaws during character creation.

The Rule of Relevance (The "Anti-Cheese" Clause). A flaw must be a burden, not a background detail. You cannot select a flaw that imposes a penalty on a statistic or situation that your class naturally ignores (e.g., a Wizard taking a penalty to Strength checks).  Do not use this system to min-max. If a selected flaw does not present a meaningful mechanical risk or narrative hurdle to your specific character build, it grants 0 Ancestry Points. The GM has final veto power on any flaw that violates this spirit.

The Heritage Requirement. At least one of your two flaws must be selected from your specific Ancestry’s Negative Traits list (e.g., Draconic Flaws for Dragonborn, The Price of Divinity for Aasimar). This ensures your weakness is tied to your lineage.

The Universal Option. Your second flaw may be chosen from either your Ancestry list or the Universal Flaws list.

Flaw Value Each flaw grants you additional Ancestry Points (AP) equal to the value listed next to it (usually +1 or +2).

Standard Build. Base (3 AP) + Flaw A (+1 AP) + Flaw B (+1 AP) = 5 Total AP.

High-Risk Build. If you select a severe flaw worth +2 AP (such as Elemental Vulnerability), your total AP will be higher, allowing for more powerful traits at the cost of a debilitating weakness.  For every flaw you take past the two required ones they only provide you with 1 AP up to 3 AP then they are worth nothing.

Designer Note: The "Flaw Burden" mechanics (Focus Slip, Restless Blood, etc.) have been removed. You no longer suffer cumulative mechanical penalties for having flaws; you simply suffer the specific effects of the flaws you chose.

Universal Abilites and Flaws

Races

AASIMAR

The main Race article has been updated.

Aasimar descend from mortals infused with divine power during the recent celestial conflict between Pythia and Malchor. As stars fell from the sky where they passed, their divine heritage manifests through glowing birthmarks and a symbol of celestial virtue appearing during moments of divine expression.

Base Traits: Medium Size, 30ft Speed.

Fixed Ability Score: +1 Charisma.

Free: Healing Hands (Action: Touch heal HP = Lvl+Con+Prof | 1/LR).

Default Packages (5 AP)

Core Traits

Expanded Traits

Negative Traits (The Price of Divinity)

DRACONIC ANCESTRY TABLE

The main Race article has been updated.

This table is used by both Dragonborn and Kobolds. You must select ONE lineage. You cannot mix types.

The Chromatic Family

Lineage

Damage Type

Breath Shape

Black

Acid

Line (5ft x 30ft)

Blue

Lightning

Line (5ft x 30ft)

Green

Poison

Cone (15ft)

Red

Fire

Cone (15ft)

White

Cold

Cone (15ft)

Brown

Acid

Line (5ft x 30ft)

Gray

Acid

Cone (15ft)

Purple

Psychic

Cone (15ft)

Yellow

Lightning

Line (5ft x 30ft)

The Metallic Family

Lineage

Damage Type

Breath Shape

Brass

Fire

Line (5ft x 30ft)

Bronze

Lightning

Line (5ft x 30ft)

Copper

Acid

Line (5ft x 30ft)

Gold

Fire

Cone (15ft)

Silver

Cold

Cone (15ft)

Platinum

Radiant

Cone (15ft)

Mercury

Poison

Line (5ft x 30ft)

Lead

Necrotic

Cone (15ft)

Electrum

Lightning

Line (5ft x 30ft)

The Ferrous Family
Linage Damage Type Breath Shape

Iron

Lightning  Cone (15ft)

Chrome

Cold Line (5ft x 30ft)
Cobalt Force Line (5ft x 30ft)
Tungsten Fire Cone (15ft)
Nickel Acid Cone (15ft)
Steel Poison Cube (10ft)
The Gem Family

Lineage

Damage Type

Breath Shape

Amethyst

Force

Cone (15ft)

Crystal

Radiant

Cone (15ft)

Emerald

Psychic

Cone (15ft)

Sapphire

Thunder

Cone (15ft)

Topaz

Necrotic

Cone (15ft)

Obsidian

Fire

Cone (15ft)

Diamond

Radiant

Line (5ft x 30ft)

Moonstone

Radiant

Cone (15ft)

Ruby

Fire

Line (5ft x 30ft)

The Esoteric Family

Lineage

Damage Type

Breath Shape

Deep

Psychic

Cone (15ft)

Shadow

Necrotic

Cone (15ft)

Mist

Cold

Cone (15ft)

Cloud

Thunder

Cone (15ft)

Faerie

Radiant

Cone (15ft)

DRAGONBORN

The main Race article has been updated.

