Academic
You’ve spent your life in the pursuit of knowledge. You have
You’ve spent your life in the pursuit of knowledge. You have
You’ve lived your life in service to a temple or other religious organization. You have
You are a skilled artisan specializing in a particular kind of crafting—leatherwork, woodworking, smithing, weaving, or jewelry making. Reduce crafting countdown for your specialty by 1 and the amount of basic materials needed to do so by ¼, and you roll with
You are bound to a personal talisman—a ring, a locket, or something similar. It always occupies one of your item loadout slots. While you carry it, you do not age, and you can spend
Sometimes you don’t even know who you are anymore, having spent your life weaving elaborate lies, never showing the world your true self. You have
You’re obsessed with cultures other than your own and have studied them extensively. You roll with
You’ve lived life in the underworld, learning an array of useful, if unscrupulous, skills. You have
You’ve spent your life trekking through and mapping unknown terrain. You roll with
You grew up working the land and know its rhythms. You roll with
You’re recognized for a great deed in your past. By spending
The lingering spirit of someone close to you refuses to leave your side. Only you can see or hear it, it cannot touch or affect anything, and you can speak with it freely. The spirit never sleeps—when you take a long rest, you can take the
You’ve trained as a healer. You roll with
You are a hollow vessel, stranded between the living and the dead. You don’t need to eat, sleep, or drink. You have resistance to necrotic damage. Healing and temporary
Must be a small lineage
You’re two small creatures in a trench coat! You appear as a medium creature, and are considered one mechanically, but in reality you’re just a couple of small creatures standing on top of each other, acting as one. You can only take this heritage if your character’s size is small.
While you are two physical creatures, you’re treated as one for the purposes of game statistics and mechanics, unless otherwise noted. You wear armor as a single creature. While split, both of your halves share your DT, but each is Sundered until you reunite. You must wear a trench coat, long robe, or other long covering that obscures your true nature and maintains the illusion you’re a single medium sized creature. But you’re still two creatures! Adopt a quirk around how your two halves interact with each other; maybe you’re always whispering to yourself in two slightly different voices, maybe you’re lightly kicking and punching each other to get the other to do what they want. Whatever the quirk is, it should be noticeable, but subtle. Gain the in a trenchcoat talent. When trying to maintain your disguise, make a
On your turn, you can spend
If one of your halves drops to
You bear a visible marking from an otherworldly presence. You gain
You’re accustomed to a life of privilege within the upper echelons of society. You have
You make your living entertaining others, giving you
You’ve been blessed with a natural gift and have worked to hone it. Gain two talents, and gain expertise in one of them.
Your soul has lived before, and fragments of past lives surface when you need them. At character creation, choose a number of common heritages equal to your
Few have sailed as widely as you. You recognize a port from its coastline or skyline, and know its main trade. You can take the
You’ve lived a life of military discipline, and are ready to defend those around you. You gain proficiency in two weapons of your choice, with mastery in one of them, and roll with
Darkness is your ally; while some have adopted the dark, you were born in it, moulded by it. You have darkvision and
Because you’ve spent your life wandering from place to place, never settling down, you’ve picked up a knack for always having the right item on you. Add a Wanderer’s Pack to your inventory—when you use