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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 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.

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

You start out with 5 AP.  There are no mechanisms to gaining more unless a "life event" happens such as getting old.

PC Stats

All races have stat plusses and minuses assigned to them, you can use those stats or allocate a single +1 stat.

Universal Flaws

Select up to 3 overall.

  • 2 Flaws: You do not start with Inspiration.
  • 3 Flaws: Rolling a Natural 1 counts as a Critical Failure (Double Fail).
  • 4+ Flaws: Disadvantage on Death Saving Throws.
  • Beacon of Aggression (+1): 1st Round of combat, enemies have Advantage on attacks vs you.
  • Elemental Vulnerability (+2): Vulnerable (2x Dmg) to Fire, Cold, or Lightning.
  • Glass Jaw (+1): Taking a Critical Hit = Stunned until the end of your next turn.
  • Gold-Cursed (+1): Cannot visually identify value (gold looks like lead to you).
  • Gullible (+1): Disadvantage on Insight checks vs Lies.
  • Lead-Footed (+2): Disadvantage on Dex Saves/Checks; cannot take the Dash action.
  • Light Sensitivity (+1): Disadvantage on Attack/Perception in direct sunlight.
  • Mana-Sensitive (+1): Disadvantage on Spell Saves; Resistance to Spell Damage.
  • Oath of Pacifism (+2): Dealing lethal damage causes you to gain 1 level of Exhaustion.
  • Weak Constitution (+1): -1 HP per Level.

Races

AASIMAR

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, +1 Dex, +1 Cha, -1 Con. 

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

Default Packages (5 AP)

  • Fallen (Crowd Control): Wings of Grace (1), Rev: Necrotic Shroud (1), Celestial Grace (2), Truth Seeker (1).
  • Guardian (Tank): Wings of Grace (1), Rev: Lunar Shield (1), Seraphic Endurance (1), Virtue of Mercy (1), Aura of Warmth (1).
  • Seraphim (Radiant DPS): Wings of Grace (1), Rev: Solar Flare (1), Celestial Resistance (2), Lightbearer (1).
  • Stormbringer (Mobile Striker): Wings of Grace (1), Rev: Storm Fury (1), Divine Ward (2), Holy Fire (1).

Core Traits

  • Wings of Grace (1 AP): Permanent Fly Speed 30ft.
  • Celestial Revelation (1 AP): (Subrace) (Prof Mod)/Long Rest, Bonus Action, 1 Minute Duration. Choose ONE option below. Note: While Transformed, you gain Resistance to the Primary Type and Vulnerability to the Weakness Type.
    • Dawn's Light: Emit Soft Light (20ft). Allies starting turn in light heal HP equal to your Proficiency Bonus. [Res: Radiant / Vuln: Necrotic]
    • Earthen Guard: Skin takes on a bark-like texture. Gain Resistance to Poison and +1 to AC when unarmored. [Res: Poison / Vuln: Fire]
    • Lunar Shield: On Transform: Gain Temp HP (Lvl+Prof). Enemies in 10ft have Disadvantage on Attacks vs You. [Res: Force / Vuln: Psychic]
    • Necrotic Shroud: On Transform: 10ft AoE Fear (Cha Save). Your eyes turn into voids. Hit: +Prof Necrotic Dmg per attack. [Res: Necrotic / Vuln: Radiant]
    • Radiant Consumption (Devour): Cost: You must expend 1 Hit Die to activate this. Emit Searing Light (10ft). End Turn: You and all creatures in range take Radiant Dmg equal to your Level (no save). Hit: +2x Prof Radiant Dmg 1/turn. [Res: Radiant / Vuln: Necrotic]
    • Radiant Soul (Classic): Gain Fly Speed (or +20ft if you have wings). Hit: +Prof Radiant Dmg per attack made. [Res: Radiant / Vuln: Necrotic]
    • Solar Flare (Lathander): Emit Blinding Sunlight (30ft). Enemies ending their turn in the light take Fire damage equal to your Prof Mod. [Res: Fire / Vuln: Cold]
    • Starfall (Shar): Create a 15ft radius of Magical Darkness centered on you (you can see through it). Enemies in the darkness move at half speed. [Res: Cold / Vuln: Radiant]
    • Storm Fury (Thor): You crackle with energy. Once per round, when you damage a target, you can push them 10ft. Hit: +Prof Lightning Dmg per attack. [Res: Lightning / Vuln: Acid]
    • Twilight Veil (Dusk): You become blurred and indistinct. You have Advantage on Stealth checks and Attackers have Disadvantage to hit you if they are further than 10ft away. [Res: Psychic / Vuln: Fire]

Expanded Traits

  • Angelic Language (1 AP): Speak Celestial; understood by any creature with a language.
  • Aura of Warmth (1 AP): Allies in 10ft have Advantage vs Cold/Fear saves.
  • Beacon of Hope (1 AP): Reaction: Ally rerolls failed Save. 1/LR.
  • Celestial Grace (1 AP): Advantage vs Charm/Frightened.
  • Celestial Resistance (2 AP): Permanent Resistance to Radiant and Necrotic.
  • Celestial Sight (3 AP): Darkvision 60ft.
  • Celestial Tongue (1 AP): Speak Celestial. Adv on History/Religion regarding Divine.
  • Divine Guide (1 AP): Know Guidance cantrip.
  • Divine Presence (1 AP): Advantage on Social checks vs religious folk.
  • Divine Ward (2 AP): Reaction: Grant Resistance to an ally against 1 attack.
  • Guardian Spirit (2 AP): You remain mentally alert while asleep. Cannot be surprised.
  • Holy Fire (1 AP): Weapon attacks deal +1 Radiant damage.
  • Incorruptible (1 AP): Immune to Disease and Adv on saves related to corruption.
  • Lightbearer (1 AP): You glow (5ft). Undead/Fiends have Disadvantage on attacks vs you.
  • Luminous Recovery (1 AP): Gain Temp HP (Lvl+Con) when healed by magic.
  • Merciful Dealer (1 AP): You can deal non-lethal damage with Spells and Ranged attacks.
  • Radiant Pulse (1 AP): 1/Combat: If you are reduced to 0 HP, You can use a reaction to heal 2 x Prof Mod in HP to allies in 20ft 1/SR.
  • Sacred Legacy (1 AP): Cast one 1st-level Cleric/Paladin spell 1/LR (Cha based).
  • Seraphic Endurance (1 AP): Adv vs Exhaustion. Remove 1 Exhaustion on Short Rest.
  • Truth Seeker (1 AP): Detect lies (Insight check vs DC 15 identifies lie automatically).
  • Virtue of Mercy (1 AP): Stabilizing (Action) a creature heals them HP = Prof + 1/2 Level.
  • Virtuous Symbol (0 AP): Golden birthmarks glow when casting (Flavor).

Negative Traits (The Price of Divinity)

  • Burden of Legacy (+1): Your birthmarks glow/hum. Disadvantage on Stealth.
  • Divine Expectation (+1): Disadv on rolls to defy authority/tradition.
  • Overwhelming Radiance (+1): Cannot take Hide action (unless Invisible).
  • Marked by Destiny (+1): Disadvantage on your first Death Save each session.
  • Celestial Isolation (+1): Disadvantage on Social checks vs Commoners/Non-Religious.
  • Heaven's Burden (+1): Long Rest requires 8 hours of sleep (trance/Sentinel/etc does not work).