TEXT: By Ryan Langr
  GRAZILAXX’S GUIDE TO
  ANCESTRY
  Alternative Race Mechanics
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  2
  Contents
  Contents
  Race in D&D
  Race in D&D .........................................
  .........................................44
  From Race to Ancestry
  From Race to Ancestry.........................................
  .........................................4
  Ancestry, Regions, and Branches
  Ancestry, Regions, and Branches.....................
  .....................44
  Behind the Mechanics
  Behind the Mechanics .....................
  .....................44
  Removing Ability Score Increases
  Removing Ability Score Increases....................
  ....................4
  Inheritances
  Inheritances .............................................................
  .............................................................4
  Using Ancestry in Your Campaign
  Using Ancestry in Your Campaign ....................
  ....................5
  Core and Expanded Ancestries
  Core and Expanded Ancestries.....
  .....7
  Amphibian
  Amphibian ...................................................................
  ...................................................................7
  Avian
  Avian ............................................................................
  ............................................................................7
  Aarakocra Branch......................................................8
  Kenku Branch ............................................................8
  Draconic
  Draconic.....................................................................
  .....................................................................8
  Dragonborn Branch ..................................................8
  Kobold Branch...........................................................9
  Dwarven
  Dwarven ...................................................................
  ...................................................................10
  10
  Hill Region ...............................................................10
  Mountain Region ....................................................10
  Underdark Region...................................................11
  Elven
  Elven ...........................................................................
  ...........................................................................1111
  Cosmopolitan Region .............................................12
  Feywild Region........................................................12
  Underwater Region.................................................12
  Shadowfell Region...................................................12
  Underdark Region...................................................13
  Forest Region...........................................................13
  Extraplanar.............................................................
  Extraplanar.............................................................1313
  The Nine Hells(Tieflings).......................................13
  Celestial (Aasimar) ..................................................14
  Plane of Air (Genasi)...............................................15
  Plane of Earth (Genasi) ...........................................15
  Plane of Fire (Genasi)..............................................15
  Plane of Water (Genasi) .........................................16
  Astral Plane (Githyanki) .........................................16
  Limbo Plane (Githzerai)..........................................17
  Triton........................................................................17
  Feline (Tabaxi).........................................................17
  Giantkin
  Giantkin ....................................................................
  ....................................................................1818
  Firbolg ......................................................................18
  Goliath......................................................................19
  Gnomish
  Gnomish.....................................................................
  .....................................................................19
  19
  Forest Region...........................................................19
  Mountain Region ....................................................20
  Underdark Region...................................................20
  Goblinoid
  Goblinoid.................................................................
  .................................................................20
  20
  Bugbear.....................................................................21
  Goblin.......................................................................21
  Hobgoblin.................................................................21
  Halfling
  Halfling ...................................................................
  ...................................................................22
  22
  Cosmopolitan...........................................................22
  Southern Region......................................................22
  Human
  Human........................................................................
  ........................................................................23
  23
  Coastal Region.........................................................23
  Desert Region ..........................................................23
  Extraplanar Region..................................................24
  Forest Region...........................................................24
  Mountain Region ....................................................24
  Grassland Region.....................................................24
  Arctic Region...........................................................25
  Urban Region...........................................................25
  Orcish
  Orcish........................................................................
  ........................................................................25
  25
  Reptilian
  Reptilian...................................................................
  ...................................................................26
  26
  Lizardfolk Branch....................................................26
  Tortle Branch...........................................................26
  Yuan-ti Branch ........................................................27
  Eberron Ancestries
  Eberron Ancestries.........................
  .........................28
  28
  Changeling
  Changeling..............................................................
  ..............................................................28
  28
  Kalashtar
  Kalashtar.................................................................
  .................................................................28
  28
  Shifter
  Shifter .......................................................................
  .......................................................................29
  29
  Beasthide Aspect......................................................30
  Longtooth Aspect....................................................30
  Swiftstride Aspect....................................................30
  Wildhunt Aspect .....................................................30
  Warforged...............................................................30
  Warforged...............................................................30
  Envoy Blueprint.......................................................31
  Juggernaut Blueprint...............................................31
  Skirmisher Blueprint...............................................31
  Dragonmarks
  Dragonmarks..........................................................
  ..........................................................32
  32
  RRaavvnniiccaa                            ......................................................3333
  Centaur
  Centaur.....................................................................
  .....................................................................33
  33
  Loxodon
  Loxodon ....................................................................
  ....................................................................33
  33
  Minotaur
  Minotaur..................................................................
  ..................................................................34
  34
  Simic Hybrid
  Simic Hybrid ............................................................
  ............................................................34
  34
  Vedalken
  Vedalken ...................................................................
  ...................................................................335
  AAnncceessttrriieess
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  3
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  GRAZILAXX’S GUIDE TO ANCESTRY
  4
  Greetings! If you are reading this g�ide you must be interested in
  the ancest�� of the many peoples of ourworld. I am Grazilaxx,
  renowned bio-archeologist and lover of all creat�res. In this
  collection of notes, you will find my reflections on the various
  sentient creat�res of ourworld.
  They are as different as they are the same. I hope you can see
  that. No ma�erwhat, I hope my notes, reflections, and data can
  help you be�er understand yourself, those around you, and the
  common ancest�� �om which we’ve all come.
  Race in D&D
  Race in D&D
  In the past, the way in which race was used in D&D
  was mostly swept under the rug. As the game becomes
  increasingly open to minority and marginalized groups,
  however, these problems will hopefully be increasingly
  recognized.
  The fact that drow are evil and dark-skinned is
  problematic and offensive. We know it is because
  persons of color tell us it is. The fact that certain
  playable races—drow, tieflings, goblins, orcs—are
  typically of “evil alignments” is lazy, at best. At worst, it
  promotes the idea that entire races are evil.
  The fact that ability score increases are tied to race is
  similarly problematic. Though all races are more or less
  balanced, the assertion that certain races are smarter,
  faster, or stronger than others leads only to increasing
  bias. It ignores the fact that we are more alike than we
  are different.
  With Grazilaxx's Guide to Ancestry we hope to provide a
  way you can play the game you love without these
  concerns.
  From Race to Ancestry
  From Race to Ancestry
  Language is power. It carries with it both seen and
  unseen influences. Just ask a bard!
  Race, arguably, doesn’t even exist. Rather, it’s a word
  invented to place division rather than unity. It imposes
  hierarchy where none should be. It is an empty word,
  yet it is full of world-shattering power.
  Ancestry, on the other hand, is a word of deep meaning
  and richness. It harkens to the past, the very depths
  from which we have come, both collectively and
  individually, and brings it through the present and into
  the future.
  So, in a world where words carry magical power,
  where individuals and species can be descended from
  gods, and where disparate species can come together to
  create something more than the sum of their parts,
  why are we still talking about race?
  What we need is an appreciation of that from which
  we have come. What we need is to acknowledge our
  common roots and unique “fruits.” What we need…is
  ancestry.
  Ancestry, Regions, and
  Ancestry, Regions, and
  Branches
  Branches
  For the sake of clarity, mechanics, and narrative,
  Grazilaxx’s Guide to Ancestry replaces the language of
  race and subrace with other terms.
  Ancestry. Ancestry is one replacement for the term race
  and signifies a group of people descended from a
  common ancestor. Goblinoids, avians, draconics, and
  even elves and dwarves, are all examples of groups that
  share ancestry. Narratively, they have descended from
  an ancient being.
  Regions. Regions refer to primarily cultural differences
  that arise based on where a group developed. It can also
  refer to particular affinities to tools, vehicles, etc.
  because of where one grew up. Ancestries whose
  differences are primarily based on geographical
  differences (humans, elves, dwarfs, halflings, etc.) are
  split functionally by regions.
  Branches. Branches refer to different peoples who are
  members of the same ancestry.
  Behind the Mechanics
  Behind the Mechanics
  This system was built to make races more varied and
  modular. It has a large amount of customization at the
  expense of a redistribution of power.
  Removing Ability Score
  Removing Ability Score
  Increases
  Increases
  Ability Score Increases from race have been removed,
  both for reasons of balance and because intrinsic ability
  score increases pose a problematic narrative. See
  “Dealing with Ability Scores” for some alternate
  methods. Removing ability score increases opens up
  the possibilities of viable race-class combinations.
  Inheritances
  Inheritances
  The core of this system revolves around a feature called
  “inheritances.” Inheritances are similar to fifth edition’s
  racial features and are separated into two categories.
  Major Inheritances. Major inheritances are common,
  widely applicable traits an ancestry has regardless of
  region or people. They are traits that were formerly
  part of the “race” as a whole (rather than subraces).
  They are typically on the more powerful side.
  Minor Inheritances. Minor inheritances are traits a
  creature has by being a member of a certain people or
  growing up in a certain region. They are traits formerly
  part of “subraces” and are typically less powerful.
  Inheritance Points. For the most part, each ancestry has
  six inheritance points they can spend. Major
  inheritances are worth two points each, minor
  inheritances are one point each. Some ancestries, like
  humans, have restrictions about how these
  inheritances can be distributed.
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  5
  Creating Your Own Race
  Creating Your Own Race
  You can easily make your own race, or modify an
  existing race using this system, by following these steps:
  1) Convert the two most powerful racial traits into
  major inheritances (2 points, each).
