Ancestry
Ancestry
Ancestries represent the lineage of a character that affects their physical appearance. That being said, any character might also possess characteristics that do not fall within what is “standard” or “average” within an ancestry. Each individual within an ancestry will also view the world from a different perspective. For example, one elf might believe they have quite large ears in relation to their siblings, but a Firbolg could find them proportionally small compared to their own.
We hope this provides you with a window into the various physicalities of the creatures that populate Daggerheart. As you continue to play and meet members of each ancestry, you’ll have the opportunity to learn about the nuances and unique qualities among them. You’ll also notice that within the world of Daggerheart, the term “people” is used to refer to all ancestries. They each possess unique characteristics and cultures, as well as personhood.
Each Ancestry has one or more Ancestry Features, a unique move or set of moves that are granted to them by their ancestry and can be utilized in play. Some are spells or abilities that can be activated during a session, while others are passive bonuses or unique downtime moves.
If you’d like to make a character that combines more than one ancestry, see “Mixed Ancestry” at the end of this section.
Clank
Clanks are sentient mechanical beings built from a variety of materials including metal and wood. Like organic beings, their bodies come in a wide array of sizes and may change and adapt based on time and need. Because of their custom construction, many clanks have highly specialized physical features. Examples include clawed hands for grasping, wheels for movement, or built-in weaponry. Many clanks are known to embrace an individual’s desires for body modifications—including those based in style as well as function—and members of other ancestries might turn to clank artisans to construct highly customized mobility aids and physical adornments. Other ancestries can create clanks, even using their own physical features as inspiration, but it’s also common for clanks to build one another. A clank’s lifespan extends as long as they’re able to acquire or craft new parts, making their physical form effectively immortal. That said, their minds are subject to the effects of time and will deteriorate as the magic that powers them loses potency.
Ancestry Feature
Purposeful Design: Decide who you were created by and for what purpose. Choose an experience you have that reflects this and increase it by +1.
Efficient: When you take a short rest, you can substitute a long rest move for one of your short rest moves.
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 the forces of nature and attacks. They are large in size (ranging from 5 feet to 7 feet on average) with equally large and naturally sharp teeth. Drakona perpetually grow their teeth throughout their approximately 350-year lifespan, so members of this ancestry are never in danger of permanently losing an incisor. Unlike their dragon ancestors, drakona do not have wings and cannot fly without magical aid. Members of this ancestry each possess elemental breath, the type of which is passed down through the generations of each drakona family.
Ancestry Feature
Scales: Your natural scales act as protection, increasing all damage thresholds by +1.
Elemental Breath: Choose an element for your breath (ice, fire, electricity, etc.). 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 features, dense musculature, and thick hair. Their average height ranges from 4 feet to 5 ½ feet and they are often quite broad in proportion to their stature. Due to a higher amount of keratin in their skin and nails, both are very resilient, and dwarves are known to decorate their bodies with a number of tattoos, unique piercings, and embedded gemstones. Equally, their hair grows thickly, primarily on their head, but across other portions of their body as well, and dwarves of all genders are known to wear facial hair, which may be styled in many intricate patterns. Typically, dwarves live up to 250 years of age, maintaining their muscle mass well into later life.
Ancestry Feature
Increased Fortitude: You can spend 3 Hope to halve incoming physical damage.
Thick Skin: When taking minor damage, roll 1d6. On a 5+, you take no damage instead.
Elf
Elves are typically tall humanoids with pointed ears and acutely attuned senses. Their ears vary in size and pointed shape, and as elves age the tips will begin to droop. While elves come in a wide range of body types, they are all fairly tall, with the shortest among them standing about 5ft 8in and the tallest coming closer to 6½ft. Some elves possess what is known as a “Mystic Form,” which occurs when an individual has dedicated themselves to a portion of the natural world so deeply that their physical form has changed. These characteristics can include celestial freckles, the presence of leaves, vines, or flowers in their skin or hair, and more. Sometimes these traits are inherited from an elf’s parents, but if the individual chooses to move their focus away from that sphere of influence, portions of their appearance will adjust over time. Because elves live for about 350 years, these traits might change more than once throughout their lifespan.