Base Traits: Medium Size, 30ft Speed.

Fixed Ability Score: +1 Strength.

Mandatory Core Trait

Default Packages (5 AP)

Expanded Traits (Build Your Own)

Negative Traits (Draconic Flaws)

DWARF

The main Race article has been updated.

Base Traits: Medium Size, 25ft Speed.

Fixed Ability Score: +1 Constitution.

Vision: No Darkvision. Replaced by Seismic Sense (or standard vision if Seismic Sense is not taken).

Default Packages (5 AP)

Expanded Traits (Build Your Own)

Negative Traits (Dwarven Flaws) Counts as Universal Flaws (+1 AP each).

ELF

The main Race article has been updated.

New Text: Base Traits: Medium Size, 30ft Speed.

Fixed Ability Score: +1 Dexterity.

Free Minor Trait: Trance (Long Rest takes 4 hours; Magic cannot put you to sleep).

Default Packages (5 AP) Select one Legacy or build your own.

Expanded Traits (Build Your Own)

Movement & Environment

Negative Traits (Elf Flaws)

FELIS (Catfolk)

The main Race article has been updated.

Base Traits: Small or Medium Size, 30ft Speed.

Vision: Darkvision 30ft (Monochromatic).

Default Packages (5 AP)

Expanded Traits (Build Your Own)

Negative Traits (Feline Flaws) Counts as Universal Flaws (+1 AP each).

GOLIATH

The main Race article has been updated.

Base Traits: Medium Size, 30ft Speed.

Fixed Ability Score: +1 Strength.

Mandatory Core Trait

Default Packages (5 AP)

Expanded Traits (Build Your Own)

Negative Traits (Giant Flaws) Counts as Universal Flaws (+1 AP each).

GNOME

The main Race article has been updated.

Base Traits: Small Size, 25ft Speed.

Fixed Ability Score: +1 Intelligence.

Default Packages (5 AP)

Expanded Traits (Build Your Own)

Negative Traits (Gnomish Flaws) Counts as Universal Flaws (+1 AP each).

HALFLING

The main Race article has been updated.

Base Traits: Small Size, 25ft Speed.

Fixed Ability Score: +1 Charisma.

Default Packages (5 AP)

Expanded Traits (Build Your Own)

Negative Traits (Halfling Flaws) Counts as Universal Flaws (+1 AP each).

HUMAN

The main Race article has been updated.

Base Traits: Medium Size, 30ft Speed.

Fixed Ability Score: +1 to any Ability Score of your choice.

Default Packages (5 AP)

Expanded Traits (Build Your Own)

Universal Versatility

Negative Traits (Human Flaws) Counts as Universal Flaws (+1 AP each).

KOBOLD

The main Race article has been updated.

Base Traits: Small Size, 30ft Speed.

Fixed Ability Score: +1 Dexterity.

Vision: Darkvision 60ft.

Mandatory Core Trait

Default Packages (5 AP)

Expanded Traits (Build Your Own)

Negative Traits (Kobold Flaws)

TIEFLING

The main Race article has been updated.

Base Traits: Medium Size, 30ft Speed.

Fixed Ability Score: +1 Charisma.

Vision: Darkvision 60ft.

Mandatory Core Trait

Default Packages (5 AP)

Expanded Traits (Build Your Own)

Negative Traits (Fiendish Flaws)

The Mixed Lineages

The main Race article has been updated.

Fixed Ability Score: Choose the Fixed +1 from either of your parent lineages (e.g., +1 Dex for Elf or +1 Strength for Goliath).

HALF-ELF

Born of human ambition and elven grace, Half-Elves are the most common mixed lineage. They lack the alien sleeplessness of the Elves but gain the grit of Humanity.

Base Traits: Medium Size, 30ft Speed.

Vision: Normal Vision (unless purchased otherwise).

Visuals: You often have the ears of an elf but the beard/build of a human.

Stats: May choose one of the linages.

Ancestry Selection: When creating a Half-Elf, you must select ONE specific Elven Lineage (e.g., Wood Elf, Sun Elf, Drow). You may purchase traits from the Human List and that specific Elven List.

HALF-GOLIATH

Half-Goliaths are massive physical specimens, towering over humans but lacking the elemental rigidity of their giant kin. They are often referred to as "Tall-Folk" or "Lesser Giants."

