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Select your character's class to define their core abilities and role.
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Bard
Bards are the most charismatic people in all the realms. Members of this class are masters of captivation and specialize in a variety of performance types, including singing, playing musical instrumen...
Druid
Becoming a druid is more than an occupation; it's a calling for those who wish to learn from and protect the magic of the wilderness. While one might underestimate a gentle druid who practices the oft...
Guardian
The title of guardian represents an array of martial professions, speaking more to their moral compass and unshakeable fortitude than the means by which they fight. While many guardians join groups of...
Ranger
Rangers are highly skilled hunters who, despite their martial abilities, rarely lend their skills to an army. Through mastery of the body and a deep understanding of the wilderness, rangers become sly...
Rogue
Rogues are scoundrels, often in both attitude and practice. Broadly known as liars and thieves, the best among this class move through the world anonymously. Utilizing their sharp wits and blades, rog...
Seraph
Seraphs are divine fighters and healers imbued with sacred purpose. A wide array of deities exist within the realms, and thus numerous kinds of seraphs are appointed by these gods. Their ethos traditi...
Sorcerer
Not all innate magic users choose to hone their craft, but those who do can become powerful sorcerers. The gifts of these wielders are passed down through families, even if the family is unaware of or...
Warrior
Becoming a warrior requires years, often a lifetime, of training and dedication to the mastery of weapons and violence. While many who seek to fight hone only their strength, warriors understand the i...
Wizard
Whether through an institution or individual study, those known as wizards acquire and hone immense magical power over years of learning using a variety of tools, including books, stones, potions, and...
Witch
As a witch, you weave together the mysterious powers of earth, sky, and spirit to craft protective charms and hex your enemies.
Warlock
As a warlock, you've pledged your life to a patron in exchange for great power.
Brawler
As a brawler, you can use your fists just as well as any weapon to fight off the threats that get in your way.
Assassin
As an assassin, you utilize unmatched stealth and precision to ambush the unwary.
Bard
Bards are the most charismatic people in all the realms. Members of this class are masters of captivation and specialize in a variety of performance types, including singing, playing musical instruments, weaving tales, or telling jokes. Whether performing for an audience or speaking to an individual, bards thrive in social situations. Members of this profession bond and train at schools or guilds, but a current of egotism runs through those of the bardic persuasion. While they may be the most likely class to bring people together, a bard of ill temper can just as easily tear a party apart.
Starting Items: A romance novel or a letter never opened
Hope Feature
Spend 3 Hope to temporarily Distract a target within Close range, giving them a -2 penalty to their Difficulty.
Class Features
Rally
Once per session, describe how you rally the party and give yourself and each of your allies a Rally Die. At level 1, your Rally Die is a d6. A PC can spend their Rally Die to roll it, adding the result to their action roll, reaction roll, damage roll, or to clear a number of Stress equal to the result. At the end of each session, clear all unspent Rally Dice. At level 5, your Rally Die increases to a d8.
Druid
Becoming a druid is more than an occupation; it's a calling for those who wish to learn from and protect the magic of the wilderness. While one might underestimate a gentle druid who practices the often-quiet work of cultivating flora, druids who channel the untamed forces of nature are terrifying to behold. Druids cultivate their abilities in small groups, often connected by a specific ethos or locale, but some choose to work alone. Through years of study and dedication, druids can learn to transform into beasts and shape nature itself.
Starting Items: A small bag of rocks and bones or a strange pendant found in the dirt
Hope Feature
Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.
Class Features
Beastform
Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can't use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform's features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you're in a Beastform, your armor becomes part of your body and you mark Armor Slots as usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.
Wildtouch
You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.
Guardian
The title of guardian represents an array of martial professions, speaking more to their moral compass and unshakeable fortitude than the means by which they fight. While many guardians join groups of militants for either a country or cause, they're more likely to follow those few they truly care for, majority be damned. Guardians are known for fighting with remarkable ferocity even against overwhelming odds, defending their cohort above all else. Woe betide those who harm the ally of a guardian, as the guardian will answer this injury in kind.
Starting Items: A totem from your mentor or a secret key
Hope Feature
Spend 3 Hope to clear 2 Armor Slots.
Class Features
Unstoppable
Once per long rest, you can become Unstoppable. You gain an Unstoppable Die. At level 1, your Unstoppable Die is a d4. Place it on your character sheet in the space provided, starting with the 1 value facing up. After you make a damage roll that deals 1 or more Hit Points to a target, increase the Unstoppable Die value by one. When the die's value would exceed its maximum value or when the scene ends, remove the die and drop out of Unstoppable. At level 5, your Unstoppable Die increases to a d6. While Unstoppable, you gain the following benefits: - You reduce the severity of physical damage by one threshold (Severe to Major, Major to Minor, Minor to None). - You add the current value of the Unstoppable Die to your damage roll. - You can't be Restrained or Vulnerable.
Tip
*If your Unstoppable Die is a d4 and the 4 is currently facing up, you remove the die the next time you would increase it. However, if your Unstoppable Die has increased to a d6 and the 4 is currently facing up, you'll turn it to 5 the next time you would increase it. In this case, you'll remove the die after you would need to increase it higher than 6.*
Ranger
Rangers are highly skilled hunters who, despite their martial abilities, rarely lend their skills to an army. Through mastery of the body and a deep understanding of the wilderness, rangers become sly tacticians, pursuing their quarry with cunning and patience. Many rangers track and fight alongside an animal companion with whom they've forged a powerful spiritual bond. By honing their skills in the wild, rangers become expert trackers, as likely to ensnare their foes in a trap as they are to assail them head-on.
Starting Items: A trophy from your first kill or a seemingly broken compass
Hope Feature
Spend 3 Hope when you succeed on an attack with a weapon to use that same roll against two additional adversaries within range of the attack.
Class Features
Ranger's Focus
Spend a Hope and make an attack against a target. On a success, deal your attack's normal damage and temporarily make the attack's target your Focus. Until this feature ends or you make a different creature your Focus, you gain the following benefits against your Focus: - You know precisely what direction they are in. - When you deal damage to them, they must mark a Stress. - When you fail an attack against them, you can end your Ranger's Focus feature to reroll your Duality Dice.
Companion
You and your companion share growth: start with +2 in two Experiences; whenever you gain a new Experience, your companion also gains one (new Experiences start at +2). Standard Attack Range applies.
Rogue
Rogues are scoundrels, often in both attitude and practice. Broadly known as liars and thieves, the best among this class move through the world anonymously. Utilizing their sharp wits and blades, rogues trick their foes through social manipulation as easily as breaking locks, climbing through windows, or dealing underhanded blows. These masters of magical craft manipulate shadow and movement, adding an array of useful and deadly tools to their repertoire. Rogues frequently establish guilds to meet future accomplices, hire out jobs, and hone secret skills, proving that there's honor among thieves for those who know where to look.
Starting Items: A set of forgery tools or a grappling hook
Hope Feature
Spend 3 Hope to gain a +2 bonus to your Evasion until the next time an attack succeeds against you. Otherwise, this bonus lasts until your next rest.
Class Features
Cloaked
Any time you would be Hidden, you are instead Cloaked. In addition to the benefits of the Hidden condition, while Cloaked you remain unseen if you are stationary when an adversary moves to where they would normally see you. After you make an attack or end a move within line of sight of an adversary, you are no longer Cloaked.
