Academic
You’ve spent your life in the pursuit of knowledge. You have advantage on rolls that involve the history of a prominent person or place. Gain a talent related to academic study. When you
You’ve spent your life in the pursuit of knowledge. You have advantage on rolls that involve the history of a prominent person or place. Gain a talent related to academic study. When you
You’ve lived your life in service to a temple or other religious organization. You have advantage on rolls to perform or understand religious ceremonies. Gain a talent related to your faith. When you reach a temple of your faith, you can request room and board for yourself and your party in exchange for assisting the temple with a minor task.
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 advantage to negotiate prices on crafting material.
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 advantage on rolls to deceive others while maintaining a false identity, and can forge papers and credentials to create a false identity for yourself or another, countdown 5, that you can work on when you
You’re obsessed with cultures other than your own and have studied them extensively. You roll with advantage when trying to understand mores and folkways of a group. Gain a talent related to cultures, customs, or diplomacy. You can take the
You’ve lived life in the underworld, learning an array of useful, if unscrupulous, skills. You have advantage on rolls to negotiate with criminals or find a safe place to hide. When you arrive in a settlement, you can declare you know someone here from the criminal underworld—a fence, a smuggler, a safehouse keeper, or similar. The GM decides whether they owe you a favor or you owe them one. You can do this once, and recover this use as part of your
You bear a permanent magical affliction—a hereditary blight, a divine punishment, a bargain gone sideways. The curse cannot be removed by any means short of the original casting being undone, and its mark walks with you wherever you go. Choose one manifestation when you take this heritage.
You’ve spent your life trekking through and mapping unknown terrain. You roll with advantage when navigating harsh environments or using your survival skills. While traveling overland on foot, your group can forage for supplies at any travel
You grew up working the land and know its rhythms. You roll with advantage when working with domesticated animals. When you spend a minute with a non-hostile Easy-tier beast, it accepts your presence and will not attack you unprovoked. You can take the
You’re recognized for a great deed in your past. By spending
You’ve trained as a healer. You roll with advantage on rolls to treat the sick or injured, or to diagnose an ailment. When you take the Tend Wounds downtime activity to heal another, they clear
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 lineage’s size is small and their typical height is between 2-3 feet tall. Your total height as a medium creature must be between 4-6 feet tall.
While you are two physical creatures, you’re treated as one for the purposes of game statistics and mechanics, unless otherwise noted. You can’t equip armor for a medium creature; each of your creatures needs to equip armor separately, and you must wear a trench coat, long robe, or other long covering that obscure your true nature and maintain the illusion you’re a single medium sized creature. But you’re still two creatures! Adopt a quirk around how your two creatures 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. If a creature attempts to discover your true nature while you’re trying to hide it, they must make a focus
On your turn, you can spend
If one hits
You’re accustomed to a life of privilege within the upper echelons of society. You have advantage on rolls to consort with nobles or command deference from those beneath your station. Gain a talent related to the nobility.
You make your living entertaining others, giving you advantage on rolls when you do so. When you take the
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 Prowess + 1; these are your past lives. Two are active at any time, granting all their benefits and consequences as if you had taken them. As part of 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 advantage when convincing law enforcement of your take of events. When you take the
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 Retrieve Item from the pack, you can pull out a mundane item that’s useful for your current situation. Work with your GM to figure out what item you have taken out. You can do this a number of times equal to your Prowess, and recover all spent uses as part of your