Base Traits: Medium Size (Lean towards 7ft), 30ft Speed.

Vision: Normal Vision.

Stats: May choose one of the linages.

Ancestry Selection: You may purchase traits from the Human List and the Goliath List.

Mandatory Core Trait

Silver

Silvered weapons do force damage to shapeshifters and undead.

REJECTED - Assist Dice

This rule was rejected, no interest was presented.

Instead of offering advantage to players, unlesss the rules say so like for attacking when a NPC can not see you, or the like, the player adds 1d4 to the roll.  That way this can be done with advanatage and stack with other buffs.

Wizard Hit Dice

Wizard hit dice being 1d4 in exchange for one extra spell at each spell level (as unlocked).

REJECTED - Divine Piety

This Experimental Rule has been deemed not congruent with world tone & ideas. Feedback from Friday group indicated little interest in this sort of system unless tied to a campaign or feat.

This document contains experimental rules for the world of Hiraeth. These systems are designed to offer a different play experience, tying a character's power more closely to the narrative and the specific challenges of the setting. These rules are considered playtest material.

The Nature of Piety

Your faith is a tangible connection to your patron deity, a reservoir of divine energy you can draw upon. This power is represented by Piety Points. Piety is not a static resource that simply replenishes after a rest; it is a fluctuating measure of your deity's active favor, earned through devotion and risked through desperate pleas.

Gaining and Using Piety

You have a pool of Piety Points that ebbs and flows based on your actions and your daily devotion.

Starting Piety. When you first gain access to this feature, you begin with a number of Piety Points equal to your proficiency bonus + your spellcasting ability modifier. (If you do not have a spellcasting ability for the class granting this feature, you may choose Intelligence, Wisdom, or Charisma to serve as this modifier).

During play, you gain Piety Points primarily through three methods: Ritual Prayer, Fervent Prayer, and Acts of Devotion.

Ritual Prayer

This is the common practice of daily devotion, a quiet and focused supplication performed outside the stress of combat. This ritual takes 10 minutes to complete. At the end of the ritual, you make a Wisdom (Religion) check.

Fervent Prayer

This is a desperate, in-the-moment plea for aid made amidst the chaos of battle or another perilous situation. As an action, you can open your soul to the divine. This is a risky act; the gods do not always answer as one would hope. When you use this action, you make a Wisdom (Religion) check, applying any relevant modifiers.

Auspicious Conditions. The gods are more receptive when prayers align with their domains. Worshipping a sun god at high noon, a moon deity under the full moon, or a god of the forge before a roaring hearth can amplify your connection. When performing a Ritual or Fervent Prayer in a place or at a time considered sacred to your deity, you may add a +2 bonus to your Wisdom (Religion) check.

Spiritual Exhaustion. Calling upon your deity repeatedly in a short time is spiritually taxing. For each time you have used a prayer action since completing your last long rest, you must subtract a cumulative -2 from your Wisdom (Religion) check. This penalty resets after you finish 1d4 long rests.

Acts of Devotion

Your deity rewards actions that tangibly advance their cause in the world. These are not simple prayers, but significant deeds undertaken in your god's name. The DM can award Piety Points when you complete such an act. The amount should reflect the act's significance.

Examples of Acts of Devotion include:

Acts of Faith

You can spend your accumulated Piety Points to create a wide variety of miraculous effects.

Invocations of the Divine Domain

Cost: 6 Piety Points, 1 Action

As an action, you can expend 6 Piety Points to manifest one of the Invocations granted by your Divine Domain.

Miracles of the Battlefield and Protections and Healing

Sacred Strike. Cost: 4 Piety Point, No Action Immediately after you hit a creature with a weapon attack or a spell that requires an attack roll, you can spend 2 Piety Point to infuse the strike with divine energy. The attack deals an additional 1d10 radiant damage. This damage increases to 2d10 if the target is an undead or a fiend.

Overwhelming Spell. Cost: 4 Piety Points, No Action When you cast a spell that forces one or more creatures to make a saving throw, you can spend 4 Piety Points to choose one target of the spell; that creature has disadvantage on its initial saving throw against the spell.

Weapon of Faith. Cost: 2 Piety Point, Bonus Action You touch one weapon you are holding and channel divine energy into it. For 1 minute, the weapon becomes magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Divine Guidance. Cost: 2 Piety Point, 1 Reaction. When you or an ally you can see within 30 feet makes a skill check, you can invoke your deity's name to offer a small nudge. You grant a +2 bonus to that roll. You can use this after the roll is made but before the outcome is determined.

