AncestryDwarf . . . by ?: || border=1 ||! d6 ||! Dwarven Characteristics || || 1 || The axe I made of my long-gone spouse has been stolen. I will stop at nothing to find it. || || 2 || I fear open bodies of water, not because I will sink, but that I may come out rusty. || || 3 || I see bad care for one's armor and weapons as someone who despises their family. || || 4 || I plundered the grave of another clan and claimed the wondrous steel was my grandfather, so that I may continue the lie of the honor he had in life. || || 5 || I try my best to bake, but my allies unironically think I give them rocks to eat. || || 6 || I insult allies and opponents alike that I will wear them like jewelry. ||
AncestryKrystl . . . by ?: * '''Restoring Touch.''' You know the '''Mending''' cantrip. You can target yourself or other creatures when casting it this way, expending one or more Hit Dice when doing so. The target creature regains hit points equal to the total. You regain all Hit Dice expended this way at the end of a long rest. || 2 || My whistling sounds like wind blowing over a bottle or through chimes. || || 3 || Every cut or blow I take eventually scars into crystals. || || 5 || I've given a crystal part of me to someone close to me as a charm of good fortune. ||
AncestryChitin . . . by ?: %rfloat width=500px% https://i.imgur.com/vvyeuaW.png | Art by Lost Eventide Studios!
AncestryAethus . . . by ?: With no culture of their own, many aethus either take on a life in the art of magic, or as a manifestation of the culture they found themselves at birth. An aethus born from the sheer devotion of a paladin towards their oath may push this devotion towards expanding the possibilities of magic, while an aethus formed from the undying essence of a powerful sorcerer may reject their lineage and live by the sword alongside the family of mercenaries that adopted them. As an Aethus may be created in an infant form or as an adult with a general knowledge granted by their magic, the circumstances of their names depends on their environment. The legendary few that find themselves raising an aethus are often likely to name them after figures of legend, while Aethus born fully grown may take on the name of whatever word they hear the most describe them. Such precedents exist historically, where of the three instances of an Aethus meeting another, the two were named Merlin and Sun-Touched. || 1 || I am a sorcerer's magical essence, born upon their death. Now I wander to find who, or what, killed them and brought me into this world. || || 2 || An extraplanar being of great magical power created me to be its eyes on this world. I may or may not know of this, but I always feel as if I have something watching through me. ||
AncestryMakeBelieve . . . by ?: * '''Made of Joy.''' Your body’s inanimate composition provides you the following.
AncestryWyvern . . . by ?: (:title Wyverians:) Endowed with winged arms and a venomous tail, wyverians (wyvern as singular) soar the skies over their humanoid kindred. Often mistaken as territorial birds or miniature dragons, many are quick to learn that their bite is bad as their bark, and with a boisterous attitude to rival their draconic creators. While drakes wander the lands and wyrms uncover great caves, wyverians take to the sky and dwell atop lofty areas. A wyvern possesses enlarged proportions, their arms seemingly stretched so far that they may use them as a secondary pair of legs while standing. These very arms covet their signature wings, a thin membrane stretching from their waist to beyond the edges of their fingers. Chromatic scales and feathers dress these wings and arms, often colored with rocky powders and ointments they come across their travels. This gift of flight limits the use of their arms while aloft, but very few wyverians are defenceless while in the air. Few enjoy the sight of a wyvern’s barbed tail in combat, its ends coated with poison. Other wyverians instead specialize in developing their legs to seize their foes, flying up into the air to either drop them to overwhelm them with barbed strikes. A lifestyle in the sky, as well as winged arms, provides a unique style of attire for wyverians. Many either dress minimally or with layers of silken robes, their clothing almost always leaving their arms free. Any armor is almost always secured around the neck and waist so that it does not impede their flight, and often just protecting their chests and front legs. After all, how can surface-dwellers strike their backs while they fly above them?
AncestryDryad . . . by ?: %rfloat width=450px% https://i.imgur.com/PJ6Tssg.png | Art by Maxkayart! %rfloat width=450px% https://i.imgur.com/AYu43Tz.jpeg | Art by Karmacores!