Sneak Attack
When you succeed on an attack while Cloaked or while an ally is within Melee range of your target, add a number of d6s equal to your tier to your damage roll. - Level 1 → Tier 1 - Levels 2–4 → Tier 2 - Levels 5–7 → Tier 3 - Levels 8–10 → Tier 4
Seraph
Seraphs are divine fighters and healers imbued with sacred purpose. A wide array of deities exist within the realms, and thus numerous kinds of seraphs are appointed by these gods. Their ethos traditionally aligns with the domain or goals of their god, such as defending the weak, exacting vengeance, protecting a land or artifact, or upholding a particular faith. Some seraphs ally themselves with an army or locale, much to the satisfaction of their rulers, but other crusaders fight in opposition to the follies of the Mortal Realm. It is better to be a seraph's ally than their enemy, as they are terrifying foes to those who defy their purpose.
Starting Items: A bundle of offerings or a sigil of your god
Hope Feature
Spend 3 Hope to clear a Hit Point on an ally within Close range.
Class Features
Prayer Dice
At the beginning of each session, roll a number of d4s equal to your subclass's Spellcast trait and place them on your character sheet in the space provided. These are your Prayer Dice. You can spend any number of Prayer Dice to aid yourself or an ally within Far range. You can use a spent die's value to reduce incoming damage, add to a roll's result after the roll is made, or gain Hope equal to the result. At the end of each session, clear all unspent Prayer Dice.
Sorcerer
Not all innate magic users choose to hone their craft, but those who do can become powerful sorcerers. The gifts of these wielders are passed down through families, even if the family is unaware of or reluctant to practice them. A sorcerer's abilities can range from the elemental to the illusionary and beyond, and many practitioners band together into collectives based on their talents. The act of becoming a formidable sorcerer is not the practice of acquiring power, but learning to cultivate and control the power one already possesses. The magic of a misguided or undisciplined sorcerer is a dangerous force indeed.
Starting Items: A whispering orb or a family heirloom
Hope Feature
Spend 3 Hope to reroll any number of your damage dice on an attack that deals magic damage.
Class Features
Arcane Sense
You can sense the presence of magical people and objects within Close range.
Minor Illusion
Make a Spellcast Roll (10). On a success, you create a minor visual illusion no larger than yourself within Close range. This illusion is convincing to anyone at Close range or farther.
Channel Raw Power
Once per long rest, you can place a domain card from your loadout into your vault and choose to either: - Gain Hope equal to the level of the card. - Enhance a spell that deals damage, gaining a bonus to your damage roll equal to twice the level of the card.
Warrior
Becoming a warrior requires years, often a lifetime, of training and dedication to the mastery of weapons and violence. While many who seek to fight hone only their strength, warriors understand the importance of an agile body and mind, making them some of the most sought-after fighters across the realms. Frequently, warriors find employment within an army, a band of mercenaries, or even a royal guard, but their potential is wasted in any position where they cannot continue to improve and expand their skills. Warriors are known to have a favored weapon; to come between them and their blade would be a grievous mistake.
Starting Items: The drawing of a lover or a sharpening stone
Hope Feature
Spend 3 Hope to gain a +1 bonus to your attack rolls until your next rest.
Class Features
Attack of Opportunity
If an adversary within Melee range attempts to leave that range, make a reaction roll using a trait of your choice against their Difficulty. Choose one effect on a success, or two if you critically succeed: - They can't move from where they are. - You deal damage to them equal to your primary weapon's damage. - You move with them.
Combat Training
You ignore burden when equipping weapons. When you deal physical damage, you gain a bonus to your damage roll equal to your level.
Wizard
Whether through an institution or individual study, those known as wizards acquire and hone immense magical power over years of learning using a variety of tools, including books, stones, potions, and herbs. Some wizards dedicate their lives to mastering a particular school of magic, while others learn from a wide variety of disciplines. Many wizards become wise and powerful figures in their communities, advising rulers, providing medicines and healing, and even leading war councils. While these mages all work toward the common goal of collecting magical knowledge, wizards often have the most conflict within their own ranks, as the acquisition, keeping, and sharing of powerful secrets is a topic of intense debate that has resulted in innumerable deaths.
Starting Items: A book you're trying to translate or a tiny, harmless elemental pet
Hope Feature
Spend 3 Hope to force an adversary within Far range to reroll an attack or damage roll.
Class Features
Prestidigitation
You can perform harmless, subtle magical effects at will. For example, you can change an object's color, create a smell, light a candle, cause a tiny object to float, illuminate a room, or repair a small object.
Strange Patterns
Choose a number between 1 and 12. When you roll that number on a Duality Die, gain a Hope or clear a Stress. You can change this number when you take a long rest.
Witch
As a witch, you weave together the mysterious powers of earth, sky, and spirit to craft protective charms and hex your enemies.
Starting Items: A handwritten journal or runestones
Hope Feature
When you or an ally within Far range rolls a failure on an action roll, you can spend 3 Hope to change it into a success with Fear instead.
Class Features
Hex
When a creature causes you or an ally within Close range to mark any number of Hit Points, you can mark a Stress to Hex them. Action and damage rolls against a Hexed creature gain a bonus equal to your tier. This condition lasts until the GM spends a number of Fear equal to your Spellcast trait to remove it or you Hex another creature. Otherwise, remove it when the scene ends.
Commune
Once per long rest, during a moment of calm, you can commune with an ancestor, deity, nature spirit, or otherworldly being. Ask them a question, then roll a number of d6s equal to your Spellcast trait. Choose one value from the rolled results and reference the chart below for the effect: 1-3: You taste a flavor, smell a scent, or feel a sensation relevant to the answer. 4-5: You hear sounds or see a vision relevant to the answer. 6: You psychically experience a scene relevant to the answer as if you were there.
Warlock
As a warlock, you've pledged your life to a patron in exchange for great power.
Starting Items: A carving that symbolizes your patron or a ring you can't remove
Hope Feature
Spend 3 Hope to call out to your patron for help, gaining 1d4 Favor.
Class Features
Warlock Patron
You have committed yourself to a patron (god, demon, fae, or other supernatural entity) in exchange for power. Write their name above. Then choose their spheres of Influence (Protection & Mischief, Love & War, Knowledge & Shadow, etc.), record them below, and set their values to 0. Anytime you increase your tier, these spheres of influence gain a permanent +1 bonus. Before making an action roll that falls into one of your patron's spheres of influence, you can spend a Favor to call on them and add its value to the roll.
Favor
Start with 3 Favor. During a rest, spend one of your downtime moves to tithe to your patron. When you do so, gain Favor equal to your Presence. If you choose to forgo this offering, the GM instead gains a Fear.
Brawler
As a brawler, you can use your fists just as well as any weapon to fight off the threats that get in your way.
Starting Items: Hand wraps from a mentor or a book about your secret hobby
Hope Feature
Spend 3 Hope when you succeed on an attack to temporarily Stagger your target and force them to mark a Stress. While Staggered, they have disadvantage on attack rolls.
Class Features
I Am the Weapon
While you don't have any equipped weapons: You gain a +1 bonus to Evasion. Your unarmed strikes are considered a Melee weapon, use the trait of your choice, and deal d8+6 phy damage using your Proficiency.
Combo Strikes
After making a damage roll with a Melee weapon but before dealing that damage to the target, mark a Stress to start a combo strike. When you do, roll your Combo Die and add that value. Then, roll your Combo Die again. If the value of the second roll is equal to or greater than your first roll, continue rolling until the last Combo Die's roll is less than the roll that preceded it. Total all rolled values and add that amount to your weapon's damage. Your Combo Die starts as a d4. When you level up, once per tier you may use one of your advancement options to increase your Combo Die instead.
Assassin
As an assassin, you utilize unmatched stealth and precision to ambush the unwary.
