Ancestry
Ancestry feats allow a character to gain abilities or traits related to their ancestry, reflecting supernatural bloodlines, magical heritage, or otherworldly origins.
Aberration
- Alien Anatomy: Your alien physiology grants immunity to critical hits and resistance to poison.
- Psychic Symbiote: Host an alien mind that shares concentration and negates mental saves.
- Third Eye: Your character has psionic perception, granting the ability to perceive the location and intelligence of nearby minds, regardless of light, concealment, or cover. More intelligent minds are more vibrant and complex, and therefore can be discerned. Intent, on a broad level (hostile, indifferent, friendly) can also be discerned. This form of sight cannot see anything without a brain (or equivalent, such as a hive mind), and cannot see objects at all (although most constructs have a simple, programmed mind).
Rank 2
- Hive Mind: Telepathically link with allies, sharing senses and coordinating actions.
Dragon
- Draconic Presence: Your mere presence inspires awe or terror in lesser creatures.
- Draconic Scales: Grow scales that grant natural armor and resistance to your breath element.
- Breath of the Dragon: Unleash a powerful breath attack matching your draconic heritage, dealing elemental damage in a cone or line.
- Wings of the Dragon: Grow draconic wings, allowing for gliding, slow fall, and flight; your wings can also block and be used as weapons.
- Might of the Dragon: Gain the natural weapons of a dragon, including sharp claws and a powerful tail.
General
- Keen Senses: Gain advantage on Perception checks and cannot be surprised.
- Low-Light Vision: See in dim light as if it were bright light.
- Natural Armor: Gain a +4 natural armor bonus to AC. Stackable once/rank.
- Tough: Gain bonus hit points equal to twice your level. Stackable once/rank.
- Darkvision (Rank 3): See in darkness as if it were dim light.
- Wings: You have wings that can be used for gliding, slow fall, and flight.
Sylvan
- Aquatic Nature: Transform into a water creature with swim speed and water breathing.
- Glamour: Magically enhance your appearance for advantage on Charisma checks.
- Siren Song: Enchanting voice grants Perform advantage and one Bardic Music feat.
- Furry: Stable human-animal hybrid form with bestial traits.
- Plantoid: Photosynthetic being that gains sustenance from sunlight.
- Werefolk: Shift between human and animal forms with Call of the Wild.
- Underwater Native: Breathe underwater with swim speed, but require daily water time.
- Fey: Gain fey nature with iron vulnerability and binding by words or gifts.
- Speak with Animals: Communicate with animals and gain their trust.
- Woodland Stride: Move through natural difficult terrain without penalty and leave no trail.
- Ears of the Fox: Gain advantage on Perception checks relying on hearing and can hear through solid objects.
- Eyes of the Hawk: Gain advantage on Perception checks relying on sight and can see minute detail (both up close and objects very far away).
- Nose of the Hound: Gain Scent.
- Claws of the Cat: Gain retractable claws (medium slashing, can dual wield) and can climb difficult surfaces.
- Tail of the Monkey: Gain a prehensile tail that can hold objects and grants balance, giving advantage on Acrobatics checks and allowing you to climb difficult surfaces.
- Fangs of the Snake: Gain retractable fangs (medium piercing plus poisoned (Con ends)) and can constrict targets you grapple.
- Horns of the Ram: Gain curved horns that can be used for medium bludgeoning attacks and to ram through obstacles.
- Wings of the Bat: Gain leathery wings that grant slowfall and glide at will.
- Wings of the Bird: Gain feathered wings that grant slowfall and glide at will.
Tiefling
- Born in Flames: Gain Resist 50% fire damage.
- Infernal Chains: Sprout spiked chains usable as reach weapons.
- Wings of the Fallen: Gain fly speed.
Ideas:
- Devil Trigger: similar in concept to Vampiric Nature #Blooded, but I need a source of power.
Shadow
- Cloaked in Shadow: Gain AC bonus when attackers have concealment against you.
- Shadow Step: Teleport between areas of dim light or darkness as a move action.
- Withering Touch: Touch attack drains life, dealing necrotic and Con damage.
Rank 2
- Devilsight: Gain Darkvision.
- Shadow Meld (requires Cloaked in Shadow): Become invisible in dim light or darkness.
Elemental
- Elemental Affinity: Choose an element and gain Resist 50% damage of that type.