Ancestry Feature
Quick Reactions: You can mark a Stress to take advantage on a Reaction Roll.
Celestial Trance: During a rest, you can drop into a trance and make an extra downtime move.
Faerie
Those of faerie ancestry are winged humanoid creatures with insect-like features. Faeries have close ties with the natural world and frequently possess characteristics that allow them to blend in with various plants. Based on their individual heritage, faerie’s features might more closely resemble either humanoids or bugs—they may possess additional arms, compound eyes, lantern organs, chitinous exoskeletons, or stingers. 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 go through a unique process of metamorphosis throughout their relatively short lifespan, of usually no more than 50 years.
Ancestry Feature
Wings: You can fly. While flying, mark a Stress before an adversary’s attack roll to increase your Evasion by +2 against that attack.
Luckbender: Once per session, after you or an ally in Close range make an Action Roll, you can spend 3 Hope to reroll the Duality Dice. You must take the new result.
Faun
Fauns resemble goats in humanoid form, with curving horns, square pupils, and cloven hooves. Like any ancestry, their appearances vary widely, but most fauns have a goat-like lower body with dense fur and a short tail, while their torso and hands are usually humanoid. Faun faces range from humanoid to goat-like and they can have varying ear shapes, horn shapes, and fur thickness. Faun horns range from short with minimal curvature, to much larger and curling. The average faun height ranges in height from 4 feet to 6 ½ feet, which can change dramatically based on the way they stand. The majority of fauns have proportionately long limbs no matter their individual size or shape. Fauns are known to live roughly 225 years.
Ancestry Feature
Leap: You can easily leap up to a Close range across gaps or chasms without making an Agility roll.
Kick: On a successful melee attack, you can mark a Stress to kick yourself off of the target, adding 2d6 to the damage and pushing either them or yourself out of Melee range.
Firbolg
Firbolgs resemble cows in humanoid form, typically recognized by their broad nose and long ears. Some have facial features that are a blend of humanoid and cow, but others, often referred to as “minotaurs,” have heads that entirely resemble cattle. All members of this ancestry have humanoid bodies covered in fur, and many possess horns that grow our widely from their skull. Firbolgs come in a range of colors from earth tones to pastel hues like pink and blue. They’re tall and muscular creatures, with heights ranging from around 5 feet to 7 feet, and possess remarkable strength for their size no matter their age. On average, firbolgs live for about 150 years of age.
Ancestry Feature
Natural Calm: Whenever you should mark a Stress, roll a d6. On a result of 6, don’t mark it.
Charge: When you succeed on an Agility roll to move from Far or Very Far range into Melee with one or more targets, mark a Stress to deal 1d12 physical damage to all targets.
Fungril
Fungrils resemble a mushroom in humanoid form. Because of this, their appearance can vary wildly: they may be anywhere from about 2 feet to 7 feet tall, and either more humanoid or more fungal in appearance. They come in an assortment of colors, from earth tones to bright reds, yellows, purples, and blues. Their physical forms are non-standardized, resulting in an incredible variety of bodies, faces, and limbs. While the common lifespan of a fungril is about 300 years, some are reported to live much longer. Though they can vocalize or communicate nonverbally, many members of this ancestry use a mycelial array to chemically exchange information with other fungrils across long distances.
Ancestry Feature
Fungril Network: You can make an Instinct Roll (12) to speak with others of your ancestry across any distance using your mycelial array.
Death Connection: While touching a corpse that died recently, you can mark a Stress to extract one memory related to a specific emotion or sensation.
Galapa
Those of galapa ancestry resemble anthropomorphic turtles, with a large, domed shell into which the head and limbs can retract. On average, they range from 4 feet to 6 feet in height and an individual’s overall shape is dictated by the type of turtle they resemble. Galapa come in a variety of earth tones, most often shades of green and brown, and they may possess several colorful and unique patterns, especially on their shells. No matter their other physicality, all galapa can draw in their head, arms, and legs to protect them within their shell, using it as a shield when defensive measures are needed. The majority of this ancestry move fairly slowly no matter their age, and will live for roughly 150 years.