  2) Convert the rest of the racial traits into minor
  inheritances (1 point, each).
  3) Provide at least 2 skills and 1 tool or instrument
  that the character could be proficient in (1 point, each).
  In general, races should have two major inheritances
  and one feat option, and two minor inheritance
  options plus proficiencies. If a race is over or
  underbalanced, you may have to add or remove
  inheritances from the options.
  Creating “Shared Ancestry”
  Creating “Shared Ancestry”
  Under this system, a creature who identifies as two
  different “races” [ancestries] is said to have “shared
  ancestry.” While these mechanics allow for more
  variation than “half-elf” or “half-orc,” it is up to the DM
  to decide which races could procreate this way.
  Building Shared Ancestry
  Building Shared Ancestry
  When you build a character of shared ancestry, you pick
  one major inheritance from the first race and one major
  inheritance from the second. You may then pick any
  combination of two minor inheritances from those races.
  Using Ancestry in Your
  Using Ancestry in Your
  Campaign
  Campaign
  The modular design, setting, and removal of ability
  score increases may change up how you use ancestries
  in your campaigns.
  Setting
  Setting
  While much of the narrative and descriptive elements
  in this guide are based on Forgotten Realms’s lore,
  these “racial”ancestries are easy to adapt into an
  agnostic setting. Because the lore, alignments, and
  interactions between different ancestries are all fluff
  (and not intrinsic to their identities as a species), feel
  free to ignore any non-mechanical aspect of this
  product and adapt it to your own setting. Some of the
  mechanics (like having an elf without Trance), could
  actually facilitate this adaptation.
  Ancestral Lore
  Ancestral Lore
  Work with your DM to decide why your character is
  unique among their ancestry. Maybe you’re an
  aarakocra who can’t fly because you grew up with
  humans and weren’t taught to fly.
  Maybe you’re a drow without darkvision because you
  come from a long line of surface dwellers.
  Maybe you’re an elf who doesn’t Trance. Whether your
  mechanical choices inform your roleplay, or vice versa,
  this system works best when they’re given equal
  importance.
  Alignments
  Alignments
  Not only are alignments problematic from a narrative
  standpoint, when used improperly, they can be lazy,
  boring, and restrictive. They have fallen out of general
  favor for good reason. Alignment has no mechanical
  impact in this supplement.
  Redistributing Ability Scores
  Redistributing Ability Scores
  While having lower overall ability scores may be
  appealing to some tables and settings, for those who
  wish to keep them, ability score increases can now
  come as Modified Distribution, Class Based, Changing
  Backgrounds, and Optional Feats.
  Modified Distribution
  Modified Distribution
  If you are using point buy, increase the number of
  points your players can spend by 4.
  If you are using standard array, add three points at any
  point in the array, at the DM’s discretion. You may
  have 16, 15, 14, 12, 10, 8, or 16, 14, 13, 12, 11, 9, or
  some other variation.
  Finally, you may give your players +3 ability score
  increases to distribute in a +2, +1 way, or +1, +1, +1.
  Class-Based ASIs
  Class-Based ASIs
  You may decide to give ability score increases
  depending on the class, rather than ancestry, that the
  character chooses. The Class ASI table details ability
  score increase options for each class.
  CLASS ASI TABLE
  Class
  Op�on 1
  Op�on 2
  Ar�ficer
  +2 Int,+1 Dex
  +2 Int, +1 Con
  Barbarian
  +2 Str, +1 Con
  +2 Dex, +1 Con
  Bard
  +2 Cha, +1 Dex
  +2 Cha, +1 Int
  Cleric
  +2 Wis, +1 Str
  +2 Con, +1 Wis
  Druid
  +2 Wis, +1 Dex
  +2 Wis, +1 Con
  Fighter
  +2 Str, +1 Con
  +2 Dex, +1 Int
  Monk
  +2 Wis, +1 Dex
  +2 Dex, +1 Wis
  Paladin
  +2 Str, +1 Cha
  +2 Con, +1 Wis
  Ranger
  +2 Dex, +1 Wis
  +2 Wis, +1 Dex
  Rogue
  +2 Dex, +1 Cha
  +2 Dex, +1 Int
  Sorcerer
  +2 Cha, +1 Dex
  +2 Cha, +1 Con
  Warlock
  +2 Cha, +1 Con
  +2 Cha, +1 Dex
  Wizard
  +2 Int, +1 Dex
  +2 Int, +1 Con
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  6
  Changing Backgrounds
  Changing Backgrounds
  Instead of backgrounds granting skill proficiencies,
  backgrounds can grant ability score increases related to
  that background. This prevents the characters from
  having upwards of six skill proficiencies should they
  choose them as minor inheritances. Use the following
  table as suggestion on how to distribute ability score
  increases based on backgrounds.
  BACKGROUND ASI TABLE
  Feats
  Feats
  Dungeon Masters are encouraged to use the optional
  feat rules. If feats are available in your campaign, you
  may allow a character to take a reasonable feat option
  in place of one major inheritance.
  Alternatively, you can allow a free racial starting feat to
  augment the lack of ability score increases under this
  system.
  Other Resources
  Other Resources
  There are plenty of great resources you can use to
  augment or slightly change this system:
  Eastman Dunn Press: Mordenkainen's Musings: Nature &
  Nurture in the Multiverse has great suggestions for
  adapting all “races” to a “non-ASI” formula.
  Jeremy Forbing: Unearthed Archetypes: Heroes for the Ages
  has excellent suggestions for racial human variants.
  Bryan Holmes: The Backgrounds of Faerun series has
  excellent lore, information, and backgrounds on nearly
  every “race.” They’re easily adaptable to this system,
  and give additional options for inheritances the DM
  could adapt.
  Background
  Ability Score Increase
  Acolyte
  +2 Wis, +1 Int
  Anthropologist
  +2 Int, +1 Wis
  Archeologist
  +2 Int, +1 Dex
  Charlatan
  +2 Cha, +1 Dex
  City Watch
  +2 Wis, +1 Str
  Cour�er
  +2 Cha, +1 Wis
  Criminal/Spy
  +2 Cha, +1 Dex
  Entertainer
  +2 Cha, +1 Dex
  Far Traveler
  +2 Wis, +1 Con
  Fisher
  +2 Con, +1 Wis
  Folk Hero
  +2 Wis, +1 Cha
  Gladiator
  +2 Dex, +1 Cha
  Guild Ar�san/ Merchant
  +2 Cha, +1 Wis
  Haunted One
  +2 Wis, +1 Con
  Hermit
  +2 Wis, +1 Int
  House Agent (Any)
  +2 Cha, +1 Int
  Inheritor
  +2 Int, +1 Wis
  Knight
  +2 Str, +1 Cha
  Marine
  +2 Str, +1 Cha
  Noble
  +2 Cha, +1 Int
  Outlander
  +2 Con, +1 Wis
  Pirate
  +2 Str, +1 Wis
  Sage
  +2 Int, +1 Wis
  Sailor
  +2 Str, +1 Wis
  Shipwright
  +2 Wis, +1 Int
  Smuggler
  +2 Str, +1 Cha
  Soldier
  +2 Str, +1 Cha
  Urchin
  +2 Dex, +1 Cha
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  7
  Core and Expanded
  Core and Expanded
  Ancestries
  Ancestries
  Amphibian
  Amphibian
  A g��ng’s poisonous skin makes them dangerous pets and
  unappetizing snacks. They are an interesting st�dy in evolutionar�
  adaptation, however. They may look cute, but don’t let that disar�
  you—they are fierce, intelligent, and indust�ious creat�res.
  Tree-dwelling, aggressive, and territorial, grungs live
  in a rigid caste system according to their color. Are you
  different? Maybe you wish to open your borders to
  outsiders or are shirking the caste system. Maybe you
  are a staunch traditionalist, sent by your tribe on an
  important mission that will change your view of the
  world, and subsequently your people.
  As a grung, you may choose two major inheritances
  and two minor inheritances, or one major inheritance
  and four minor inheritances.
  Major Inheritances
  Major Inheritances
  Poison Immunity. You are immune to the poisoned
  condition and have immunity to poison damage.
  Poisonous Skin. Any creature that grapples you or
  otherwise comes into direct contact with your skin
  must succeed on a DC 12 Constitution saving
  throw or become poisoned for 1 minute. A
  poisoned creature no longer in direct contact
  with you can repeat the saving throw at the end of
  each of its turns, ending the effect on itself on a
  success. You can also apply this poison to any
  piercing weapon as part of an attack with that
  weapon, though when you hit the poison reacts
  differently. The target must succeed on a DC 12
  Constitution saving throw or take 5 (2d4)
  poison damage.
  Minor Inheritances
  Minor Inheritances
  If a grung takes the Amphibious
  Inheritance, they must also take Water
  Dependency. Doing so counts as only a single
  minor inheritance.
  Amphibious. You can breathe air and water.
  Standing Leap. Your long jump is up to 25 feet
  and your high jump is up to 15 feet, with or
  without a running start.
  Water Dependency. If you fail to immerse yourself in
  water for at least 1 hour during a day, you suffer one
  level of exhaustion at the end of that day. You can only
  recover from this exhaustion by magic or by immersing
  yourself in water for at least 1 hour.