Starting Items: torch, 50 feet of rope, basic supplies, handful of gold
Hope Feature
Spend 3 Hope to clear 2 Stress.
Class Features
Marked for Death
On a successful weapon attack, you can mark a Stress to make the target Marked for Death. Attacks against Marked for Death targets gain bonus damage equal to +1d4 per tier. You can only have one adversary Marked for Death at a time, and can't transfer or remove the condition except by defeating the target. The GM can spend a number of Fear equal to your Proficiency to remove the Marked for Death condition. Otherwise, it ends automatically when you take a rest.
Get In & Get Out
Spend a Hope to ask the GM for either a quick or inconspicuous way into or out of a building or structure you can see. The next roll you make that capitalizes on this information has advantage.
Choose Your Subclass
Select a subclass to further specialize your character's abilities and playstyle.
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Choose Your Ancestry
Your ancestry determines your physical traits and innate abilities.
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Clank
Clanks are sentient mechanical beings built from a variety of materials, including metal, wood, and stone. They can resemble humanoids, animals, or even inanimate objects. Like organic beings, their bodies come in a wide array of sizes. Because of their bespoke construction, many clanks have highly specialized physical configurations. Examples include clawed hands for grasping, wheels for movement, or built-in weaponry.
Features
Drakona
Drakona resemble wingless dragons in humanoid form and possess a powerful elemental breath. All drakona have thick scales that provide excellent natural armor against both attacks and the forces of nature. They are large in size, ranging from 5 feet to 7 feet on average, with long sharp teeth. New teeth grow throughout a Drakona's approximately 350-year lifespan, so they are never in danger of permanently losing an incisor. Unlike their dragon ancestors, drakona don't have wings and can't fly without magical aid. Members of this ancestry pass down the element of their breath through generations, though in rare cases, a drakona's elemental power will differ from the rest of their family's.
Features
Dwarf
Dwarves are most easily recognized as short humanoids with square frames, dense musculature, and thick hair. Their average height ranges from 4 to 5 ½ feet, and they are often broad in proportion to their stature. Their skin and nails contain a high amount of keratin, making them naturally resilient. This allows dwarves to embed gemstones into their bodies and decorate themselves with tattoos or piercings. Their hair grows thickly—usually on their heads, but some dwarves have thick hair across their bodies as well. Dwarves of all genders can grow facial hair, which they often style in elaborate arrangements. Typically, dwarves live up to 250 years of age, maintaining their muscle mass well into later life.
Features
Elf
Elves are typically tall humanoids with pointed ears and acutely attuned senses. Their ears vary in size and pointed shape, and as they age, the tips begin to droop. While elves come in a wide range of body types, they are all fairly tall, with heights ranging from about 6 to 6 ½ feet. All elves have the ability to drop into a celestial trance, rather than sleep. This allows them to rest effectively in a short amount of time.
Features
Faerie
Faeries are winged humanoid creatures with insectile features. These characteristics cover a broad spectrum from humanoid to insectoid—some possess additional arms, compound eyes, lantern organs, chitinous exoskeletons, or stingers. Because of their close ties to the natural world, they also frequently possess attributes that allow them to blend in with various plants. The average height of a faerie ranges from about 2 feet to 5 feet, but some faeries grow up to 7 feet tall. All faeries possess membranous wings and they each go through a process of metamorphosis. The process and changes differ from faerie to faerie, but during this transformation each individual manifests the unique appearance they will carry throughout the rest of their approximately 50-year lifespan.
Features
Faun
Fauns resemble humanoid goats with curving horns, square pupils, and cloven hooves. Though their appearances may vary, most fauns have a humanoid torso and a goatlike lower body covered in dense fur. Faun faces can be more caprine or more humanlike, and they have a wide variety of ear and horn shapes. Faun horns range from short with minimal curvature to much larger with a distinct curl. The average faun ranges from 4 feet to 6 ½ feet tall, but their height can change dramatically from one moment to the next based on their stance. The majority of fauns have proportionately long limbs, no matter their size or shape, and are known for their ability to deliver powerful blows with their split hooves. Fauns live for roughly 225 years, and as they age, their appearance can become increasingly goatlike.
Features
Firbolg
Firbolgs are bovine humanoids typically recognized by their broad noses and long, drooping ears. Some have faces that are a blend of humanoid and bison, ox, cow, or other bovine creatures. Others, often referred to as minotaurs, have heads that entirely resemble cattle. They are tall and muscular creatures, with long tails ranging from around 3 feet to 7 feet, and possess remarkable strength no matter their age. Some firbolgs are known to use this strength to charge their adversaries, an action that is particularly effective for those who have one of the many varieties of horn styles commonly found in this ancestry. Though their unique characteristics can vary, all firbolgs are covered in fur, which can be muted and earth-toned in color, or come in a variety of pastels, such as soft pinks and blues. On average, firbolgs live for about 150 years.
Features
Fungril
Fungril resemble humanoid mushrooms. They can be either more humanoid or more fungal in appearance, and they come in an assortment of colors, from earth tones to bright reds, yellows, purples, and blues. Fungril display an incredible variety of bodies, faces, and limbs, as there's no single common shape among them. Even their heights range from a tiny 2 feet tall to a staggering 7 feet tall. While the common lifespan of a fungril is about 300 years, some have been reported to live much longer. They can communicate nonverbally, and many members of this ancestry use a mycelial array to chemically exchange information with other fungril across long distances.
Features
Galapa
Galapa resemble anthropomorphic turtles with large, domed shells into which they can retract. On average, they range from 4 feet to 6 feet in height, and their head and body shapes can resemble any type of turtle. Galapa come in a variety of earth tones—most often shades of green and brown—and possess unique patterns on their shells. Members of this ancestry can draw their head, arms, and legs into their shell for protection to use it as a natural shield when defensive measures are needed. Some supplement their shell's strength or appearance by attaching armor or carving unique designs, but the process is exceedingly painful. Most galapa move slowly no matter their age, and they can live approximately 150 years.
Features
Giant
Giants are towering humanoids with broad shoulders, long arms, and one to three eyes. Adult giants range from 6 ½ to 8 ½ feet tall and are naturally muscular, regardless of body type. They are easily recognized by their wide frames and elongated arms and necks. Though they can have up to three eyes, all giants are born with none and remain sightless for their first year of life. Until a giant reaches the age of 10 and their features fully develop, the formation of their eyes may fluctuate. Those with a single eye are commonly known as cyclops. The average giant lifespan is about 75 years.
Features
Goblin
Goblins are small humanoids easily recognizable by their large eyes and massive membranous ears. With keen hearing and sharp eyesight, they perceive details both at great distances and in darkness, allowing them to move through less-optimal environments with ease. Their skin and eye colors are incredibly varied, with no one hue, either vibrant or subdued, more dominant than another. A typical goblin stands between 3 feet and 4 feet tall, and each of their ears is about the size of their head. Goblins are known to use ear positions to very specific effect when communicating nonverbally. A goblin's lifespan is roughly 100 years, and many maintain their keen hearing and sight well into advanced age.
Features
Halfling
Halflings are small humanoids with large hairy feet and prominent rounded ears. On average, halflings are 3 to 4 feet in height, and their ears, nose, and feet are larger in proportion to the rest of their body. Members of this ancestry live for around 150 years, and a halfling's appearance is likely to remain youthful even as they progress from adulthood into old age. Halflings are naturally attuned to the magnetic fields of the Mortal Realm, granting them a strong internal compass. They also possess acute senses of hearing and smell, and can often detect those who are familiar to them by the sound of their movements.
