Chapter 3: Character Origins

Your character origin is made up of your lineage, heritage, and talents.

Lineages

Your lineage is your bloodline—it represents your parents, their parents, their parents, and back through time! Maybe your parents came from the same lineages, or maybe from different ones. Maybe there’s some infernal, celestial, or even draconic blood running through your veins!

When you pick your lineage, you gain 3 points to spend on the traits you inherit from your lineage. You can either choose to belong to a single lineage, in which case you spend all of your points on traits available to that lineage, or have a mixed lineage, where you pick two lineages and choose traits available to either—if you pick a mixed lineage, you must choose at least one trait from each lineage.

Once you’ve determined your traits, describe the physical appearance of your character. First, choose your size. Each lineage has a size, or sizes, that they grow to—if there are multiple options, choose one, if you come from a mixed lineage, choose one from either of your parents. Then, describe your other physical traits—if you’re a Dracona, the maybe the prevalence and coloring of your scales, Dwarf, the size and style of your beard.

Cælum

Size: small, medium

Upper Planes

  • Healing Touch

    Boom

Dracona

Size: medium

You’ve got dragon blood running through your veins. Choose a draconic ancestry—it determines the elemental type of the traits you choose:

DragonElement
BlackAcid
BlueLightning
BrassFire
BronzeLightning
CopperAcid
GoldFire
GreenPoison
RedFire
SilverCold
WhiteCold

Your gain scales the color of the dragon you’ve chosen, and you gain dragon-like features of your choice, like a reptilian face, a tail, clawed hands, etc…

  • Draconic Resistance

    You gain resistance to the element type of your draconic ancestor

  • Dragon's Breath

    You gain a breath weapon you can use, just like your draconic ancestors. Your breath weapon deals 1d6 damage of the element type of your chosen draconic ancestor, and you must mark 2-fatigue and usr 2 AP to use it. When you use it, you can either use it as a blast 30 foot long, 5 foot wide line from you, or a spray, a 15 foot cone from you. Creatures in your blast or spray must make a saving throw based on the damage type, DC 10 + +POWER; on a miss, they take full damage and are inflicted with a condition based on the damage type, on a weak hit they take half damage and are not inflicted with a condition.

    ElementSaving ThrowCondition
    FireCunningDoomed
    ColdPowerSlowed
    LightningCunningWeakened
    PoisonPowerWeakened
    AcidPowerSundered

    You can increase the power of your breath weapon by spending additional AP and fatigue:

    APFatigueDamageBlastSpray
    +1+1+1 die+5’ Long+5’ Cone
    +1+2+2 die+10’ Long+10’ Cone
    +2+3+3 die+15’ Long+15’ Cone
    +2+4+4 die+20’ Long+20’ Cone

    You can only spend a additional amount of fatigue equal to your proficiency bonus.

Dwarf

Size: medium

Dwarf

  • Diggy Diggy Hole

    You gain darkvision and, during an extended rest, you can dig a 5’ x 5’ x 5’ hole as a downtime activity. For every non-Dwarf character you have helping, increase any of the hole’s dimensions by 1’.

  • Grizzled

    Increase your HP by your Proficiency Bonus.

  • Resilient

    You gain resistance to poison damage and can mark 3-fatigue to reduce the duration of weakened on you by 1 turn.

Elf

Size: medium

Elf

  • Fey-touched

    You gain low-light vision, and magic cannot put you to sleep.

  • Graceful

    As a reaction to taking damage from being hit by a ranged attack or or an effect caused by a cunning saving throw, you can mark 2-fatigue to gain 2 AC.

  • Trance

    When you take a long rest, you can choose one additional downtime activity.

Gnome

Size: small

Gnome

  • Crafty

    When crafting, you can replace up to ½ of the required common materials junk, and you make crafting rolls with +2 ongoing. As part of your daily preparations, you can create a tiny clockwork device with 0 AC, 0 fatigue, and 1 HP, like a toy, fire starter, or music box. The trinket can perform a single task that cannot affect more than 1 cubic foot of space or last more than 1 hour, and must be harmless, such as cleaning or soiling an object, warming, chilling, or flavoring nonliving material, lighting or snuffing a fire source like a candle or torch, or displaying an illusory image.

  • Shiny

    You gain low-light vision and the ability to shift your hair and skin color at will—small changes can be made by spending 1 AP, more dramatic shifts across your body take up to an hour.

  • Trixy

    You learn the minor illusion cantrip, choosing +FOCUS, +POWER, or +CUNNING to cast it with.

Goblin

Size: small

Goblin

  • Bouncy

    Your skull is thick and your bones are squishy. Increase your maximum HP by 5 and when you fall, reduce the damage you take by half.

  • Irongut

    When you tend to wounds, you can consume garbage, spoiled or raw food, or similar items in place of supplies, and you gain +2 ongoing to saving throws against ingested poison.

  • Razortooth

    You’ve got nasty big pointy teeth and the jaw muscles to match. You can bite as an unarmed attack, dealing 1d6 damage. This attack has the agile weapon property and the nick weapon mastery.

Goliath

Size: medium

Giant Blood

  • Big

    Big

Halfling

Size: small

Halfling

  • Detailed

    You gain Truesight to 5’ and can make out microscopic details in items you closely examine.

  • Lucky

    Increase your total number of threads of fate by 1. Whenever you finish a long rest, regain 1 thread.

  • Reliable

    Whenever you roll a critical miss, you can reroll your ability check and must use the new result.

Human

Size: small, medium

Human

  • Adaptable

    Gain a non-rare technique.

  • Resourceful

    The first time in a day when marking fatigue would cause you to gain an exhaustion, reduce that fatigue by 1 (minimum 0). If this wouldn’t put you over your fatigue threshold, you do not mark the exhaustion.