  Agile Lurker. You are proficient in your choice of either
  the Acrobatics skill or the Stealth skill.
  Keen Awareness. You are proficient in the Perception
  skill.
  Forestcraft. You are proficient with your choice of
  either woodcarver’s tools or carpenter’s tools.
  Avian
  Avian
  Those who know kenku realize they are capable and remarkably
  adaptable. Their brain ma�er is act�ally quite... substantial.
  Interesting creat�res. I've interacted with quite a few of them in
  my time—while they aren't the most flavorf�l beings, they aren't
  as bland as most would have you think.
  Personally I’ve never been a fan of aarocokra. Sure they’re g�eat,
  majestic creat�res, but the feathers always got caught in my
  tentacles.
  Age
  Mature: 1, Max: 50
  Size
  Small
  Speed
  25 �., climb 25 �.
  Language
  Grung
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  8
  Aarakocra Branch
  Aarakocra Branch
  The aarakocra descends from the same creator race as
  the kenku: the aearee. While not common on the
  Material Plane (and typically not popular as player
  options), their inherited ability to fly make them
  capable and valuable allies.
  You may choose two major inheritances and two minor
  inheritances, or one major inheritance and four minor
  inheritances.
  Major Inheritances
  Major Inheritances
  Flight. You have a flying speed of 50 feet. To fly, you
  can’t be wearing medium or heavy armor.
  Talons. Your talons are natural weapons, which you can
  use to make unarmed strikes. If you hit with them, you
  deal slashing damage equal to 1d4 + your Strength
  modifier, instead of the bludgeoning damage normal
  for an unarmed strike.
  Minor Inheritances
  Minor Inheritances
  Keen Sight. You have advantage on Wisdom
  (Perception) checks that rely on sight.
  Head in the Clouds. You have advantage on all Intelligence
  (Nature) checks to recall knowledge about any creature
  with a flying speed and Wisdom (Survival) checks to
  track them.
  Agile Maneuvers. You are proficient in the Acrobatics
  skill.
  Keen Awareness. You are proficient in the Perception
  skill.
  Dextrous Fingers. You are proficient with your choice
  of either tinker’s tools or calligrapher’s supplies.
  Kenku Branch
  Kenku Branch
  The kenku are typically thought to be evil-leaning.
  While they can be valuable allies, they are rarely given
  the chance to be so.
  Truthfully, while kenku developed on a different plane,
  they are surprisingly similar to other avian descendants
  in the material realm. While they have a greedy streak,
  many have evolved beyond this tendency and are able
  to make the best of their curse (if set in the Forgotten
  Realms) and live as productive members of society.
  As a kenku, you must take Mimicry. You may further
  choose one major inheritance and two minor
  inheritances, or four minor inheritances.
  Major Inheritances
  Major Inheritances
  Mimicry. You cannot speak in your own voice or
  language. You can mimic sounds you have heard,
  including voices. A creature that hears the sounds you
  make can tell they are imitations with a successful
  Wisdom (Insight) check opposed by your Charisma
  (Deception) check.
  Expert Forgery. You can duplicate other creatures’
  handwriting and craftwork. You have advantage on all
  checks made to produce forgeries or duplicates of
  existing objects.
  Minor Inheritances
  Minor Inheritances
  Keen Hearing. Your reliance on mimicry has caused
  you to have excellent hearing. You have advantage on
  Wisdom (Perception) checks that rely on hearing.
  Mimicry Memorization. Your proficiency bonus is
  doubled for any Intelligence check made to recall any
  information you have heard, even if you are not
  proficient in that skill.
  Dextrous Maneuvers. You are proficient in your choice
  of either the Sleight of Hand skill or the Stealth skill.
  Secret Keeper. You are proficient in the Deception skill.
  Dextrous Fingers. You are proficient with your choice
  of either tinker’s tools or calligrapher’s supplies.
  Draconic
  Draconic
  How wondrous the descendants of dragons! From half-dragons
  to dragonbor� to the tiny kobolds, how varietous and rich is their
  par�icular t�ee. I’ve always had a preference for kobolds. Back
  when I par�ook of such privileges, they were quite the delicacy.
  I’m a�aid to say I do miss it, sometimes.
  While dragonborn and kobolds are playable options
  for draconic descendants, half-dragons are not. Still,
  they are considered part of the draconic tree and thus
  referenced by Grazilaxx.
  Dragonborn Branch
  Dragonborn Branch
  There is no real biological difference between the
  different colors of dragonborn, except the type of
  elements they have for their breath and resistance.
  Some dragonborn may even have lost the ability to use
  their breath weapons, or their resistance, depending on
  how far removed they are from their dragon ancestors.
  Age
  Mature: 15, Max: 80
  Size
  Medium
  Speed
  30 �.
  Languages
  Common and Draconic
  Age
  Mature: 12, Max: 60
  Size
  Medium
  Speed
  30 �.
  Languages
  Common and Auran
  Age
  Mature: 12, Max: 30
  Size
  Medium
  Speed
  25 �.
  Languages
  Common, Aarakocra, and Auran
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  9
  You may choose two major inheritances and two minor
  inheritances, or one major inheritance and four minor
  inheritances. If you choose both Breath and Resistance,
  they must be of the same type.
  Major Inheritances
  Major Inheritances
  Breath. You can use your action to exhale destructive
  energy. Your draconic ancestry determines the size,
  shape, and damage type of the exhalation (as found in
  the Player’s Handbook). When you use your breath
  weapon, each creature in the area of the exhalation
  must make a saving throw, the type of which is
  determined by your draconic ancestry. The DC for this
  saving throw equals 8 + your Constitution modifier
  + your proficiency bonus. A creature takes 2d6
  damage on a failed save, and half as much damage on a
  successful one. The damage increases to 3d6 at 6th
  level, 4d6 at 11th level, and 5d6 at 16th level. After you
  use your breath weapon, you can’t use it again until you
  complete a short or long rest.
  Expertise. Choose one of your skill proficiencies. Your
  proficiency bonus is doubled for any ability check you
  make that uses the chosen proficiency.
  Minor Inheritances
  Minor Inheritances
  Appraiser. You automatically know the type and worth
  of gems you find. You have advantage on Wisdom
  (Insight) checks to determine if you are getting a good
  deal when buying or selling items of value Rare or rarer.
  Resistance. You have resistance to the damage type
  associated with your draconic ancestry.
  Athlete. You are proficient in the Athletics skill.
  Imposing Figure. You are proficient in the Intimidation
  skill.
  Artisan. You are proficient with one type of artisan’s
  tools.
  Kobold Branch
  Kobold Branch
  “Kobolds are often dismissed as cowardly, foolish, and
  weak, but these little reptilian creatures actually have a
  strong social structure that stresses devotion to the
  tribe, are clever with their hands, and viciously work
  together in order to overcome their physical
  limitations” (Volo’s Guide to Monsters).
  All kobolds have Darkvision and Sunlight Sensitivity.
  You may further choose two major inheritances and
  two minor inheritances, or one major inheritance and
  four minor inheritances.
  Major Inheritances
  Major Inheritances
  Darkvision. You can see in dim light within 60 feet of
  you as if it were bright light, and in darkness as if it
  were dim light. You can’t discern color in darkness,
  only shades of gray.
  Pack Tactics. You have advantage on an attack roll
  against a creature if at least one of your allies is within
  5 feet of the creature and the ally isn’t incapacitated.
  Grovel, Cower, Beg. As an action on your turn, you can
  cower pathetically to distract nearby foes. Until the end
  of your next turn, your allies gain advantage on attack
  rolls against enemies within 10 feet of you that can see
  you. Once you use this trait, you can’t use it again until
  you finish a short or long rest.
  Sunlight Sensitivity. You have disadvantage on attack
  rolls and on Wisdom (Perception) checks that rely on
  sight when you, the target of your attack, or whatever
  you are trying to perceive is in direct sunlight.
  Minor Inheritances
  Minor Inheritances
  Tunnel Dweller. You have advantage on Wisdom
  (Survival) checks made to find your way underground
  or in natural corridors.
  Agile Maneuvers. You are proficient in the Acrobatics
  skill.
  Faithful. You are proficient in the Religion skill.
  Keen Awareness. You are proficient in the Perception
  skill.
  Technologist. You are proficient with your choice of
  either tinker’s tools or alchemist’s supplies.
  Age
  Mature: 6, Max: 120
  Size
  Small
  Speed
  30 �.
  Languages
  Common and Draconic
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  10
  Dwarven
  Dwarven
  What can be said of the dwar�es? Tough buggers, inside and out.
  A hear�� and steadfast people, bland as stone on the outside, but
  unique and beautif�l inside as the gems they mine. Though they
  are hard company to keep, they are wor�hy allies. I prefer�ed their
  conversation over their brains… but I am rather unique among
  my people!
  There are a few different regions in which dwarves
  typically dwell, and while all dwarves share the same
  major inheritances, their cultural and regional
  differences have lead to different affinities for tools and
  skills.
  You may choose two major inheritances and two minor
  inheritances, or one major inheritance and four minor
  inheritances. Minor inheritances must come from the
  same region.