Features
Human
Humans are most easily recognized by their dexterous hands, rounded ears, and bodies built for endurance. Their average height ranges from just under 5 feet to about 6 ½ feet. They have a wide variety of builds, with some being quite broad, others lithe, and many inhabiting the spectrum in between. Humans are physically adaptable and adjust to harsh climates with relative ease. In general, humans live to an age of about 100, with their bodies changing dramatically between their youngest and oldest years.
Features
Infernis
Infernirs are humanoids who possess sharp canine teeth, pointed ears, and horns. They are the descendants of demons from the Circles Below. On average, infernirs range in height from 5 feet to 7 feet and are known to have long fingers and pointed nails. Some have long, thin, and smooth tails that end in points, forks, or arrowheads. It's common for infernirs to have two or four horns—though some have crowns of many horns, or only one. These horns can also grow asymmetrically, forming unique, often curving, shapes that infernirs enhance with carving and ornamentation. Their skin, hair, and horns come in an assortment of colors that can include soft pastels, stark tones, or vibrant hues, such as rosy scarlet, deep purple, and pitch black.
Features
Katari
Katari are feline humanoids with retractable claws, vertically slit pupils, and high, triangular ears. They can also have small, pointed canine teeth, soft fur, and long whiskers that assist their perception and navigation. Their ears can swivel nearly 180 degrees to detect sound, adding to their heightened senses. Katari may look more or less feline or humanoid, with catlike attributes in the form of hair, whiskers, and a muzzle. About half of the katari population have tails. Their skin and fur come in a wide range of hues and patterns, including solid colors, calico tones, tabby stripes, and an array of spots, patches, marbling, or bands. Their height ranges from about 3 feet to 6 ½ feet, and they live to around 150 years.
Features
Orc
Orcs are humanoids most easily recognized by their square features and boar-like tusks that protrude from their lower jaw. Tusks come in various sizes, and though they extend from the mouth, they aren't used for consuming food. Instead, many orcs choose to decorate their tusks with significant ornamentation. Orcs typically live for 125 years, and unless altered, their tusks continue to grow throughout the course of their lives. Their ears are pointed, and their hair and skin typically have green, blue, pink, or gray tones. Orcs tend toward a muscular build, and their average height ranges from 5 feet to 6 ½ feet.
Features
Ribbet
Ribbets resemble anthropomorphic frogs with protruding eyes and webbed hands and feet. They have smooth (though sometimes warty) moist skin and eyes positioned on either side of their head. Some ribbets have hind legs more than twice the length of their torso, while others have short limbs. No matter their size (which ranges from about 3 feet to 4 ½ feet), ribbets primarily move by hopping. All ribbets have webbed appendages, allowing them to swim with ease. Some ribbets possess a natural green-and-brown camouflage, while others are vibrantly colored with bold patterns. No matter their appearance, all ribbets are born from eggs laid in the water, hatch into tadpoles, and after about 6 to 7 years, grow into amphibians that can move around on land. Ribbets live for approximately 100 years.
Features
Simiah
Simiah resemble anthropomorphic monkeys and apes with long limbs and prehensile feet. While their appearance reflects all simian creatures, from the largest gorilla to the smallest marmoset, their size does not align with their animal counterparts, and they can be anywhere from 2 to 6 feet tall. All simiah can use their dexterous feet for nonverbal communication, work, and combat. Additionally, some also have prehensile tails that can grasp objects or help with balance during difficult maneuvers. These traits grant members of this ancestry unique agility that aids them in a variety of physical tasks. In particular, simiah are skilled climbers and can easily transition from bipedal movement to knuckle-walking and climbing, and back again. On average, simiah live for about 100 years.
Features
Earthkin
Earthkin are descended from earth elementals. They are humanoids whose bodies are a combination of flesh and earth.
Features
Skykin
Skykin are descended from air elementals. They are humanoids whose bodies are a combination of flesh and air.
Features
Tidekin
Tidekin are descended from water elementals. They are humanoids whose bodies are a combination of flesh and water.
Features
Aetheris
Aetheris are humanoids who possess radiant auras and glowing eyes. They are the descendants of celestials from the Hallows Above.
Features
Emberkin
Emberkin are descended from fire elementals. They are humanoids whose bodies are a combination of flesh and fire.
Features
Gnome
Gnomes are small humanoids most easily recognized by their dense musculature, long arms, and large facial features.
Features
Clank
Clanks are sentient mechanical beings built from a variety of materials, including metal, wood, and stone. They can resemble humanoids, animals, or even inanimate objects. Like organic beings, their bodies come in a wide array of sizes. Because of their bespoke construction, many clanks have highly specialized physical configurations. Examples include clawed hands for grasping, wheels for movement, or built-in weaponry.
Ancestry Features
Purposeful Design
Decide who made you and for what purpose. At character creation, choose one of your Experiences that best aligns with this purpose and gain a permanent +1 bonus to it.
Efficient
When you take a short rest, you can choose a long rest move instead of a short rest move.
Drakona
Drakona resemble wingless dragons in humanoid form and possess a powerful elemental breath. All drakona have thick scales that provide excellent natural armor against both attacks and the forces of nature. They are large in size, ranging from 5 feet to 7 feet on average, with long sharp teeth. New teeth grow throughout a Drakona's approximately 350-year lifespan, so they are never in danger of permanently losing an incisor. Unlike their dragon ancestors, drakona don't have wings and can't fly without magical aid. Members of this ancestry pass down the element of their breath through generations, though in rare cases, a drakona's elemental power will differ from the rest of their family's.
Ancestry Features
Scales
Your scales act as natural protection. When you would take Severe damage, you can **mark a Stress** to mark 1 fewer Hit Points.
Elemental Breath
Choose an element for your breath (such as electricity, fire, or ice). You can use this breath against a target or group of targets within Very Close range, treating it as an Instinct weapon that deals **d8** magic damage using your Proficiency.
Dwarf
Dwarves are most easily recognized as short humanoids with square frames, dense musculature, and thick hair. Their average height ranges from 4 to 5 ½ feet, and they are often broad in proportion to their stature. Their skin and nails contain a high amount of keratin, making them naturally resilient. This allows dwarves to embed gemstones into their bodies and decorate themselves with tattoos or piercings. Their hair grows thickly—usually on their heads, but some dwarves have thick hair across their bodies as well. Dwarves of all genders can grow facial hair, which they often style in elaborate arrangements. Typically, dwarves live up to 250 years of age, maintaining their muscle mass well into later life.
Ancestry Features
Thick Skin
When you take Minor damage, you can **mark 2 Stress** instead of marking a Hit Point.
Increased Fortitude
**Spend 3 Hope** to halve incoming physical damage.
Elf
Elves are typically tall humanoids with pointed ears and acutely attuned senses. Their ears vary in size and pointed shape, and as they age, the tips begin to droop. While elves come in a wide range of body types, they are all fairly tall, with heights ranging from about 6 to 6 ½ feet. All elves have the ability to drop into a celestial trance, rather than sleep. This allows them to rest effectively in a short amount of time.
Ancestry Features
Quick Reactions
**Mark a Stress** to gain advantage on a reaction roll.
Celestial Trance
During a rest, you can drop into a trance to choose an additional downtime move.
Faerie
Faeries are winged humanoid creatures with insectile features. These characteristics cover a broad spectrum from humanoid to insectoid—some possess additional arms, compound eyes, lantern organs, chitinous exoskeletons, or stingers. Because of their close ties to the natural world, they also frequently possess attributes that allow them to blend in with various plants. The average height of a faerie ranges from about 2 feet to 5 feet, but some faeries grow up to 7 feet tall. All faeries possess membranous wings and they each go through a process of metamorphosis. The process and changes differ from faerie to faerie, but during this transformation each individual manifests the unique appearance they will carry throughout the rest of their approximately 50-year lifespan.