- Elemental Burst: Release a burst of elemental energy around you, damaging nearby enemies.
- Elemental Weapon: Imbue unarmed attacks with elemental energy, dealing extra damage of that type.
- Elemental Form: Encounter, swift; you become an elemental creature of your chosen type for up to 1 round per rank.
Rank 2
- Elemental Mastery (requires Elemental Affinity): Gain Immunity to your chosen element.
Netherkin (Undead)
Vampire
- Vampiric Nature: You have vampiric nature, granting you some of the strength of a vampire, and a few of its weaknesses.
- Vampiric Potency: You gain powerful Strength-based abilities while Blooded. Requires Vampiric Nature.
- Vampiric Celerity: You gain increased speed and reflexes while Blooded. Requires Vampiric Nature.
- Vampiric Fortitude: You gain supernatural resilience while Blooded. Requires Vampiric Nature.
- Vampiric Auspex: You gain heightened senses and perception while Blooded. Requires Vampiric Nature.
- Vampiric Dominance: You gain the ability to dominate others while Blooded. Requires Vampiric Nature.
- etc
General
- Kiss of Death: Necrotic touch attack that can heal you or boost rolls.
- Undying Resilience: Gain resistance to necrotic damage and advantage on death saving throws.
- Improved Kiss of Death: Enhanced Kiss deals heavy damage plus Cha damage.
Rank 2
- Deathless Vigor (requires Undying Resilience): When reduced to 0 HP, you may continue acting, and you do not need to roll death saving throws. Taking damage still causes an automatic death save failure.
Flaws
Flaws are a special kind of ancestry feat that impose a disadvantage or limitation on your character in exchange for a bonus positive ancestry feat.
- Vulnerability: Your character has vulnerability to a major supertype of damage: physical, magical, or elemental, taking double damage from that supertype.
- The Bane: Your character is deathly allergic to iron. All iron weapons inflict double damage to your character. You cannot wield iron weapons, even with non-iron handles, nor can you make use of iron armor, regardless of padding underneath. If enclosed in iron in such a manner, you become nauseated, and cannot act in a given turn without passing a DC 15 Con save--on success, you may take a move or swift action only.
- Threshold Bound: You cannot enter a private residence without an invitation--it is as if a force field prevents you. If you are somehow forced inside one, perhaps by teleportation, you lose all magical abilities and must spend all of your actions attempting to flee at best possible speed. All temples and holy sites have a threshold, and only the divine figure to which they are consecrated can grant you entrance, possibly at the behest of a priest or worshipper.
- Involuntary Shapeshifter: Coupled with Werefolk, your character involuntarily shifts into a werefolk form under certain conditions, such as during a full moon or when experiencing strong emotions. This can impose various limitations and disadvantages depending on the form and situation.
- Rage: Under certain conditions, such as when your character is provoked or takes damage, your character enters a state of uncontrollable rage. While raging, your character gains increased strength and resilience but loses the ability to act with precision or restraint, preferring melee attacks until all enemies are dead, then causing collateral damage until the rage is finally under control.
- Sunlight Vulnerability: Your character is deathly vulnerable to sunlight, suffering 50% of max HP per round of direct exposure, and 10% per round of indirect exposure, such as through a window, or while protected by a parasol. If you reach 0 HP and fail your death saves in sunlight, you disintegrate into ash.
- Blindness: Your character is completely blind, unable to see anything. This imposes severe penalties on perception checks and combat actions that rely on sight. Your character must rely on other senses and may require assistance or special abilities to navigate and interact with the environment effectively. Couples well with Third Eye.
- Blood Dependency: Your character relies on the Blooded state for maintaining their strength and abilities. If your character is not Blooded, they suffer penalties and their hunger drives them to seek blood. You can absorb more blood than a typical vampire. Requires Vampiric Nature.
- Words are Power: Your character's words carry magical weight, binding you to them. You cannot speak knowing lies, although you may obscure the truth with vague wording or ambiguous statements. Any offer you make verbally is binding and must be honored, and breaking such an offer carries magical consequences.
- Corruption: Your character is marked with corruption by planar forces, bearing unusual skin and eyes, strange skin color, unusual features such as horns and a tail, etc. You are offputting to ordinary members of your kind, suffering disadvantage to most Charisma-based interactions, and subject to persecution in some cases.