  Major Inheritances
  Major Inheritances
  Darkvision. You can see in dim light within 60 feet of
  you as if it were bright light, and in darkness as if it
  were dim light. You can’t discern color in darkness,
  only shades of gray.
  Dwarven Resilience. You have advantage on saving
  throws against poison, and you have resistance against
  poison damage.
  Dwarven Toughness. Your hit point maximum increases
  by 1, and it increases by 1 every time you gain a level.
  Hill Region
  Hill Region
  “As a hill dwarf, you have keen senses, deep intuition,
  and remarkable resilience” (Player’s Handbook).
  Minor Inheritances
  Minor Inheritances
  Dwarven Insight. You have advantage on Wisdom
  (Insight) checks made to determine people’s motives.
  Dwarven Stonecunning. Whenever you make an
  Intelligence (History) check related to the origin of
  stonework, you are considered proficient in the History
  skill and add double your proficiency bonus to the
  check, instead of your normal proficiency bonus.
  Intuitive. You are proficient in the Insight
  skill.
  Tamer. You are proficient in the
  Animal Handling skill.
  Artisan. You are proficient with one of
  the following artisan’s tools: smith’s
  tools, brewer’s supplies, or mason’s tools.
  Mountain Region
  Mountain Region
  “As a mountain dwarf, you’re strong and hardy,
  accustomed to a difficult life in rugged terrain. You’re
  probably on the tall side (for a dwarf), and tend toward
  lighter coloration” (Player’s Handbook).
  Minor Inheritances
  Minor Inheritances
  Dwarven Endurance. You cannot become exhausted by
  class features that cause the exhausted condition.
  Dwarven Stonecunning. Whenever you make an
  Intelligence (History) check related to the origin of
  stonework, you are considered proficient in the History
  skill and add double your proficiency bonus to the
  check, instead of your normal proficiency bonus.
  Athlete. You are proficient in the Athletics skill.
  Keen Awareness. You are proficient in the Perception
  skill.
  Mineralist. You are proficient with jeweler’s tools.
  Age
  Mature: 50, Max: 350
  Size
  Medium
  Speed
  25 �.
  Languages
  Common and Dwarvish
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  11
  Underdark Region
  Underdark Region
  “The gray dwarves, or duergar, live deep in the
  Underdark. After delving deeper than any other
  dwarves, they were enslaved by mind flayers for eons”
  (Player’s Handbook).
  If you choose Improved
  Darkvision and Sunlight
  Sensitivity, you may choose
  an additional minor
  inheritance. You may take
  the Extra Language
  inheritance for free.
  Minor Inheritances
  Minor Inheritances
  Improved Darkvision
  (Requires Darkvision Major
  Inheritance). Your
  darkvision has a radius of
  120 feet.
  Sunlight Sensitivity. You
  have disadvantage on attack
  rolls and on Wisdom
  (Perception) checks that rely
  on sight when you, the target of your attack, or
  whatever you are trying to perceive is in direct
  sunlight.
  Duergar Resistance. You have advantage on saving
  throws against illusions and against being charmed or
  paralyzed.
  Duergar Magic. When you reach 3rd level, you can cast
  the enlarge/reduce spell on yourself once with this trait,
  using only the spell's enlarge option. When you reach
  5th level, you can cast the invisibility spell on yourself
  once with this trait. You don't need material
  components for either spell, and you can't cast them
  while you're in direct sunlight, although sunlight has no
  effect on them once cast. You regain the ability to cast
  these spells with this trait when you finish a long rest.
  Intelligence is your spellcasting ability for these spells.
  Dwarven Stonecunning. Whenever you make an
  Intelligence (History) check related to the origin of
  stonework, you are considered proficient in the History
  skill and add double your proficiency bonus to the
  check, instead of your normal proficiency bonus.
  Extra Language. You know, read, and write
  Undercommon.
  Imposing Figure. You are proficient in the Intimidation
  skill.
  Secret Keeper. You are proficient in the Deception skill.
  Forger. You are proficient with smith’s tools.
  Elven
  Elven
  There is nothing so delicate as an elf...at least that’s what they’d
  have you believe. Majestic, g�acef�l, and agile out�ard. Buried
  beneath the veneer is a conniving intelligence bolstered by
  ancient ex�erience. There are few things so simultaneously
  delectable and devastating as the death of an elf.
  Elves are among the most diverse species, second only
  to humans. While they share the same major
  inheritances, their vast regional and cultural differences
  has led to an abundance of variety in their minor
  inheritances.
  You may choose two major inheritances and two minor
  inheritances, or one major inheritance and four minor
  inheritances. Minor inheritances must come from the
  same region.
  Major Inheritances
  Major Inheritances
  Darkvision. You can see in dim light within 60 feet of
  you as if it were bright light, and in darkness as if it
  were dim light. You can’t discern color in darkness,
  only shades of gray.
  Fey Ancestry. You have advantage on saving throws
  against being charmed, and magic
  can’t put you to sleep.
  Trance. Elves don’t need to sleep.
  Instead, they meditate deeply,
  remaining semiconscious, for 4
  hours a day. (The Common word
  for such meditation is “trance.”)
  While meditating, you can
  dream after a fashion; such
  dreams are actually mental
  exercises that have become
  reflexive through years of
  practice. After resting in
  this way, you gain the
  same benefit that a
  human does from 8 hours
  of sleep.
  Age
  Mature: 100, Max: 750
  Size
  Medium
  Speed
  30 �.
  Languages
  Common and Elvish
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  12
  Cosmopolitan Region
  Cosmopolitan Region
  Cosmopolitan is simply the term for an elf that doesn’t
  hail from a specific region—city, planes, mountains.
  They can be found almost anywhere and, thus, have
  some of the most diverse cultural affinities. High elves
  are included in this culture.
  Minor Inheritances
  Minor Inheritances
  Elven Arcanism. You know one cantrip from the wizard
  spell list. Intelligence is your spellcasting ability for it.
  Extra Language. You speak, read, and write one extra
  language of your choice.
  Keen Senses. You are proficient in the Perception skill.
  Magical Knowledge. You are proficient in the Arcana skill.
  Potion Master. You are proficient with your choice of
  either alchemist’s supplies or the herbalism kit.
  Feywild Region
  Feywild Region
  Also known as “eladrin,” elves from the feywild are
  typically associated with one of the four seasons.
  If you choose a Season’s Blessing, you must have Fey
  Step. You can have only one, but may change your
  Season’s Blessing if you and your DM agree on a
  significant roleplaying reason for doing so.
  Minor Inheritances
  Minor Inheritances
  Expertise. If you are proficient in the Persuasion skill,
  your proficiency bonus is doubled for any ability check
  you make that uses it.
  Extra Language. You speak, read, and write one extra
  language of your choice.
  Fey Step. As a bonus action, you can magically teleport
  up to 30 feet to an unoccupied space you can see. Once
  you use this trait, you can't do so again until you finish
  a short or long rest.
  Season’s Blessing. When you reach 3rd level, your Fey
  Step gains an additional effect based on your season; if
  the effect requires a saving throw, the DC equals 8 +
  your proficiency bonus + your Charisma modifier:
  Autumn. Immediately after you use your Fey
  Step, up to two creatures of your choice that you can
  see within 10 feet of you must succeed on a Wisdom
  saving throw or be charmed by you for 1 minute, or
  until you or your companions deal any damage to it.
  Winter. When you use your Fey Step, one
  creature of your choice that you can see within 5 feet of
  you before you teleport must succeed on a Wisdom
  saving throw or be frightened of you until the end of
  your next turn.
  Spring. When you use your Fey Step, you can
  touch one willing creature within 5 feet of you. That
  creature then teleports instead of you, appearing in an
  unoccupied space of your choice that you can see
  within 30 feet of you.
  Summer. Immediately after you use your Fey
  Step, each creature of your choice that you can see
  within 5 feet of you takes fire damage equal to your
  Charisma modifier (minimum of 1 damage).
  Biologist. You are proficient in the Nature skill.
  Keen Senses. You are proficient in the Perception skill.
  Smooth Talker. You are proficient in the Persuasion
  skill.
  Underwater Region
  Underwater Region
  Showing an affinity for water from the earliest days of
  their existence, these elves prefer to make their homes
  in the shallows or on the Elemental Plane of Water.
  Minor Inheritances
  Minor Inheritances
  Child of the Sea. You have a swimming speed of 30 feet,
  and you can breathe air and water.
  Extra Language. You can speak, read, and write Aquan.
  Friend of the Sea. Using gestures and sounds, you can
  communicate simple ideas with any beast that has an
  innate swimming speed.
  Keen Mind. You are proficient in your choice of either
  the Insight skill or the Investigation skill.
  Keen Senses. You are proficient in the Perception skill.
  Wave Rider. You are proficient with vehicles (water).
  Shadowfell Region
  Shadowfell Region
  The shadar-kai exist somewhere between life and
  death. Servants of the Raven Queen, they are only
  occasionally found on the Material Plane, and with
  specific motives and orders.
  Minor Inheritances
  Minor Inheritances
  Blessing of the Raven Queen. As a bonus action, you can
  magically teleport up to 30 feet to an unoccupied space
  you can see. Once you use this trait, you can't do so
  again until you finish a long rest.