Sacred Glow. Cost: 3 Piety Point, 1 Bonus Action. You cause your holy symbol or a weapon you hold to shed bright light in a 20-foot radius and dim light for an additional 20 feet for 1 hour. This light is magical.

Sense the Divine. Cost: 1 Piety Point, 1 Action. You briefly open your senses to the divine tapestry around you. You learn the direction and general distance (e.g., "very close," "in this building," "across the valley") of any place or object within 1 mile that has been consecrated or desecrated by a deity. This sense does not penetrate barriers that would block divination magic, like a thin sheet of lead.

Restorative Grace. Cost: 2 Piety Point per die, 1 Bonus Action As a bonus action, you can touch one willing creature and "As a bonus action, you can touch one willing creature and spend 2, 4, or 6 Piety Points. For each 2 points spent, the creature regains 1d4 hit points.

Aegis of Faith. Cost: 2 Piety Point, 1 Reaction When you or a creature you can see within 30 feet of you is hit by an attack, you can use your reaction to manifest a shimmering shield of divine energy. The target gains temporary hit points equal to 1d10 + your spellcasting ability modifier, which are expended immediately to absorb the triggering damage.

Purifying Spirit. Cost: 2 Piety Points, 1 Action You touch one creature and channel cleansing energy. You can end one condition afflicting it. The condition can be blinded, charmed, deafened, frightened, or poisoned.

Insightful Rest. Cost: 3 Piety Points. When you start a long rest, you can spend 3 Piety Points to beseech your deity for guidance. During rest, you receive a prophetic dream or a fleeting vision. You can ask the DM a single question concerning a specific goal, event, or activity to occur within the next 7 days. The DM will offer a truthful reply, though the reply might be a short phrase, a cryptic rhyme, or an omen - the future can also change depending on your actions.

Invocations of the Divine Domain

Each Divine Domain grants access to a specific, powerful Invocation. The plan is to add a few for each Domain in the future. These are just examples.


OUTDATED - Revised Races

This document is outdated, check the new one - Hiraeth Experimental Rules - Hiraeth Ancestry System

This playtest document presents a new experimental system for character ancestry in our version of fifth edition Dungeons & Dragons in HAG. These game mechanics are in draft form. They aren’t officially part of the game yet and are presented for you to try out and provide feedback on.

Our goal with this system is to offer greater flexibility and customization in representing a character's heritage, allowing players to mix, match, and define their ancestral abilities in new ways.

Step 1: Choose Your Ancestry

In this system, your character's ancestry represents their physical lineage and innate capabilities. Instead of selecting a single race with a fixed set of traits, you'll use Ancestry Points (AP) to purchase Ancestry Traits, drawing from one or two chosen ancestries (like Human, Elf, Dwarf, etc.).

Ancestry Traits

Ancestry Traits are the building blocks of this system. They represent specific physiological features, aptitudes, or cultural legacies tied to an ancestry. Think of them as modular components you can select to build the character you envision.

Ancestry Points (AP)

You begin character creation with a pool of Ancestry Points to "buy" Ancestry Traits. Most traits have a cost (typically 1 to 3 AP), reflecting their mechanical impact. Some traits cost 0 AP (Minor Traits) or have a negative AP cost (Negative Traits), representing drawbacks that grant you more points to spend on other traits.

Gaining Ancestry Points

Feedback Wanted: We're exploring how characters gain additional AP as they level up. The current model grants points at levels 4 and 7. An alternative we're considering is tying AP gain to character age milestones (reaching adulthood, middle age, old age), potentially introducing unique age-related Negative Traits. Which approach feels better? Does tying it to age add interesting narrative depth, or does tying it to level feel more mechanically integrated? Or is no ancestry advancement ok? Let us know your thoughts!

Types of Ancestry Traits

Within this playtest system, each ancestry offers four kinds of traits:

Ancestry Origins: Flavor and Mechanics

This system intentionally aims separates mechanical traits from appearance and cultural background. Some cultures reflect deep racial roots. We encourage you to explore the possibilities this creates.

Ancestry Flavor and Appearance

Your choice of traits doesn't have to dictate your character's exact appearance. If you take traits from both the Dwarf and Elf lists, how does that manifest visually? Are you tall with a beard? Stocky with pointed ears? Does one ancestry dominate your appearance while the other influences you subtly? This is purely descriptive and up to you and your DM.