  • Skilled

    Gain either an additional talent or proficiency and mastery of a single weapon.

Inferni

Size: small, medium

Lower Planes

  • Fire

    Fire

Kobold

Size: small

Kobold

  • Cry for Help

    As a reaction to taking damage, you can cry out for your allies to help you. Any ally that can hear you becomes prepared for their next attack roll against the creature that damaged you. You can use this a number of times equal to your proficiency bonus, and can recover spent uses as part of your daily preperations.

  • Dungeon Dweller

    You gain Darkvision and have +2 ongoing to find an exit when in a dungeon or cave system.

  • Follow the Leader

    Designate a creature as your leader. In combat, you swap your initiative with theirs if theirs is lower than yours, and whenever you use Aid or Help on your leader, gain a bonus to your next ability check equal to your +BOND with them.

Orc

Size: medium

Orc

  • Battle Ready

    Gain Darkvision and +2 ongoing to your focus roll to take watch.

  • Relentless Endurance

    When you are reduced to 0 HP but not killed outright, you can drop to 1 HP instead. Once you use this, you can’t do so again until you’ve finished your daily preparations.

  • Warrior's Heart

    Increase your HP by 5 and your speed by 5

Virneus

Size: small, medium

Warforged

  • Efficient

    Clear 1 additional fatigue when you finish a short rest.

  • Purposeful Design

    Decide who made you and for what purpose. At character creation, choose one of your talents that best aligns with this purpose and mark it as expertise.

  • Sentinel

    You gain Darkvision and can slow your body’s functions down to a crawl—as long as you stay perfectly still you can appear dormant, and do not need to eat or drink, while remaining aware of your surroundings. Getting into this state takes 1 minute.

Heritages

Academic

You’ve spent your life in the pursuit of knowledge in its purest forms. You have advantage on rolls that involve history, culture, or politics of a prominent person or place.

Acolyte

You’ve lived your life in service to a temple or other religious organization. You have advantage on rolls to decipher religious texts, perform or understand religious ceremonies, or proselytize.

Artisan

You are a skilled artisan specializing in a particular kind of crafting—leatherwork, woodworking, smithing, weaving, or jewelry making. Reduce crafting countdown for your speciality 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.

Cosmopolitan

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 and adapt your behavior to local customs.

Criminal

You’ve lived life in the underworld, learning an array of useful, if unscrupulous, skills. You have advantage on rolls to negotiate with criminals, detect lies, or find a safe place to hide.

Explorer

You’ve spent your life trekking through and mapping unknown terrain. You roll with advantage when navigating harsh environments, using your survival skills, and mapping new or unknown locations.

In a Trenchcoat

Requirements: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 feat if your ancestry’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 saving throw DC is 10 plus your in a trenchcoat modifier; on a weak hit they notice something weird and gain +2 ongoing to discerning your true nature, on a strong hit they notice you are, in fact, just 2 small creatures in a trench coat.

On your turn, you can spend 1 AP to separate; if you do each creature gets ½ of your current HP, and any statuses or conditions applied (this does not change their duration) and can only be healed up to a maximum of ½ of your maximum HP. They share the same fatigue and exhaustion tracks. When split, each creature only has the equipment they were carrying. They share any remaining AP this round, and on subsequent rounds go on the same initiative and share total AP.

If one hits 0 HP but doesn’t outright die, the other can’t take any actions other than moving to their partner and getting them back together as a single creature, which takes 1 AP and immediately ends your turn. When you come back together, your HP equals the HP of each creature combined, and conditions or statuses that either creature has you now have. During this time, the partner at 0 HP makes death saving throws as normal, and if it dies, your maximum HP is cut in half and you lose all bonuses and abilities from this lineage until your partner is resurrected. If your partner is unconscious, you cannot split again until you’ve finished a short or long rest.

Noble

You’re accustomed to a life of elegance, opulence, and privilege within the upper echelons of society. You have advantage on rolls to consort with nobles, negotiate prices on equipment and lodging, or leverage your reputation to get what you want.

Prodigy

You’ve been blessed with a natural gift and have worked to hone it. Gain an extra talent.

Soldier

You’ve lived a life of military discipline, and are ready to defend those around you. You gain proficiency in a weapon of your choice, or mastery of it if you’re already proficient with it, and roll with advantage when convincing law enforcement of your take of events.

Wanderer

Because you’ve spent your life wandering from place to place, never settling down, you’ve picked up a knack 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. Once you use this, you can’t use it again until you’ve made your daily preperations.

Talents

Talents are a word or phrase that describes a specific set of skills, personality traits, experiences, or aptitudes your character has gained over the course of their life. Whenever a talent may be applicable to a ability check you’re making, you can ask the GM if you can make a skill check instead of the applicable roll. Talents can’t be used in place of attack roll or saving throws.

There’s no set list of talents, but they can’t be too broadly applicable and can’t grant your character specific mechanical benefits, like spells, special abilities, or senses. Talents like “One-Hit Kill” or “Invincible” imply game-breaking special abilities, and “Supergenius” or “Omniskilled” are too broad and could be applied to virtually any roll. The best talents SEL—they’re specific (relevant in key situations but not something that you’ll rely on multiple times a session every session) and either earned (through your hard work or through your station in life but not something you’re born with) or learned (something you could teach to others or that you’ve picked up through your life).

Great talents draw on your heritage and the background you’ve written for your character—a Noble may have a talent “Princess of the House of Dragons” whereas a Criminal may have a talent “Magic Item Fence for the Big City Thieves’ Guild”.

Talents start with a modifier equal to your proficiency bonus, and as you level up you can choose to increase the bonus as a level up option. You can also gain additional talents as you level up. You may gain expertise in a talent—double your talent’s bonus when you roll with a talent you’re an expert in.