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  13
  Improved Blessing (Requires the Blessing of the Raven
  Queen Inheritance). Starting at 3rd level, you also gain
  resistance to all damage when you teleport using this
  trait. The resistance lasts until the start of your next
  turn. During that time, you appear ghostly and
  translucent.
  Necrotic Resistance. You have resistance to necrotic
  damage.
  Dextrous Maneuvers. You are proficient in your choice
  of either the Stealth skill or Sleight of Hand skill.
  Keen Senses. You are proficient in the Perception skill.
  Assassin. You are proficient with your choice of either
  the poisoner’s kit or the disguise kit.
  Underdark Region
  Underdark Region
  The drow are an enigmatic people. Because they live in
  darkness, their environmental sensitivities to sunlight
  make them a rare sight to surface-dwellers. Though the
  drow are undoubtedly worshippers of an evil pantheon
  of gods, their relative obscurity usually prevents the
  drow who break from the stereotypes to gain any
  credit for their people. Hopefully, they can be
  redeemed, for no one should be consigned to evil just
  because they live in the dark.
  If you choose Improved Darkvision and Sunlight
  Sensitivity, you may choose an additional minor
  inheritance.
  Minor Inheritances
  Minor Inheritances
  Drow Magic. You know the dancing lights cantrip.
  When you reach 3rd level, you can cast the faerie fire
  spell once with this trait and regain the ability to do so
  when you finish a long rest. When you reach 5th level,
  you can cast the darkness spell once with this trait and
  regain the ability to do so when you finish a long rest.
  Charisma is your spellcasting ability for these spells.
  Extra Language. You can speak, read,
  and write Undercommon.
  Improved Darkvision (Requires the
  Darkvision Major Inheritance).
  Your darkvision has a radius of
  120 feet.
  Sunlight Sensitivity. You have
  disadvantage on
  attack rolls and on
  Wisdom
  (Perception) checks
  that rely on sight
  when you, the target
  of your attack, or
  whatever you are
  trying to perceive is
  in direct sunlight.
  Sneak. You are
  proficient in the
  Stealth skill.
  Esoteric Knowledge. You have proficiency in your
  choice of either the Arcana skill or the Religion skill.
  Poisoner. You are proficient with the poisoner’s kit.
  Forest Region
  Forest Region
  “As a wood elf, you have keen senses and intuition, and
  your fleet feet carry you quickly and stealthily through
  your native forests. This category includes the wild
  elves (grugach) of Greyhawk and the Kagonesti of
  Dragonlance, as well as the races called wood elves in
  Greyhawk and the Forgotten Realms. In Faerûn, wood
  elves (also called wild elves, green elves, or forest elves)
  are reclusive and distrusting of non-elves” (Player’s
  Handbook).
  Minor Inheritances
  Minor Inheritances
  Expertise. Choose one of your skill or tool proficiencies.
  Your proficiency bonus is doubled for any ability check
  you make that uses your chosen proficiency.
  Fleet of Foot. Your movement speed increases to 35 feet.
  Mask of the Wild. You can attempt to hide even when
  you are only lightly obscured by foliage, heavy rain,
  falling snow, mist, and other natural phenomena.
  Keen Senses. You are proficient in the Perception skill.
  Sneak. You are proficient in the Stealth skill.
  Forestcraft. You are proficient with your choice of
  either woodcarver’s tools or carpenter’s tools.
  Extraplanar
  Extraplanar
  Oh! The wondrous creators bor� of the various planes! How
  interesting they are…. Though they’re technically not related, the
  fact that they hail �om different planes make them more alike
  than different, if I do say so myself. They have always been some
  of the most interesting st�dies. So much so that, in most cases, I’d
  rather sit and talk with them than par�ake of their juicy
  encephalitic material.
  The regional differences of each of these species are
  quite disparate—not surprising, since the descendants
  of both celestials and fiends are in this category. What
  they share in common is how radically different they
  are from those species most commonly at home in the
  Material Plane.
  The Nine Hells(Tieflings)
  The Nine Hells(Tieflings)
  “Tieflings are derived from human bloodlines, and in
  the broadest possible sense, they still look human.
  However, their infernal heritage has left a clear imprint
  on their appearance. Lacking a homeland, tieflings
  know that they have to make their own way in the
  world and that they have to be strong to survive. They
  are not quick to trust anyone who claims to be a friend,
  but when a tiefling’s companions demonstrate that they
  trust him or her, the tiefling learns to extend the same
  trust to them. And once a tiefling gives someone
  loyalty, the tiefling is a firm friend or ally for life”
  (Player’s Handbook).
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  14
  You may choose two major inheritances and two minor
  inheritances, or one major inheritance and four minor
  inheritances. Minor inheritances must come from the
  same region.
  Major Inheritances
  Major Inheritances
  Darkvision. You can see in dim light within 60 feet of
  you as if it were bright light, and in darkness as if it
  were dim light. You can’t discern color in darkness,
  only shades of gray.
  Infernal Legacy. You know the thaumaturgy cantrip.
  When you reach 3rd level, you can cast the hellish
  rebuke spell as a 2nd-level spell once with this trait and
  regain the ability to do so when you finish a long rest.
  When you reach 5th level, you can cast the darkness
  spell once with this trait and regain the ability to do so
  when you finish a long rest. Charisma is your
  spellcasting ability for these spells.
  Minor Inheritances
  Minor Inheritances
  Hellish Resistance. You have resistance to fire damage.
  Infernal Skepticism. You can choose to use your
  Intelligence modifier, rather than your Wisdom, when
  using the Insight skill.
  Enlightened Study. You have proficiency in your choice
  of either the Arcana skill or the History skill.
  Secret Keeper. You have proficiency in the Deception
  skill.
  Artisan. You have proficiency in one set of artisan’s
  tools your choice.
  Celestial (Aasimar)
  Celestial (Aasimar)
  “Aasimar bear within their souls the light of the
  heavens. They are descended from humans with a
  touch of the power of Mount Celestia, the divine realm
  of many lawful good deities. Aasimar are born to serve
  as champions of the gods, their births hailed as blessed
  events. They are a people of otherworldly visages, with
  luminous features that reveal their celestial heritage”
  (Volo’s Guide to Monsters).
  You may choose two major inheritances and two minor
  inheritances, or one major inheritance and four minor
  inheritances. You can only choose one of the following:
  Necrotic Shroud, Radiant Consumption, or Radiant Soul.
  Major Inheritances
  Major Inheritances
  Darkvision. You can see in dim light within 60 feet of
  you as if it were bright light, and in darkness as if it
  were dim light. You can’t discern color in darkness,
  only shades of gray.
  Healing Hands. As an action, you can touch a creature
  and cause it to regain a number of hit points equal to
  your level. Once you use this trait, you can’t use it again
  until you finish a long rest.
  Minor Inheritances
  Minor Inheritances
  Aasimar Descendant. An aasimar may choose one of the
  following choices:
  - Celestial Resistance. You have resistance to necrotic
  damage and radiant damage.
  - Light Bearer. You know the light cantrip. Charisma is
  your spellcasting ability for it.
  Necrotic Shroud. Starting at 3rd level, you can use
  your action to unleash the divine energy within
  yourself, causing your eyes to turn into pools of
  darkness and two skeletal, ghostly, flightless wings to
  sprout from your back. The instant you transform,
  other creatures within 10 feet of you that can see you
  must each succeed on a Charisma saving throw (DC
  8 + your proficiency bonus + your Charisma
  modifier) or become frightened of you until the end of
  your next turn. Your transformation lasts for 1 minute
  or until you end it as a bonus action. During it, once on
  each of your turns, you can deal extra necrotic damage
  to one target when you deal damage to it with an attack
  or a spell. The extra necrotic damage equals your level.
  Once you use this trait, you can’t use it again until you
  finish a long rest.
  Radiant Consumption. Starting at 3rd level, you can
  use your action to unleash the divine energy within
  yourself, causing a searing light to radiate from you,
  pour out of your eyes and mouth, and threaten to char
  you. Your transformation lasts for 1 minute or until
  you end it as a bonus action. During it, you shed bright
  light in a 10-foot radius and dim light for an additional
  10 feet, and at the end of each of your turns, you and
  each creature within 10 feet of you take radiant damage
  equal to half your level (rounded up). In addition, once
  on each of your turns, you can deal extra radiant
  damage to one target when you deal damage to it with
  an attack or a spell. The extra radiant damage equals
  your level. Once you use this trait, you can’t use it again
  until you finish a long rest.
  Radiant Soul. Starting at 3rd level, you can use your
  action to unleash the divine energy within yourself,
  causing your eyes to glimmer and two luminous,
  incorporeal wings to sprout from your back. Your
  transformation lasts for 1 minute or until you end it as
  a bonus action. During it, you have a flying speed of 30
  feet, and once on each of your turns, you can deal extra
  radiant damage to one target when you deal damage to
  it with an attack or a spell. The extra radiant damage
  Age
  Mature: 18, Max: 160
  Size
  Medium
  Speed
  30 �.
  Languages
  Common and Celes�al
  Age
  Mature: 18, Max: 105
  Size
  Medium
  Speed
  30 �.
  Languages
  Common and Infernal
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  15
  equals your level. Once you use this trait, you can’t use
  it again until you finish a long rest.
  Hindsight. You have proficiency in the History skill.