Ancestry Features
Luckbender
Once per session, after you or a willing ally within Close range makes an action roll, you can **spend 3 Hope** to reroll the Duality Dice.
Wings
You can fly. While flying, you can **mark a Stress** after an adversary makes an attack against you to gain a +2 bonus to your Evasion against that attack.
Faun
Fauns resemble humanoid goats with curving horns, square pupils, and cloven hooves. Though their appearances may vary, most fauns have a humanoid torso and a goatlike lower body covered in dense fur. Faun faces can be more caprine or more humanlike, and they have a wide variety of ear and horn shapes. Faun horns range from short with minimal curvature to much larger with a distinct curl. The average faun ranges from 4 feet to 6 ½ feet tall, but their height can change dramatically from one moment to the next based on their stance. The majority of fauns have proportionately long limbs, no matter their size or shape, and are known for their ability to deliver powerful blows with their split hooves. Fauns live for roughly 225 years, and as they age, their appearance can become increasingly goatlike.
Ancestry Features
Caprine Leap
You can leap anywhere within Close range as though you were using normal movement, allowing you to vault obstacles, jump across gaps, or scale barriers with ease.
Kick
When you succeed on an attack against a target within Melee range, you can **mark a Stress** to kick yourself off them, dealing an extra **2d6** damage and knocking back either yourself or the target to Very Close range.
Firbolg
Firbolgs are bovine humanoids typically recognized by their broad noses and long, drooping ears. Some have faces that are a blend of humanoid and bison, ox, cow, or other bovine creatures. Others, often referred to as minotaurs, have heads that entirely resemble cattle. They are tall and muscular creatures, with long tails ranging from around 3 feet to 7 feet, and possess remarkable strength no matter their age. Some firbolgs are known to use this strength to charge their adversaries, an action that is particularly effective for those who have one of the many varieties of horn styles commonly found in this ancestry. Though their unique characteristics can vary, all firbolgs are covered in fur, which can be muted and earth-toned in color, or come in a variety of pastels, such as soft pinks and blues. On average, firbolgs live for about 150 years.
Ancestry Features
Charge
When you succeed on an Agility Roll to move from Far or Very Far range into Melee range with one or more targets, you can **mark a Stress** to deal **1d12** physical damage to all targets within Melee range.
Unshakable
When you would mark a Stress, roll a **d6**. On a result of 6, don't mark it.
Fungril
Fungril resemble humanoid mushrooms. They can be either more humanoid or more fungal in appearance, and they come in an assortment of colors, from earth tones to bright reds, yellows, purples, and blues. Fungril display an incredible variety of bodies, faces, and limbs, as there's no single common shape among them. Even their heights range from a tiny 2 feet tall to a staggering 7 feet tall. While the common lifespan of a fungril is about 300 years, some have been reported to live much longer. They can communicate nonverbally, and many members of this ancestry use a mycelial array to chemically exchange information with other fungril across long distances.
Ancestry Features
Fungril Network
Make an **Instinct Roll (12)** to use your mycelial array to speak with others of your ancestry. On a success, you can communicate across any distance.
Death Connection
While touching a corpse that died recently, you can **mark a Stress** to extract one memory from the corpse related to a specific emotion or sensation of your choice.
Galapa
Galapa resemble anthropomorphic turtles with large, domed shells into which they can retract. On average, they range from 4 feet to 6 feet in height, and their head and body shapes can resemble any type of turtle. Galapa come in a variety of earth tones—most often shades of green and brown—and possess unique patterns on their shells. Members of this ancestry can draw their head, arms, and legs into their shell for protection to use it as a natural shield when defensive measures are needed. Some supplement their shell's strength or appearance by attaching armor or carving unique designs, but the process is exceedingly painful. Most galapa move slowly no matter their age, and they can live approximately 150 years.
Ancestry Features
Shell
Gain a bonus to your damage thresholds equal to your Proficiency.
Retract
**Mark a Stress** to retract into your shell. While in your shell, you have resistance to physical damage, you have disadvantage on action rolls, and you can't move.
Giant
Giants are towering humanoids with broad shoulders, long arms, and one to three eyes. Adult giants range from 6 ½ to 8 ½ feet tall and are naturally muscular, regardless of body type. They are easily recognized by their wide frames and elongated arms and necks. Though they can have up to three eyes, all giants are born with none and remain sightless for their first year of life. Until a giant reaches the age of 10 and their features fully develop, the formation of their eyes may fluctuate. Those with a single eye are commonly known as cyclops. The average giant lifespan is about 75 years.
Ancestry Features
Endurance
Gain an additional Hit Point slot at character creation.
Reach
Treat any weapon, ability, spell, or other feature that has a Melee range as though it has a Very Close range instead.
Goblin
Goblins are small humanoids easily recognizable by their large eyes and massive membranous ears. With keen hearing and sharp eyesight, they perceive details both at great distances and in darkness, allowing them to move through less-optimal environments with ease. Their skin and eye colors are incredibly varied, with no one hue, either vibrant or subdued, more dominant than another. A typical goblin stands between 3 feet and 4 feet tall, and each of their ears is about the size of their head. Goblins are known to use ear positions to very specific effect when communicating nonverbally. A goblin's lifespan is roughly 100 years, and many maintain their keen hearing and sight well into advanced age.
Ancestry Features
Surefooted
You ignore disadvantage on Agility Rolls.
Danger Sense
Once per rest, **mark a Stress** to force an adversary to reroll an attack against you or an ally within Very Close range.
Halfling
Halflings are small humanoids with large hairy feet and prominent rounded ears. On average, halflings are 3 to 4 feet in height, and their ears, nose, and feet are larger in proportion to the rest of their body. Members of this ancestry live for around 150 years, and a halfling's appearance is likely to remain youthful even as they progress from adulthood into old age. Halflings are naturally attuned to the magnetic fields of the Mortal Realm, granting them a strong internal compass. They also possess acute senses of hearing and smell, and can often detect those who are familiar to them by the sound of their movements.
Ancestry Features
Luckbringer
At the start of each session, everyone in your party gains a Hope.
Internal Compass
When you roll a 1 on your Hope Die, you can reroll it.
Human
Humans are most easily recognized by their dexterous hands, rounded ears, and bodies built for endurance. Their average height ranges from just under 5 feet to about 6 ½ feet. They have a wide variety of builds, with some being quite broad, others lithe, and many inhabiting the spectrum in between. Humans are physically adaptable and adjust to harsh climates with relative ease. In general, humans live to an age of about 100, with their bodies changing dramatically between their youngest and oldest years.
Ancestry Features
High Stamina
Gain an additional Stress slot at character creation.
Adaptability
When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.
Infernis
Infernirs are humanoids who possess sharp canine teeth, pointed ears, and horns. They are the descendants of demons from the Circles Below. On average, infernirs range in height from 5 feet to 7 feet and are known to have long fingers and pointed nails. Some have long, thin, and smooth tails that end in points, forks, or arrowheads. It's common for infernirs to have two or four horns—though some have crowns of many horns, or only one. These horns can also grow asymmetrically, forming unique, often curving, shapes that infernirs enhance with carving and ornamentation. Their skin, hair, and horns come in an assortment of colors that can include soft pastels, stark tones, or vibrant hues, such as rosy scarlet, deep purple, and pitch black.
Ancestry Features
Fearless
When you roll with Fear, you can **mark 2 Stress** to change it into a roll with Hope instead.