AncestryDoppel . . . by ?: || 6 || The person they say is the "true" me still lives. I will prove them all that THEY are the doppel, not me! I AM THE ORIGINAl! ||
AncestrySpartoi . . . by ?: Resembling animated statues, Sparti spend the majority of their life adventuring or within an armed force, only returning home once they've earned a worthy Call or live for a century. Sharing an innate connection to nature and combat, many folks know not to encounter a Spartoi by the end of their spear, but rather alongside a field of wheat.
AncestryRevenant . . . by ?: * '''Self-Made Body.''' A revenant’s abilities differ greatly based on the materials that composes its new body. Choose one of the following benefits.
AncestryNocturnal . . . by ?: || 1 || I was born as my siblings shadow. While we were always together, something has separated us. ||
AncestryMelusine . . . by ?: %rfloat width=500px% https://i.imgur.com/1LXBZEJ.png | Art by Galantines! %rfloat width=500px% https://i.imgur.com/akh7pVp.png | Art by Maxkayart!
AncestryMer . . . by ?: * '''Creature Type.''' You are Humanoid.
AncestryDullahan . . . by ?: * '''Draining Seperation.''' Your head cannot be separated from your body for up to a number of feet equal to 10 times your character level. As soon as you go beyond this range you take 1 level of exhaustion, and you gain another level of exhaustion every time you spend a number of hours equal to your Constitution modifier (minimum 1) without your head within this range. These levels of exhaustion disappear after you spend a long rest with your head reattached.
AncestryErudeye . . . by ?: ''"I never really enjoyed being with people, you know." Alexander commented as he poured tea for the rest of the party, sitting down and blowing on his cup once done. "You wouldn't really see me outside of the a-academy's library, a-and I tended to be quite rude to those around me when I studied."''
AncestryFruy . . . by ?: %rfloat width=350px% https://i.imgur.com/gekEAKJ.jpeg | Art by Necromoss! %rfloat width=400px% https://i.imgur.com/WJPj0dJ.png | Art by Maxkayart! || 6 || I like to fall asleep partially in the ground, as if i’ll wake up tomorrow as a great big tree! || %float width=500px% https://i.imgur.com/NO4L5aK.png | Art by Kinseviing!
AncestryDynastes . . . by ?: [deleted] * '''Innate Spellcasting.''' You know the '''Encode Thoughts''' cantrip. When you reach 3rd level, you can cast the '''Sleep''' spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the '''Levitate''' spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose upon making your character). * '''Photosynthesis.''' You don't need to eat. However, you can't finish a long rest so long as you have spent 1 continuous hour doing nothing more than light activities in bright or dim sunlight since the end of your last long rest.
AncestryWhisper . . . by ?: ** '''''Denial.''''' You cling to the physical like a poltergeist. You know the *Mage Hand* cantrip, and can cast the *Disguise Self* and *False Life* spell once with this trait. Once you cast any one of these 1st-level spell, you can't cast either of them again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (you choose when picking this race). ** '''''Bargaining.''''' Your charms are that of vampires. You gain proficiency in Persuasion and Deception, and can use your Wisdom modifier, rather than your Charisma modifier, when using these skills. ** '''''Anger.''''' Your rage is that of wraiths. Upon hitting a creature with a weapon attack or an unarmed strike, you can change the damage type to necrotic, dealing extra damage equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses upon finishing a long rest. ** '''''Sorrow.''''' Your cries match that of banshees. When a creature within 30 feet of you that can see or hear you would attack you or a friendly creature, you can spend your reaction to make them roll a Charisma saving throw (DC = 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier, chosen when picking this race). On a failed save, they must pick a new target or lose the attack. Once you have used this trait, you can't use it again until you finish a short or long rest. ** '''''Acceptance.''''' You stand tall between life and death. When rolling a saving throw, willingly failing the save causes you to take half damage, rather than full, from the targeting effect.