  Relational Medicine. You have proficiency in your
  choice of either the Insight skill or the Medicine skill.
  Triage. You have proficiency with the healer’s kit.
  Plane of Air (Genasi)
  Plane of Air (Genasi)
  “As an air genasi, you are descended from the djinn. As
  changeable as the weather, your moods shift from calm
  to wild and violent with little warning, but these
  storms rarely last long” (Player’s Guide to Elemental Evil).
  You may choose two major inheritances and two minor
  inheritances, or one major inheritance and four minor
  inheritances.
  Major Inheritances
  Major Inheritances
  Mingle with the Wind. You can cast the levitate spell
  once with this trait, requiring no material components,
  and you regain the ability to cast it this way when you
  finish a long rest. Constitution is your spellcasting
  ability for this spell.
  Unending Breath. You can hold your breath indefinitely
  while you’re not incapacitated.
  Minor Inheritances
  Minor Inheritances
  Air’s Affinity. You have resistance to lightning damage.
  Cushion of Air. You have resistance to damage taken
  from falling.
  Dextrous Maneuvers. You have proficiency in the
  Acrobatics skill.
  Keen Senses. You are proficient in
  the Perception skill.
  Airbound. You are proficient
  with vehicles (air).
  Plane of Earth
  Plane of Earth
  (Genasi)
  (Genasi)
  “As an earth genasi,
  you have inherited
  some measure of
  control over earth. You
  tend to avoid rash
  decisions, pausing long
  enough to consider your options
  before taking action” (Player’s
  Guide to Elemental Evil).
  You may choose two major inheritances and two minor
  inheritances, or one major inheritance and four minor
  inheritances.
  Major Inheritances
  Major Inheritances
  Earth Walk. You can move across difficult terrain made
  of earth or stone without expending extra movement.
  Merge with Stone. You can cast the pass without trace
  spell once with this trait, requiring no material
  components, and you regain the ability to cast it this
  way when you finish a long rest. Constitution is your
  spellcasting ability for this spell.
  Minor Inheritances
  Minor Inheritances
  Earth’s Affinity. You have resistance to poison damage.
  Earth Sense. You have tremorsense out to a range of 30
  feet.
  Naturalist. You are proficient in the Nature skill.
  Strong Build. You are proficient in your choice of either
  the Athletics skill or the Intimidation skill.
  Stone Worker. You are proficient with mason’s tools.
  Plane of Fire (Genasi)
  Plane of Fire (Genasi)
  “Nearly all fire genasi are feverishly hot as if burning
  inside, an impression reinforced by flaming red, coal-
  black, or ash-gray skin tones. The more human-
  looking have fiery red hair that writhes under extreme
  emotion, while more exotic specimens sport actual
  flames dancing on their heads” (Player’s Guide to
  Elemental Evil).
  You may choose two major inheritances and two minor
  inheritances, or one major inheritance and four minor
  inheritances.
  Major Inheritances
  Major Inheritances
  Darkvision. You can see in dim light within 60 feet of
  you as if it were bright light, and in darkness as if it
  were dim light. Your darkvision unusual: everything
  you see in darkness is in a shade of red.
  Reach to the Blaze. You know the produce flame cantrip.
  Once you reach 3rd level, you can cast the burning
  hands spell once with this trait as a 1st-level spell, and
  you regain the ability to cast it this way when you
  finish a long rest. Constitution is your spellcasting
  ability for these spells.
  Age
  Mature: 18, Max: 120
  Size
  Medium
  Speed
  30 �.
  Languages
  Common and Primordial
  Age
  Mature: 18, Max: 120
  Size
  Medium
  Speed
  30 �.
  Languages
  Common and Infernal
  Age
  Mature: 18, Max: 120
  Size
  Medium
  Speed
  30 �.
  Languages
  Common and Infernal
  
  Minor Inheritances
  Minor Inheritances
  Fire’s Affinity. You have resistance to fire damage.
  Fire’s Glow. You have advantage on saving throws
  against blindness.
  Imposing Figure. You are proficient in the Intimidation
  skill.
  Smooth Talker. You are proficient in the Persuasion
  skill.
  Firecraft. You are proficient with your choice of either
  smith’s tools or cook’s utensils.
  Plane of Water (Genasi)
  Plane of Water (Genasi)
  “The lapping of waves, the spray of sea foam on the
  wind, the ocean depths—all of these things call to your
  heart. You wander freely and take pride in your
  independence...” (Player’s Guide to Elemental Evil).
  You may choose two major inheritances and two minor
  inheritances, or one major inheritance and four minor
  inheritances.
  Major Inheritances
  Major Inheritances
  Amphibious. You can breathe air and water.
  Call to the Wave. You know the shape water cantrip.
  When you reach 3rd level, you can cast the create or
  destroy water spell as a 2nd-level spell once with this
  trait, and you regain the ability to cast it this way when
  you finish a long rest. Constitution is your spellcasting
  ability for these spells.
  Minor Inheritances
  Minor Inheritances
  Swim. You have a swim speed of 30 feet.
  Water’s Affinity. You have resistance to acid damage.
  Smooth Talker. You are proficient in the Persuasion skill.
  Dextrous Maneuvers. You are proficient in the
  Acrobatics skill.
  Underwater Merchant. You are proficient with your
  choice of either vehicles (water) or jeweler’s tools.
  Astral Plane (Githyanki)
  Astral Plane (Githyanki)
  Githyanki should be relatively rare in an adventuring
  party, but may take a break from their eternal war if
  they have deserted.
  You may choose two major inheritances and two minor
  inheritances, or one major inheritance and four minor
  inheritances.
  Major Inheritances
  Major Inheritances
  Decadent Mastery. You learn one language of your
  choice, and you are proficient with one skill or tool of
  your choice.
  Githyanki Psionics. You know the mage hand cantrip,
  and the hand is invisible when you cast the cantrip
  with this trait. When you reach 3rd level, you can cast
  the jump spell once with this trait, and you regain the
  ability to do so when you finish a long rest.
  When you reach 5th level, you can cast the misty
  step spell once with this trait, and you regain the ability
  to do so when you finish a long rest.
  Intelligence is your spellcasting ability for these
  spells. When you cast them with this trait, they don't
  require components.
  Minor Inheritances
  Minor Inheritances
  Astral Travellers. You are proficient with vehicles (air)
  and have advantage on rolls with them while in the
  Astral Plane.
  Martial Training. You have +2 on Dexterity
  (Acrobatics) and Strength (Athletics) checks made to
  grapple or escape grapples.
  Faithful. You are proficient in the Religion skill.
  Kinetic Master. You are proficient in your choice of
  either the Acrobatics or Athletics skill.
  Artisan. You are proficient with one type of artisan’s
  tools.
  Age
  Mature: 18, Max: 100
  Size
  Medium
  Speed
  30 �.
  Languages
  Common and Gith
  Age
  Mature: 18, Max: 120
  Size
  Medium
  Speed
  30 �.
  Languages
  Common and Infernal
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  Limbo Plane (Githzerai)
  Limbo Plane (Githzerai)
  Githzerai are more likely to join adventuring groups
  than their counterparts. Tasked with protecting the
  Material Realm, their missions are likely to involve
  working with other members of the realm.
  You may choose two major inheritances and two minor
  inheritances, or one major inheritance and four minor
  inheritances.
  Major Inheritances
  Major Inheritances
  Githzerai Psionics. You know the mage hand cantrip,
  and the hand is invisible when you cast the cantrip
  with this trait.
  When you reach 3rd level, you can cast the shield
  spell once with this trait, and you regain the ability to
  do so when you finish a long rest. When you reach 5th
  level, you can cast the detect thoughts spell once with this
  trait, and you regain the ability to do so when you
  finish a long rest.
  Wisdom is your spellcasting ability for these spells.
  When you cast them with this trait, they don't require
  components.
  Mental Discipline. You have advantage on saving
  throws against the charmed and frightened conditions.
  Minor Inheritances
  Minor Inheritances
  Astral Travellers. You are proficient with vehicles (air)
  and have advantage on rolls with them while in the
  Astral Plane.
  Mental Training. You learn one wizard cantrip of your
  choice. If you don’t have the Spellcasting feature, you
  may cast this a number of times equal to your
  Intelligence modifier for long rest. Intelligence is your
  spellcasting ability for this spell.
  Faithful. You are proficient in the Religion skill.
  Survivalist. You are proficient in your choice of either
  the Survival or the Medicine skill.
  Artisan. You are proficient with one type of artisan’s
  tools.
  Triton
  Triton
  Tritons have been isolated so long they have a limited
  understanding of the Material Plane. They see
  themselves as caretakers of the sea, and they expect
  other creatures to pay them deep respect, if not
  complete deference.
  You may choose two major inheritances and two minor
  inheritances, or one major inheritance and four minor
  inheritances.
  Major Inheritances
  Major Inheritances
  Amphibious. You can breathe air and water.
  Control Air and Water. A child of the sea, you can call
  on the magic of elemental air and water. You can cast
  fog cloud with this trait. Starting at 3rd level, you can
  cast gust of wind with it, and starting at 5th level, you
  can also cast wall of water with it. Once you cast a spell
  with this trait, you can’t cast that spell with it again
  until you finish a long rest. Charisma is your
  spellcasting ability for these spells.