Ancestry Feature
Shell of Protection: Your shell provides a natural shield. Add your Proficiency to your armor score.
Slow and Steady: During combat, you can make an attack roll with advantage by placing an additional token on the action tracker.
Giant
Giants are very tall humanoids with long arms, broad stature, and one to three eyes. The smallest adults among this ancestry are about 6½ feet, with the largest coming in around 8½ feet. In combination with their size, giants are most easily recognized by their long arms that grant them added reach. They tend toward dense musculature, no matter body type. While the majority among this ancestry have two eyes, it’s not uncommon for giants to have one or three eyes. This trait is passed from one or both parents and those with a single eye are often referred to as “cyclops.” The average giant lifespan is approximately 75 years.
Ancestry Feature
Endurance: Gain an additional Hit Point slot at character creation.
Reach: Treat any weapon, feature, ability, or spell that has Melee range as though it has Very Close range instead.
Goblin
Those of goblin ancestry are small humanoids typically recognized by their large eyes and massive, membranous ears. Because of these physical features, they tend to have keen hearing and eyesight that allows them to perceive details at a greater distance, in darkness, or in less optimal environments. Their skin and eye colors are incredibly varied with no one hue, either vibrant or subdued, more dominant than another. Their height ranges from 3 feet to 4 feet and each of their ears is about the size of the individual’s head. Goblins are known to use ear positions to very specific effect when communicating non-verbally. The goblin lifespan is roughly 100 years and many will maintain their keen hearing and sight well into advanced age.
Ancestry Feature
Danger Sense: Once per short rest, mark a Stress to make an adversary reroll an attack against you or an ally within Very Close range of you.
Surefooted: You ignore disadvantage on Agility rolls.
Halfling
Halflings are typically smaller humanoids, with large hairy feet and prominent, rounded ears. On average halflings are 3 feet to 4 feet in height, with ears, noses, and feet that are larger in proportion to the rest of their features. Generally, those of this ancestry live for around 150 years, and their appearance is likely to remain fairly youthful even as they progress from adulthood to 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 Feature
Youthful Spirit: At the beginning of each session, give everyone in your party a Hope.
Little Lucky: When you roll a 1 on your Hope die, you can reroll it, and must take the new result.
Human
Those of human ancestry 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 in their build, with some being quite muscular, others lithe, and everything in between. Humans are incredibly physically adaptable and can 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 Feature
High Stamina: Take 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. You must take the new result.
Inferis
Those of inferis ancestry are humanoids who possess sharp canines, pointed ears, and horns that come in a variety of styles. They are descendants of demons from the Circles Below. While some inferis horns resemble that of a goat or ram, others bear the shape of a piercing spike. There’s no standard number of horns for inferis—though two or four are common—and some will have crowns of many horns, or only one. They may also grow asymmetrically, forming unique shapes that inferis are known to 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—including rosy scarlet, deep purple, and pitch black. On average, inferis range in height from 5 feet to 7 feet and are known to have long fingers and pointed nails. Inferis posses a “dread visage” that can manifest both involuntarily or purposefully based on experiencing fear, attempting to intimidate an adversary, or a variety of other strong emotions or goals. They can briefly modify their appearance in a variety of ways including lengthening their teeth and nails, changing the colors of their eyes, twisting their horns, or enhancing their height. On average, inferis live up to 350 years, and some attribute this lifespan to their deific lineage.
Ancestry Feature
Fearless: When you roll with Fear, you can mark 2 Stress to make it a roll with Hope instead.
Dread Visage: You have advantage on rolls to a intimidate hostile target.