You could even use the mechanics of one ancestry to represent a character who looks like another. Want a Gnome who's surprisingly knowledgeable about arcane matters? Maybe you take Gnome traits but describe your character as a short Human. Work with your DM to integrate this into your story.

Ancestry Mechanics

Conversely, you might focus purely on mechanics. Building a tough character? Combine Dwarf and Goliath traits. Once you have your desired mechanical build, think about the story: are you an unusual Dwarf, a Goliath hybrid, or something else entirely? Let the mechanics inspire the narrative.

Ancestry Appearance

The appearance of this new Ancestry is for the PC and GM to come up with together (also making sure it fits into the lore of the setting). The Ancestry could look similar to an already existing Ancestry but be magically different for other reasons. The Ancestry could be an entirely new species that you want to bring into the world, mixing and matching Traits around to get the exact right feel for your PC.

Creating Your Ancestry: Playtest Rules

Follow these steps using the experimental rules:

1. Base Ancestry Traits

All characters start with these baseline characteristics, which might be modified by specific Ancestry Traits:

2. Choose Your Ancestry or Ancestries

Select one or two ancestries (e.g., Human, Elf, Dwarf). This determines which Ancestry Trait lists you can access.

3. Spend Your Ancestry Points

Spend your 5 AP on traits from your accessible list(s).

4. Note Your Traits

Record your chosen traits.

Special Rules for Ancestry Traits (Playtest Version)

These rules govern trait selection and interaction in this playtest:

Playtest Ancestries

The following ancestries are included in this initial playtest document:

Aerimpi

Aerimpi (Halfling Equivalent)

The Aerimpi are a small but agile people who have adapted to life in the skies. Nestled within the Ravine—a sprawling web of cliffs, wind tunnels, and sky-bridges—they live on suspended platforms and travel in flying gondolas. Their society is built on lightness, motion, and balance—values that influence everything from their architecture to their art.

Base Ancestry Traits (All Aerimpi)

Subrace Defaults (Choose One Set - Total 5 AP)

Sky Dancer
Wind Warden
Hillhome Aerimpi

These Aerimpi live in gently sloping ledges and carved terraces along the more stable, sunlit edges of the Ravine. Known for their love of hearth, harvest, and hearty food, Hillhome Aerimpi are unassuming but courageous when pressed.

Glimmergrove Aerimpi

Nestled in leafy cliffside groves and suspended gardens, Glimmergrove Aerimpi tend to the wild things and know every creature’s path and every breeze’s whisper. Peaceful by nature, they are deeply in tune with their environment.

Expanded Traits (Available to All Aerimpi)

Aasimar

Aasimar

Aasimar descend from mortals infused with divine power during the celestial conflict between Pythia and Malchor. Their divine heritage manifests through glowing birthmarks and a symbol of celestial virtue appearing during moments of divine expression.

Base Ancestry Traits (All Aasimar)

Default Traits (5 AP Total)

Expanded Traits

Human

Human

Humans are the most adaptable and widespread people in the world. With no singular defining trait beyond their boundless ambition, humans thrive in every corner of the world through sheer determination, curiosity, and flexibility. While their god Arcana may have created them as a "basic design," their potential and cultural variety have made them a cornerstone of history.

Base Ancestry Traits (All Humans)

Default Traits (5 AP Total)

Expanded Traits

Elf

Elf

Elves are a diverse and ancient people, known for their grace, martial discipline, and deep cultural traditions. Elves mature slightly faster than humans but live far longer, giving them a reputation for wisdom, refinement, and often aloofness. Whether hidden among the trees, beneath the waves, or in subterranean cities, each elven culture reflects its environment.

Base Ancestry Traits (All Elves)

Subrace Defaults (Choose One Set - Total 5 AP, may replace Minor Trait)

Wood Elf
Sun Elf (Tropical Elf)
Snow Elf (Arctic Elf)
High Drow
Low Drow
Deep Drow
Moon Elf
Sea Elf

General Expanded Traits (Available to All Elves)

Dragonborn

Dragonborn

Draconic Ancestry: Choose one damage type from the Draconic Origin list (Chromatic, Metallic, or Other). This choice determines the damage type for your Draconic Resistance and Breath Weapon, and the shape of your Breath Weapon.