  Minor Inheritances
  Minor Inheritances
  Emissary of the Sea. Aquatic beasts have an
  extraordinary affinity with your people. You can
  communicate simple ideas with beasts that can breathe
  water. They can understand the meaning of your
  words, though you have no special ability to
  understand them in return.
  Guardian of the Depths. Adapted to even the most
  extreme ocean depths, you have resistance to cold
  damage, and you ignore any of the drawbacks caused
  by a deep, underwater environment.
  Kinetic Mastery. You are proficient in your choice of
  either the Acrobatics or Athletics skill.
  Tamer. You are proficient in the Animal Handling skill.
  Jeweler. You are proficient with jeweler’s tools.
  Feline (Tabaxi)
  Feline (Tabaxi)
  I’ve always had a special place in my...what’s the ex�ression...hear�?
  Yes, in myhear� forthose of feline ancest��.The tabaxi are a curious
  folk, leaving uswith not onlya rich index of knowledge, but rather
  meat�brain mat�er. Fascinating creat�res!
  “Tabaxi treasure knowledge
  rather than material things. A
  chest filled with gold coins
  might be useful to buy food
  or a coil of rope, but it’s not
  intrinsically interesting. In the
  tabaxi’s eyes, gathering wealth is
  like packing rations for a long trip.
  It’s important to survive in the
  world, but not worth fussing over”
  (Volo’s Guide to
  Monsters).
  Age
  Mature: 15, Max: 200
  Size
  Medium
  Speed
  30 �., swim 30 �.
  Languages
  Common and Primordial
  Age
  Mature: 18, Max: 100
  Size
  Medium
  Speed
  30 �.
  Languages
  Common and Gith
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  18
  You may choose two major inheritances and two minor
  inheritances, or one major inheritance and four minor
  inheritances.
  Major Inheritances
  Major Inheritances
  Cat’s Talent. You are proficient in the Perception and
  Stealth skills.
  Darkvision. You can see in dim light within 60 feet of
  you as if it were bright light, and in darkness as if it
  were dim light. You can’t discern color in darkness,
  only shades of gray.
  Minor Inheritances
  Minor Inheritances
  Cat’s Claws. Because of your claws, you have a climbing
  speed of 20 feet. In addition, your claws are natural
  weapons, which you can use to make unarmed strikes.
  If you hit with them, you deal slashing damage equal to
  1d4 + your Strength modifier, instead of the
  bludgeoning damage normal for an unarmed strike.
  Feline Agility. Your reflexes and agility allow you to
  move with a burst of speed. When you move on your
  turn in combat, you can double your speed until the
  end of the turn. Once you use this trait, you can’t use it
  again until you move 0 feet on one of your turns.
  Deft Maneuvers. You are proficient in the Acrobatics
  skill.
  Inquiring Mind. You are proficient in your choice of
  either the Nature skill or the Investigation skill.
  Artisan. You are proficient with one type of artisan’s
  tools.
  Giantkin
  Giantkin
  I’ve never had the pleasure of a firbolg’s company. Elusive and
  secluded, I have only read ex�ensively of them. What would I ask
  them if I had the chance? “Why do you hide yourselves?”
  The goliath are quite mysterious. I would like to get to know one
  of them, but ge�ing them to talk about themselves is like
  drawing water �om a stone.
  While both firbolg and goliath share giants as
  ancestors, their size is about all they have in common.
  Firbolg
  Firbolg
  “Firbolg hold a deep respect for nature and feel that the
  living things of the world are as connected to it as it is
  to them. Almost all firbolg learn even a small amount
  of magic, to help preserve nature and protect it from
  those who would do it harm. Those who take up
  greater amounts of spellcasting to become druids
  themselves often find they become leaders of the
  stronghold, if for no other reason than they're more
  capable of protecting it, although it usually is
  accompanied by a cast to ensure the rest of the clan
  approves of the promotion” (Bryan Holmes,
  Backgrounds of Faerun: Nations of Destruction).
  All firbolg have the Powerful Build inheritance. You
  may further choose two major inheritances and one
  minor inheritance, or one major inheritance and three
  minor inheritances.
  Major Inheritances
  Major Inheritances
  Firbolg Magic. You can cast detect magic and disguise self
  with this trait, using Wisdom as your spellcasting
  ability for them. Once you cast either spell, you can’t
  cast it again with this trait until you finish a short or
  long rest. When you use this version of disguise self, you
  can seem up to 3 feet shorter than normal, allowing you
  to more easily blend in with humans and elves.
  Speech of Beast and Leaf. You have the ability to
  communicate in a limited manner with beasts and
  plants. They can understand the meaning of your
  words, though you have no special ability to
  understand them in return. You have advantage on all
  Charisma checks you make to influence them.
  Minor Inheritances
  Minor Inheritances
  Hidden Step. As a bonus action, you can magically turn
  invisible until the start of your next turn or until you
  attack, make a damage roll, or force someone to make a
  saving throw. Once you use this trait, you can’t use it
  again until you finish a short or long rest.
  Age
  Mature: 18, Max: 100
  Size
  Medium
  Speed
  30 �..
  Languages
  Common, +1
  Age
  Mature: 30, Max: 500
  Size
  Medium
  Speed
  30 �.
  Languages
  Common, Elvish, Giant
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  Powerful Build. You count as one size larger when
  determining your carrying capacity and the weight you
  can push, drag, or lift.
  Naturalist. You are proficient in the Nature skill.
  Tamer. You are proficient in the Animal Handling.
  Cultivator. You are proficient with one of the following:
  woodworking tools, farming tools, or carpentry tools.
  Goliath
  Goliath
  “Few folk can claim to have seen a goliath, and fewer
  still can claim friendship with them. Goliaths wander a
  bleak realm of rock, wind, and cold. Their bodies look
  as if they are carved from mountain stone and give
  them great physical power. Their spirits take after the
  wandering wind, making them nomads who wander
  from peak to peak. Their hearts are infused with the
  cold regard of their frigid realm, leaving each goliath
  with the responsibility to earn a place in the tribe or die
  trying” (Volo’s Guide to Monsters).
  All goliath have the Powerful Build minor inheritance.
  You may further choose two major inheritances and
  one minor inheritance, or one major inheritance and
  three minor inheritances.
  Major Inheritances
  Major Inheritances
  Stone’s Endurance. You can focus yourself to
  occasionally shrug off injury. When you take damage,
  you can use your reaction to roll a d12. Add your
  Constitution modifier to the number rolled, and reduce
  the damage by that total. After you use this trait, you
  can’t use it again until you finish a short or long rest.
  Mountain Born. You’re acclimated to high altitude,
  including elevations above 20,000 feet. You’re also
  naturally adapted to cold climates, as described in
  chapter 5 of the Dungeon Master’s Guide.
  Minor Inheritances
  Minor Inheritances
  Powerful Build. You count as one size larger when
  determining your carrying capacity and the weight you
  can push, drag, or lift.
  Imposing Figure. You are proficient in the Intimidation
  skill.
  Natural Athlete. You have proficiency in the Athletics
  skill.
  Naturalist. You are proficient in the Nature skill.
  Stone Worker. You are proficient in mason’s tools.
  Gnomish
  Gnomish
  I’ve always been amazed by g�omes. They fit an enor�ous
  curiosit� and propensit� for creation in a bite-sized body.
  Curious creat�res—they hold an immense wealth of knowledge,
  but can’t focus long enough on one single ma�er. At least the
  ones I’ve met…
  Gnomes are the quintessential tinkerers and mischief
  makers. While they are stereotypically incessant
  talkers, those who are focused and measured in their
  work and relationships often achieve some of the
  greatest magical and inventive work in existence.
  While many gnomes can be found in cities, their basic
  cultural roots can be traced back to the forest,
  mountains, or Underdark.
  You may choose two major inheritances and one minor
  inheritance, or one major inheritance and four minor
  inheritances. Minor inheritances must come from the
  same region.
  Major Inheritances
  Major Inheritances
  Darkvision. You can see in dim light within 60 feet of
  you as if it were bright light, and in darkness as if it
  were dim light. You can’t discern color in darkness,
  only shades of gray.
  Gnome Cunning. You have
  advantage on all Intelligence,
  Wisdom, and Charisma saving
  throws against magic.
  Forest Region
  Forest Region
  “They gather in hidden
  communities in sylvan forests,
  using illusions and trickery to
  conceal themselves from threats
  or to mask their escape should
  they be detected. Forest gnomes
  tend to be friendly with other
  good-spirited woodland folk, and
  they regard elves and good fey as
  their most important allies.
  These gnomes also befriend small
  forest animals and rely on them
  for information about threats
  that might prowl their lands”
  (Player’s Handbook).
  Minor Inheritances
  Minor Inheritances
  Natural Illusionist. You know the
  minor illusion cantrip. Intelligence
  is your spellcasting ability for it.
  Age
  Mature: 18, Max: 100
  Size
  Medium
  Speed
  30 �.,
  Languages
  Common and Giant
  Age
  Mature: 40, Max: 500
  Size
  Small
  Speed
  25 �.