Dread Visage
You have advantage on rolls to intimidate hostile creatures.
Katari
Katari are feline humanoids with retractable claws, vertically slit pupils, and high, triangular ears. They can also have small, pointed canine teeth, soft fur, and long whiskers that assist their perception and navigation. Their ears can swivel nearly 180 degrees to detect sound, adding to their heightened senses. Katari may look more or less feline or humanoid, with catlike attributes in the form of hair, whiskers, and a muzzle. About half of the katari population have tails. Their skin and fur come in a wide range of hues and patterns, including solid colors, calico tones, tabby stripes, and an array of spots, patches, marbling, or bands. Their height ranges from about 3 feet to 6 ½ feet, and they live to around 150 years.
Ancestry Features
Feline Instincts
When you make an Agility Roll, you can **spend 2 Hope** to reroll your Hope Die.
Retracting Claws
Make an **Agility Roll** to scratch a target within Melee range. On a success, they become temporarily Vulnerable.
Orc
Orcs are humanoids most easily recognized by their square features and boar-like tusks that protrude from their lower jaw. Tusks come in various sizes, and though they extend from the mouth, they aren't used for consuming food. Instead, many orcs choose to decorate their tusks with significant ornamentation. Orcs typically live for 125 years, and unless altered, their tusks continue to grow throughout the course of their lives. Their ears are pointed, and their hair and skin typically have green, blue, pink, or gray tones. Orcs tend toward a muscular build, and their average height ranges from 5 feet to 6 ½ feet.
Ancestry Features
Sturdy
When you have 1 Hit Point remaining, attacks against you have disadvantage.
Tusks
When you succeed on an attack against a target within Melee range, you can **spend a Hope** to gore the target with your tusks, dealing an extra **1d6** damage.
Ribbet
Ribbets resemble anthropomorphic frogs with protruding eyes and webbed hands and feet. They have smooth (though sometimes warty) moist skin and eyes positioned on either side of their head. Some ribbets have hind legs more than twice the length of their torso, while others have short limbs. No matter their size (which ranges from about 3 feet to 4 ½ feet), ribbets primarily move by hopping. All ribbets have webbed appendages, allowing them to swim with ease. Some ribbets possess a natural green-and-brown camouflage, while others are vibrantly colored with bold patterns. No matter their appearance, all ribbets are born from eggs laid in the water, hatch into tadpoles, and after about 6 to 7 years, grow into amphibians that can move around on land. Ribbets live for approximately 100 years.
Ancestry Features
Amphibious
You can breathe and move naturally underwater.
Long Tongue
You can use your long tongue to grab onto things within Close range. **Mark a Stress** to use your tongue as a Finesse Close weapon that deals **d12** physical damage using your Proficiency.
Simiah
Simiah resemble anthropomorphic monkeys and apes with long limbs and prehensile feet. While their appearance reflects all simian creatures, from the largest gorilla to the smallest marmoset, their size does not align with their animal counterparts, and they can be anywhere from 2 to 6 feet tall. All simiah can use their dexterous feet for nonverbal communication, work, and combat. Additionally, some also have prehensile tails that can grasp objects or help with balance during difficult maneuvers. These traits grant members of this ancestry unique agility that aids them in a variety of physical tasks. In particular, simiah are skilled climbers and can easily transition from bipedal movement to knuckle-walking and climbing, and back again. On average, simiah live for about 100 years.
Ancestry Features
Natural Climber
You have advantage on Agility Rolls that involve balancing and climbing.
Nimble
Gain a permanent +1 bonus to your Evasion at character creation.
Earthkin
Earthkin are descended from earth elementals. They are humanoids whose bodies are a combination of flesh and earth.
Ancestry Features
Stoneskin
Gain a +1 bonus to your Armor Score and Damage Thresholds.
Immoveable
While your feet are touching the ground, you cannot be lifted or moved against your will.
Skykin
Skykin are descended from air elementals. They are humanoids whose bodies are a combination of flesh and air.
Ancestry Features
Gale Force
Mark a Stress to conjure a gust of wind that carries you or an ally up to Very Far range. Additionally, you can always control the speed at which you fall.
Eye of the Storm
Spend 2 Hope to grant a +1 bonus to either your or an ally's Evasion until you next take Severe damage or you use Eye of the Storm again.
Tidekin
Tidekin are descended from water elementals. They are humanoids whose bodies are a combination of flesh and water.
Ancestry Features
Amphibious
You can breathe and move naturally underwater.
Lifespring
Once per rest, when you have access to a small amount of water, you can mark 2 Stress to heal a Hit Point on yourself or an ally.
Aetheris
Aetheris are humanoids who possess radiant auras and glowing eyes. They are the descendants of celestials from the Hallows Above.
Ancestry Features
Hallowed Aura
Once per rest, when an ally within Close range rolls with Fear, you can make it a roll with Hope instead.
Divine Countenance
You have advantage on rolls to command or persuade.
Emberkin
Emberkin are descended from fire elementals. They are humanoids whose bodies are a combination of flesh and fire.
Ancestry Features
Fireproof
You are immune to damage from magical or mundane flame.
Ignition
Mark a Stress to wreathe your primary weapon in flame until the end of the scene. While ablaze, it gives off a bright light and grants a 1d6 bonus to damage rolls against targets within Melee range.
Gnome
Gnomes are small humanoids most easily recognized by their dense musculature, long arms, and large facial features.
Ancestry Features
Nimble Fingers
When you make a Finesse Roll, you can spend 2 Hope to reroll your Hope Die.
True Sight
You have advantage on rolls to see through illusions.
Choose Your Community
Your community represents where and how you were raised, shaping your background and skills.
Community Selection Complete!
You are from the community
Highborne
Being part of a highborne community means you're accustomed to a life of elegance, opulence, and prestige within the upper echelons of society. Traditionally, members of a highborne community possess incredible material wealth. While this can take a variety of forms depending on the community—including gold and other minerals, land, or controlling the means of production—this status always comes with power and influence. Highborne place great value on titles and possessions, and there is little social mobility within their ranks. Members of a highborne community often control the political and economic status of the areas in which they live due to their ability to influence people and the economy with their substantial wealth. The health and safety of less affluent people who live in those locations often hinges on the ability of this highborne ruling class to prioritize the well-being of their subjects over profit.
Loreborne
Being part of a loreborne community means you're from a society that favors strong academic or political prowess. Loreborne communities highly value knowledge, frequently in the form of historical preservation, political advancement, scientific study, skill development, or lore and mythology compilation. Most members of these communities research in institutions built in bastions of civilization, while some eclectic few thrive in gathering information from the natural world. Some may be isolationists, operating in smaller enclaves, schools, or guilds and following their own unique ethos. Others still wield their knowledge on a larger scale, making deft political maneuvers across governmental landscapes.
Orderborne
Being part of an orderborne community means you're from a collective that focuses on discipline or faith, and you uphold a set of principles that reflect your experience there. Orderborne are frequently some of the most powerful among the surrounding communities. By aligning the members of their society around a common value or goal, such as a god, doctrine, ethos, or even a shared business or trade, the ruling bodies of these enclaves can mobilize larger populations with less effort. While orderborne communities take a variety of forms—some even profoundly pacifistic—perhaps the most feared are those that structure themselves around military prowess. In such a case, it's not uncommon for orderborne to provide soldiers for hire to other cities or countries.