Dragon Type

Heritage

Damage Type

Shape

Black

Chromatic

Acid

Line

Blue

Chromatic

Lightning

Line

Green

Chromatic

Poison

Cone

Red

Chromatic

Fire

Cone

White

Chromatic

Cold

Cone

Brass

Metallic

Fire

Cone

Bronze

Metallic

Lightning

Line

Copper

Metallic

Acid

Line

Gold

Metallic

Fire

Cone

Silver

Metallic

Cold

Cone

Platinum

Metallic

Radiant

Cone

Mercury

Metallic

Psychic

Cone

Iron

Metallic

Slashing

Line

Steel

Metallic

Poison

Line

Titanium

Metallic

Force

Line

Zinc

Metallic

Radiant

Cone

Tin

Metallic

Psychic

Cone

Lead

Metallic

Necrotic

Cone

DEFAULT TRAITS (5 AP Total)

EXPANDED TRAITS

Dwarf

Dwarf

Dwarves are a hardy and deeply traditional people, forged in stone and strengthened by the weight of legacy. Short and stocky, their resilience and craftsmanship are legendary across the realms. Most dwarves live within mountain holds or deep cave cities where stone, metal, and tradition reign supreme. Each dwarf carries the weight of their clan’s honor on their shoulders, and many seek to prove their worth through acts of skill, bravery, or endurance.

Base Ancestry Traits (All Dwarves)

Default Dwarf Traits (Iron Mountain Style - 5 AP Total)

Expanded Traits

Subraces (Alternative Default Builds - 5 AP Total)

Ironbash Dwarf (Focus: Resilience)
Auroran Dwarf (Focus: Psionics/Aberrations)
Mountain Dwarf (Focus: Defense/Environment)
Hill Dwarf (Focus: Health/Social)
Cave Dwarf (Focus: Underground/Stealth)
Magma Dwarf (Focus: Fire/Crafting)

Gnome

Gnome

Gnomes are clever, curious, and crafty folk whose size belies the depth of their ingenuity. Standing 2.5 to 4 feet tall and weighing around 40 pounds, they age at the same rate as humans but tend to stop showing signs of aging around 60, living to about 100 years on average.

Gnomes are defined by their insatiable curiosity, natural magical talent, and cultural diversity. Whether raised in deep caverns, crystalline sanctuaries, snowy wastes, or bustling cities, gnomes bring a mix of mischief and mastery to the world around them.

Base Ancestry Traits (All Gnomes)

Subrace Defaults (Choose One Set - Total 5 AP)

Forest Gnome
Rock Gnome
Deep Gnome (Svirfneblin)
Desert/Beach Gnome
Arctic Gnome (Snowme)
Crystal Gnome

Expanded Traits

Goliath

Goliath

Goliaths hail from the mountain peaks of Becc, descended from the mythic Beccarack, a half-giant warlord whose legacy lives on in their might and endurance. All Goliaths share a deep-rooted connection to the elemental and physical power of the giants, and this ancestry manifests in powerful traits tied to the primal forces of the world.

Base Goliath Traits (2 AP Cost)

Giant Ancestry (Choose One - 3 AP Cost)

Each Goliath reflects one of six elemental or physical giant bloodlines. Choose one:

(Note: Base Traits (2 AP) + Giant Ancestry (3 AP) = 5 AP Total for Default Goliath)

Expanded Traits

Kobold

Kobold

DEFAULT TRAITS (5 AP Total)

Expanded Traits (Can replace Default Traits)

Tiefling

Tiefling

DEFAULT TRAITS (5 AP Total)

SUBRACE OPTIONS (Replaces Default Traits - 5 AP Total)

Choose one Fiendish Legacy based on a sin, origin, or bloodline. This provides a 5 AP bundle replacing Fiendish Resistance and Infernal Legacy.

Legacy of Pride (Asmodeus Lineage)
Legacy of Greed (Mammon Lineage)
Legacy of Lust (Fierna/Glasya Lineage)
Legacy of Envy (Levistus Lineage)
Legacy of Gluttony (Baalzebul Lineage)
Legacy of Wrath (Zariel Lineage)
Legacy of Sloth (Belial/Dispater Lineage)
Legacy of Lilith (Unique Origin)
Legacy of the Deceiver (Unique Origin)
Legacy of the Elements (Unique Origin)
Legacy of Shadow (Unique Origin)
Legacy of the Celestial (Unique Origin - Aasimar Tiefling?)
Legacy of the Beast Touched (Unique Origin)
Legacy of Chaos (Unique Origin)

EXPANDED TRAITS (Available to All Tieflings)