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Ancestry

Not final copy:

  • Ancestry isn't race. Labels like "elf" or "dragon" are categories, not contracts.
  • You aren't locked into one ancestry. You can take whatever ancestry feats you want, both at level 1, and at later levels. You can also use your bonus feats to take non-ancestry feats. They're just feats.
  • Really powerful ancestries cost powers.

Ancestry Feats

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Demihumans

Elf

  • Gift of the Eldar: You are ageless. You find it easy to maneuver through difficult natural terrain. You can call upon nature for minor conveniences.
  • Reverie: You don't sleep, but rather commune with ancestral memories. Can gain insight into mysteries; immune to sleep magic. Long rest requires half as much unconsciousness, but you must make up the time in quiet meditation.
  • High Elven Magic: Gain a minor power, such as producing flame, conjuring a blast of wind, etc. (Not as powerful as a full power, about as powerful as a 5e cantrip)
  • Cavernborn: Gain darkvision in a 30 ft radius, as long as you haven't been exposed to sunlight in the last 5 minutes.

Other options:

  • Noble drow often are bonded with a Demon Seed, effectively the Infernal Ancestry power.
  • Just about any Elementalist power makes sense for a Wood Elf, or an Arcanist power for a High Elf.

Dwarf

  • Fortitude of the Earthen: Resist poison, work hard/hustle for longer, gain bonus HP.
  • Stonesong: Speak to stone; great for mining and earthwork, also good for gathering information. Helps with digging and stonework.
  • Stout Heart: Gain Inspiration whenever your unbreakable will is truly needed.

Etc...