Ridgeborne
Being part of a ridgeborne community means you've called the rocky peaks and sharp cliffs of the mountainside home. Those who've lived in the mountains often consider themselves hardier than most because they've thrived among the most dangerous terrain many continents have to offer. These groups are adept at adaptation, developing unique technologies and equipment to move both people and products across difficult terrain. As such, ridgeborne grow up scrambling and climbing, making them sturdy and strong-willed. Ridgeborne localities appear in a variety of forms—some cities carve out entire cliff faces, others construct castles of stone, and still more live in small homes on windblown peaks. Outside forces often struggle to attack ridgeborne groups, as the small militias and large military forces of the mountains are adept at utilizing their high-ground advantage.
Seaborne
Being part of a seaborne community means you lived on or near a large body of water. Seaborne communities are built, both physically and culturally, around the specific waters they call home. Some of these groups live along the shore, constructing ports for locals and travelers alike. These harbors function as centers of commerce, tourist attractions, or even just a safe place to lay down one's head after weeks of travel. Other seaborne live on the water in small boats or large ships, with the idea of “home” comprising a ship and its crew, rather than any one landmass. No matter their exact location, seaborne communities are closely tied to the ocean tides and the creatures who inhabit them. Seaborne learn to fish at a young age, and train from birth to hold their breath and swim in even the most tumultuous waters. Individuals from these groups are highly sought after for their sailing skills, and many become captains of vessels, whether within their own community, working for another, or even at the helm of a powerful naval operation.
Slyborne
Being part of a slyborne community means you come from a group that operates outside the law, including all manner of criminals, grifters, and con artists. Members of slyborne communities are brought together by their disparate goals and their clever means of achieving them. Many people in these communities have an array of unscrupulous skills: forging, thievery, smuggling, and violence. People of any social class can be slyborne, from those who have garnered vast wealth and influence to those without a coin to their name. To the outside eye, slyborne might appear to be ruffians with no loyalty, but these communities possess some of the strictest codes of honor which, when broken, can result in a terrifying end for the transgressor.
Underborne
Being part of an underborne community means you're from a subterranean society. Many underborne live right beneath the cities and villages of other collectives, while some live much deeper. These communities range in size from small groups in burrows to massive metropolises in caverns of stone. In many locales, underborne are recognized for their incredible boldness and skill that enable great feats of architecture and engineering. Underborne are regularly hired for their bravery, as even the least daring among them has likely encountered formidable belowground beasts, and learning to dispatch such creatures is common practice amongst these societies. Because of the dangers of their environment, many underborne communities develop unique nonverbal languages that prove equally useful on the surface.
Wanderborne
Being part of a wanderborne community means you've lived as a nomad, forgoing a permanent home and experiencing a wide variety of cultures. Unlike many communities that are defined by their locale, wanderborne are defined by their traveling lifestyle. Because of their frequent migration, wanderborne put less value on the accumulation of material possessions in favor of acquiring information, skills, and connections. While some wanderborne are allied by a common ethos, such as a religion or a set of political or economic values, others come together after shared tragedy, such as the loss of their home or land. No matter the reason, the dangers posed by life on the road and the choice to continue down that road together mean that wanderborne are known for their unwavering loyalty.
Wildborne
Being part of a wildborne community means you lived deep within the forest. Wildborne communities are defined by their dedication to the conservation of their homelands, and many have strong religious or cultural ties to the fauna they live among. This results in unique architectural and technological advancements that favor sustainability over short-term, high-yield results. It is a hallmark of wildborne societies to integrate their villages and cities with the natural environment and avoid disturbing the lives of the plants and animals. While some construct their lodgings high in the branches of trees, others establish their homes on the ground beneath the forest canopy. It's not uncommon for wildborne to remain reclusive and hidden within their woodland homes.
Duneborne
Being part of a duneborne community means you've made a home among the shifting sands and arid climate of the desert.
Freeborne
Being part of a freeborne community means you're from a collective that lived under tyrannical rule and is now liberated.
Frostborne
Being part of a frostborne community means you come from a place of snow and ice.
Hearthborne
Coming from a hearthborne community means you come from humble origins, having lived in a small village or the countryside.
Reborne
You were once a member of another community, but you can no longer remember it.
Warborne
Being part of a warborne community means you come from a place that is, or was, ravaged by war.
Highborne
Being part of a highborne community means you're accustomed to a life of elegance, opulence, and prestige within the upper echelons of society. Traditionally, members of a highborne community possess incredible material wealth. While this can take a variety of forms depending on the community—including gold and other minerals, land, or controlling the means of production—this status always comes with power and influence. Highborne place great value on titles and possessions, and there is little social mobility within their ranks. Members of a highborne community often control the political and economic status of the areas in which they live due to their ability to influence people and the economy with their substantial wealth. The health and safety of less affluent people who live in those locations often hinges on the ability of this highborne ruling class to prioritize the well-being of their subjects over profit.
Loreborne
Being part of a loreborne community means you're from a society that favors strong academic or political prowess. Loreborne communities highly value knowledge, frequently in the form of historical preservation, political advancement, scientific study, skill development, or lore and mythology compilation. Most members of these communities research in institutions built in bastions of civilization, while some eclectic few thrive in gathering information from the natural world. Some may be isolationists, operating in smaller enclaves, schools, or guilds and following their own unique ethos. Others still wield their knowledge on a larger scale, making deft political maneuvers across governmental landscapes.
Orderborne
Being part of an orderborne community means you're from a collective that focuses on discipline or faith, and you uphold a set of principles that reflect your experience there. Orderborne are frequently some of the most powerful among the surrounding communities. By aligning the members of their society around a common value or goal, such as a god, doctrine, ethos, or even a shared business or trade, the ruling bodies of these enclaves can mobilize larger populations with less effort. While orderborne communities take a variety of forms—some even profoundly pacifistic—perhaps the most feared are those that structure themselves around military prowess. In such a case, it's not uncommon for orderborne to provide soldiers for hire to other cities or countries.
Ridgeborne
Being part of a ridgeborne community means you've called the rocky peaks and sharp cliffs of the mountainside home. Those who've lived in the mountains often consider themselves hardier than most because they've thrived among the most dangerous terrain many continents have to offer. These groups are adept at adaptation, developing unique technologies and equipment to move both people and products across difficult terrain. As such, ridgeborne grow up scrambling and climbing, making them sturdy and strong-willed. Ridgeborne localities appear in a variety of forms—some cities carve out entire cliff faces, others construct castles of stone, and still more live in small homes on windblown peaks. Outside forces often struggle to attack ridgeborne groups, as the small militias and large military forces of the mountains are adept at utilizing their high-ground advantage.
Seaborne
Being part of a seaborne community means you lived on or near a large body of water. Seaborne communities are built, both physically and culturally, around the specific waters they call home. Some of these groups live along the shore, constructing ports for locals and travelers alike. These harbors function as centers of commerce, tourist attractions, or even just a safe place to lay down one's head after weeks of travel. Other seaborne live on the water in small boats or large ships, with the idea of “home” comprising a ship and its crew, rather than any one landmass. No matter their exact location, seaborne communities are closely tied to the ocean tides and the creatures who inhabit them. Seaborne learn to fish at a young age, and train from birth to hold their breath and swim in even the most tumultuous waters. Individuals from these groups are highly sought after for their sailing skills, and many become captains of vessels, whether within their own community, working for another, or even at the helm of a powerful naval operation.
Slyborne
Being part of a slyborne community means you come from a group that operates outside the law, including all manner of criminals, grifters, and con artists. Members of slyborne communities are brought together by their disparate goals and their clever means of achieving them. Many people in these communities have an array of unscrupulous skills: forging, thievery, smuggling, and violence. People of any social class can be slyborne, from those who have garnered vast wealth and influence to those without a coin to their name. To the outside eye, slyborne might appear to be ruffians with no loyalty, but these communities possess some of the strictest codes of honor which, when broken, can result in a terrifying end for the transgressor.