Katari
Those of katari ancestry are feline humanoids with soft fur and high, triangular ears. They also have vertically-slit pupils, small pointed canine teeth, retractable claws, and long whiskers that assist their perception and navigation. Their ears can swivel nearly 180° to detect sound, adding to their heightened senses. Depending on their lineage, Katari may more closely resemble their cat ancestors or humans, with an amount of hair and facial structure to match. Equally, they may or may not have tails and their skin and fur possess a wide range of hues, with solid colors, calico tones, tabby patterns, and an array of spots or stripes. Their height ranges widely from about 3 feet to 6½ feet, and they live for around 150 years.
Ancestry Feature
Feline Instincts: When you make an Agility roll, you can mark a Stress to reroll your Hope Die. You must take the new result.
Retracting Claws: You can make an Agility roll to scratch a target in Melee range. On a success, they become Vulnerable.
Orc
Orcs are most easily recognized as humanoids with square features and boar-like tusks. These tusks protrude from their lower jaw, and the size can vary between individuals. While they extend from their mouths, tusks are not used for consuming food, and thus many orcs choose to decorate them with significant ornamentation. Typically orcs live for roughly 125 years and, unless altered, their tusks continue to grow throughout the course of their life. Orcs have mid-sized, pointed ears and their skin is typically colored in green, blue, pink, and grey tones. Orcs tend towards a muscular stature, no matter their individual size or build, and their average height ranges from 5 feet to 6½ feet.
Ancestry Feature
Sturdy: When you have one hit point remaining, your armor score is doubled.
Tusks: After making a successful Melee attack, you can spend Hope to also gore the target with your tusks, adding +1d6 to the damage roll.
Ribbet
Those of ribbet ancestry resemble anthropomorphic frogs with protruding eyes and webbed hands and feet. They have smooth (though sometimes warty) and moist skin, eyes positioned on either side of the top of their head and, while some ribbets have hind legs more than twice the length of their torso, others have fairly small limbs. No matter their size (which ranges from about 3 feet to 4½ feet), ribbets primarily move by hopping. All ribbets have hands and feet that are webbed, allowing them to swim with ease. Some ribbets possess a natural green and brown camouflage, while others are quite vibrantly colored in an array of 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 mature into amphibians that can move around on land. Ribbets live for approximately 100 years, and most will have full matured from their tadpole form by roughly age 13.
Ancestry Feature
Long Tongue: You can use your long tongue to grab onto things Close to you. You can also mark a Stress to unleash it as a Finesse Close weapon that does d12 physical damage using your Proficiency.
Amphibious: You can breathe and move underwater just as easily as on land.
Simiah
Simiah resemble anthropomorphic monkeys and apes, with long limbs and prehensile feet. Their appearance ranges from the largest gorilla to the smallest marmoset, and everything in between. Their size does not align directly with their animal counterparts, as they tend to range from 2 feet to 6 feet tall. Though the degree varies, all members of this ancestry have prehensile feet can utilize this dexterity in nonverbal communication, movement, work, and combat. This trait also grants them unique agility that can aid them in a variety of physical tasks. On average, Simiah live for close to 100 years.
Ancestry Feature
Nimble: Increase your Evasion by +1 at character creation.
Natural Climber: You have advantage on Agility Rolls that involve balancing and climbing.
Mixed Ancestry
Families within the world of Daggerheart are as unique as the peoples and cultures that inhabit it. The physical appearance and skill set of someone can be shaped by blood, by magic, by proximity, or a variety of other characteristics.
If you decide that your character is a descendant of multiple ancestries and you want to mechanically represent that in the game, you may use the option below:
-
When you choose your Ancestry at character creation, write down how your character identifies themself in the Heritage section of your character sheet. For example, your Ancestry could be “Goblin-Orc”, or just “Goblin” (with Orc in their lineage), or a name you choose, like “Toothling.”
-
Work with your GM to choose two features from the ancestries you are derived from. You must choose the top feature from one ancestry and the bottom from another. Write both down on a notecard you can keep with your other cards or next to your character sheet. For example, if you are making a Goblin-Orc, you might take Danger Sense and Tusks, or Sturdy and Surefooted. You could not take Danger Sense and Sturdy together.