Underborne
Being part of an underborne community means you're from a subterranean society. Many underborne live right beneath the cities and villages of other collectives, while some live much deeper. These communities range in size from small groups in burrows to massive metropolises in caverns of stone. In many locales, underborne are recognized for their incredible boldness and skill that enable great feats of architecture and engineering. Underborne are regularly hired for their bravery, as even the least daring among them has likely encountered formidable belowground beasts, and learning to dispatch such creatures is common practice amongst these societies. Because of the dangers of their environment, many underborne communities develop unique nonverbal languages that prove equally useful on the surface.
Wanderborne
Being part of a wanderborne community means you've lived as a nomad, forgoing a permanent home and experiencing a wide variety of cultures. Unlike many communities that are defined by their locale, wanderborne are defined by their traveling lifestyle. Because of their frequent migration, wanderborne put less value on the accumulation of material possessions in favor of acquiring information, skills, and connections. While some wanderborne are allied by a common ethos, such as a religion or a set of political or economic values, others come together after shared tragedy, such as the loss of their home or land. No matter the reason, the dangers posed by life on the road and the choice to continue down that road together mean that wanderborne are known for their unwavering loyalty.
Wildborne
Being part of a wildborne community means you lived deep within the forest. Wildborne communities are defined by their dedication to the conservation of their homelands, and many have strong religious or cultural ties to the fauna they live among. This results in unique architectural and technological advancements that favor sustainability over short-term, high-yield results. It is a hallmark of wildborne societies to integrate their villages and cities with the natural environment and avoid disturbing the lives of the plants and animals. While some construct their lodgings high in the branches of trees, others establish their homes on the ground beneath the forest canopy. It's not uncommon for wildborne to remain reclusive and hidden within their woodland homes.
Duneborne
Being part of a duneborne community means you've made a home among the shifting sands and arid climate of the desert.
Freeborne
Being part of a freeborne community means you're from a collective that lived under tyrannical rule and is now liberated.
Frostborne
Being part of a frostborne community means you come from a place of snow and ice.
Hearthborne
Coming from a hearthborne community means you come from humble origins, having lived in a small village or the countryside.
Reborne
You were once a member of another community, but you can no longer remember it.
Warborne
Being part of a warborne community means you come from a place that is, or was, ravaged by war.
Assign Traits
Distribute trait values to determine your character's strengths and weaknesses.
Trait Assignment Complete!
All trait values have been successfully assigned to your character.
Character Traits
Traits determine your character's core abilities and how they interact with the world.
Agility: Speed, reflexes, and stealth
Strength: Physical power and endurance
Finesse: Precision and fine motor control
Instinct: Intuition and awareness
Presence: Charisma and leadership
Knowledge: Learning and reasoning
Use the values on the right to assign -1, 0, 0, +1, +1, +2 to these traits. Higher values make you better at related actions.
Character Traits
Drag values onto trait boxes below:

Dexterity, speed, and finesse in movement and stealth.

Physical power, endurance, and raw might.

Grace, precision, and fine motor control.

Intuition, awareness, and gut reactions.

Charisma, leadership, and force of personality.

Learning, memory, and reasoning ability.
Select Equipment
Choose your starting weapons, armor, and inventory according to Daggerheart rules.
Class Selection Required
You need to select your character's class before choosing equipment. Different classes have different starting equipment and weapon proficiencies.
Return to Class Selection to choose your class first.
Create Background
Define your character's history and personality through class-specific questions.
Writing Tips
Writing Guidelines
- • Be specific and concrete in your answers
- • Consider how your background ties to your class
- • Think about relationships with other characters
- • Leave room for growth and development
Story Elements
- • Include flaws and vulnerabilities
- • Reference your ancestry and community
- • Mention specific people, places, or events
- • Connect to the wider world and campaign
Background Questions
Select a Class First
Background questions are tailored to your chosen class.
Character Details
Add Experiences
Add experiences that shaped your character's past.
What Is an Experience?
An Experience is a word or phrase used to encapsulate a specific set of skills, personality traits, or aptitudes your character has acquired over the course of their life.
- Each PC starts with two Experiences, each with a +2 modifier
- You can spend a Hope to add an Experience modifier to a relevant action and reaction roll
- There's no official list -- Experiences are meant to be unique to your character
- However, they can't be too broad ("Lucky," "Highly Skilled") or too mechanical ("Supersonic Flight", "Invulnerable")
Add New Experience
Creating G.R.E.A.T. Experiences by OneBoxyLlama
The G.R.E.A.T. Framework
G - Grounded
Experiences should stand on their own, and not require a specific mechanic or spell to be useful.
✅ "Acrobat" - broadly useful without hinging on a single ability
R - Relatable
Does the Experience connect naturally to the character's story, ancestry, class, or community?
E - Explainable
Can you describe in plain terms when the Experience will apply to your roll?
✅ "My Nightmares Warned Me" - clearly applies when rolling to avoid being surprised
A - Adaptable
Can the Experience apply in different situations, not just in one hyper-specific moment?
✅ "I've Got Your Back" - applies to any situation helping and protecting allies
T - Transformative
Does the Experience shape how your character interacts with the world beyond the dice?

Writing Experiences in the Real World
Because the definitions are fuzzy, it's inevitable that people will disagree about what constitutes "too vague" or "too specific". The important bit is that both the Player and the GM are on the same page.
Example: "One-Hit Killer" might start too broad and at odds with mechanics where most adversaries won't die in one hit. But after discussion between Player and GM, they agree that it represents a reputation the PC strives to uphold, and they play up their one-hit KOs when fighting Minions and Hordes.
This understanding transforms it from an always-on combat boost that conflicts with how combat functions, to a more specific situation that can apply in combat AND be adapted to social situations!
Great examples: Mage's Apprentice, I've Got Your Back, Silver Tongue, Battle-Hardened, My Nightmares Warned Me, Acrobat, Hold the Line, Blacksmith
Experience creation guide by OneBoxyLlama
Select Domain Cards
Choose 2 starting domain cards from your class domains to represent your character's initial magical abilities.
Understanding Domain Cards & Selection Strategy
What Are Domain Cards?
- • Magical Abilities: Domain cards represent your character's magical powers and specialized abilities
- • Class-Based: Your available domains are determined by your chosen class
- • Hope-Powered: Most domain cards require Hope to activate their abilities
- • Progressive: You start with 2 cards and gain more as you advance
Reading the Cards
- • 1Level requirement (shown in banner)
-
•0Recall cost (top-right circle)
- • ABILITYType (under title)
- • Domain badge: Shown at the bottom of each card
Selection Tips
- • Balance: Consider both offensive and defensive abilities
- • Hope costs: Lower costs mean more frequent use
- • Synergy: Look for abilities that work well together
- • Click to deselect: Click selected cards to remove them
No domains available
Please complete the previous steps first.
Create Connections
Answer the connection questions to define relationships with other party members. These connections create bonds that can provide mechanical benefits and rich roleplay opportunities.
No connection questions available
Please complete the previous steps first.
Connection Guidelines
Writing Connections
- • Be specific about the other party member
- • Describe the nature of your relationship
- • Include emotional stakes or history
- • Leave room for development and growth
Connection Examples
"You saved my life once, and I've never forgotten that debt of honor."
"We grew up together, but you left our village under mysterious circumstances."
"Your optimism reminds me of someone I lost, and it both comforts and pains me."