  Languages
  Common and Gnomish
  
  Speak with Small Beasts. Through sounds and gestures,
  you can communicate simple ideas with Small or
  smaller beasts. Forest gnomes love animals and often
  keep squirrels, badgers, rabbits, moles, woodpeckers,
  and other creatures as beloved pets.
  Esoteric Knowledge. You are proficient in your choice of
  either the Arcana skill or the Nature skill
  Tamer. You are proficient in the Animal Handling skill.
  Potion Master. You are proficient with alchemist’s
  supplies.
  Mountain Region
  Mountain Region
  “As a rock gnome, you have a natural inventiveness
  and hardiness beyond that of other gnomes. Most
  gnomes in the worlds of D&D are rock gnomes,
  including the tinker gnomes of the Dragonlance
  setting” (Player’s Handbook).
  Minor Inheritances
  Minor Inheritances
  Artificer’s Lore. Whenever you make an Intelligence
  (History) check related to magic items, alchemical
  objects, or technological devices, you can add twice
  your proficiency bonus, instead of any proficiency
  bonus you normally apply.
  Expertise. You have expertise in one tool set with
  which you are proficient.
  Tinker. You have proficiency with tinker’s tools. Using
  those tools, you can spend 1 hour and 10 gp worth of
  materials to construct a Tiny clockwork device (AC 5,
  1 hp). The device ceases to function after 24 hours
  (unless you spend 1 hour repairing it to keep the device
  functioning), or when you use your action to dismantle
  it; at that time, you can reclaim the materials used to
  create it. You can have up to three such devices active
  at a time.
  When you create a device, choose one of the following
  options:
  Clockwork Toy. This toy is a clockwork animal,
  monster, or person, such as a frog, mouse, bird,
  dragon, or soldier. When placed on the ground, the toy
  moves 5 feet across the ground on each of your turns in
  a random direction. It makes noises as appropriate to
  the creature it represents.
  Fire Starter. The device produces a miniature flame,
  which you can use to light a candle, torch, or campfire.
  Using the device requires your action.
  Music Box. When opened, this music box plays a
  single song at a moderate volume. The box stops playing
  when it reaches the song’s end or when it is closed.
  Deft Fingers. You have proficiency in the Sleight of
  Hand skill.
  Keen Mind. You have proficiency in the Investigation
  skill.
  Flexible. You have proficiency with any one artisan’s
  tools among thieves' tools, alchemist’s supplies, and
  mason’s tools.
  Underdark Region
  Underdark Region
  “Guarded, and suspicious of outsiders, svirfneblin are
  cunning and taciturn, but can be just as kind-hearted,
  loyal, and compassionate as their surface cousins”
  (Elemental Evil Player’s Companion). They live about half
  as long as other gnomes.
  Minor Inheritances
  Minor Inheritances
  Stone Camouflage. You have advantage on Dexterity
  (Stealth) checks to hide in rocky terrain.
  Superior Darkvision. Your darkvision has a radius of
  120 feet.
  Sneak. You are proficient in the Stealth skill.
  Keen Mind. You are proficient in your choice of either
  the Investigation or the Insight skill.
  Artisan. You are proficient with one type of artisan’s
  tools.
  Goblinoid
  Goblinoid
  Goblinoids are oppor��nistic scavenging creat�res not above a
  bit of t�icker� to f�r�her their goals, but they play an impor�ant
  role in the ecosystem. I suppose there’s individuals and even
  clans who are wonderf�l creat�res, but I’ve never met one. I do
  admire them for the g�ile and ingenuit�. I’m sure they could be
  redeemed as a whole, but more research on the subject is needed.
  Goblinoids are a group that need to be re-examined in
  the D&D universe. Though they’re a legitimate player
  race, the way in which they are typically portrayed has
  grown stale and lazy.
  While the three types of goblinoids are all related, they
  are different enough to have separate major
  inheritances.
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  21
  Bugbear
  Bugbear
  “Since bugbears aren’t a particularly fecund race, their
  overall population is small and spread over a wide area.
  Bugbears live in family groups that operate much like
  gangs. The individuals in a group typically number
  fewer than a dozen, consisting of siblings and their
  mates as well as a handful of offspring and an elder or
  two. A gang lives in and around a small enclosure,
  often a natural cave or an old bear den, and it might
  have supplementary dens elsewhere in its territory that
  it uses temporarily when it goes on long forays for
  food” (Volo’s Guide to Monsters).
  You may choose two major inheritances and one minor
  inheritance, or one major inheritance and four minor
  inheritances.
  Major Inheritances
  Major Inheritances
  Darkvision. You can see in dim light within 60 feet of
  you as if it were bright light, and in darkness as if it
  were dim light. You can’t discern color in darkness,
  only shades of gray.
  Surprise Attack. If you surprise a creature and hit it
  with an attack on your first turn in combat, the attack
  deals an extra 2d6 damage to it. You can use this trait
  only once per combat.
  Minor Inheritances
  Minor Inheritances
  Long Limbed. When you make a melee attack on your
  turn, your reach for it is 5 feet greater than normal..
  Powerful Build. You count as one size larger when
  determining your carrying capacity and the weight you
  can push, drag, or lift.
  Imposing Figure. You are proficient in the Intimidation
  skill.
  Sneaky. You are proficient in the Stealth skill.
  Camper. You are proficient with one gaming set of
  your choice or with cook’s utensils.
  Goblin
  Goblin
  “Goblins occupy an uneasy place in a dangerous world,
  and they react by lashing out at any creatures they
  believe they can bully. Cunning in battle and cruel in
  victory, goblins are fawning and servile in defeat, just
  as in their own society lower castes must scrape before
  those of greater status and as goblin tribes bow before
  other goblinoids” (Volo’s Guide to Monsters).
  You may choose two major inheritances and one minor
  inheritance, or one major inheritance and four minor
  inheritances.
  Major Inheritances
  Major Inheritances
  Darkvision. You can see in dim light within 60 feet of
  you as if it were bright light, and in darkness as if it
  were dim light. You can’t discern color in darkness,
  only shades of gray.
  Fury of the Small. When you damage a creature with an
  attack or a spell and the creature’s size is larger than
  yours, you can cause the attack or spell to deal extra
  damage to the creature. The extra damage equals your
  level. Once you use this trait, you can’t use it again until
  you finish a short or long rest.
  minor inheritances
  minor inheritances
  Group Courage. You have advantage on saving throws
  against fear if at least one other friendly creature is
  making the same saving throw.
  Nimble Escape. You can take the Disengage or Hide
  action as a bonus action on each of your turns.
  Entertainer. You are proficient in the Performance
  skill.
  Keen Mind. You are proficient in the Insight skill.
  Cave Crafter. You are proficient with your choice of
  either jeweler's kit or tinker’s tools.
  Hobgoblin
  Hobgoblin
  “War is the lifeblood of hobgoblins. Its glories are the
  dreams that inspire them. Its horrors don’t feature in
  their nightmares. Cowardice is more terrible to
  hobgoblins than dying, for they carry their living acts
  into the afterlife. A hero in death becomes a hero
  eternal” (Volo’s Guide to Monsters).
  Age
  Mature: 16, Max: 80
  Size
  Medium
  Speed
  30 �.
  Languages
  Common and Goblin
  Age
  Mature: 8, Max: 60
  Size
  Small
  Speed
  30 �.
  Languages
  Common and Goblin
  Age
  Mature: 18, Max: 100
  Size
  Medium
  Speed
  30 �.
  Languages
  Common and Goblin
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  22
  You may choose two major inheritances and one minor
  inheritance, or one major inheritance and four minor
  inheritances.
  Major Inheritances
  Major Inheritances
  Darkvision. You can see in dim light within 60 feet of
  you as if it were bright light, and in darkness as if it
  were dim light. You can’t discern color in darkness,
  only shades of gray.
  Saving Face. Hobgoblins are careful not to show
  weakness in front of their allies, for fear of losing
  status. If you miss with an attack roll or fail an ability
  check or a saving throw, you can gain a bonus to the
  roll equal to the number of allies you can see within 30
  feet of you (maximum bonus of +5). Once you use this
  trait, you can’t use it again until you finish a short or
  long rest.
  Minor Inheritances
  Minor Inheritances
  Imposing Figure. You have advantage on Charisma
  (Intimidation) checks against creatures of a smaller size
  than you.
  Strength of Will. Once per long rest, you may add your
  Strength modifier to a Wisdom saving throw.
  Imposing Figure. You are proficient in the Intimidation
  skill.
  Keen Mind. You are proficient in the Insight skill.
  Gambler. You are proficient with one gaming set of
  your choice.
  Halfling
  Halfling
  What wonderf�l, joyous creat�res halflings are. They are so
  pleasant, it almost prevented me �om sucking out their brains. I
  have long since given that up, however, and prefer to sur�ound
  myself with halflings whenever they’ll have me. Sure, you’ll get a
  few sour ones occasionally, but no ma�erwhat region they’re
  �om, they’re almost always a delight.
  Halflings don’t have quite the regional diversity as
  humans or elves, but do change their cultural practices
  based on where they grew up.
  You may choose two major inheritances and one minor
  inheritance, or one major inheritance and four minor
  inheritances. Minor inheritances must come from the
  same region.
  Major Inheritances
  Major Inheritances
  Brave. You have advantage on saving throws against
  the frightened conditioned.
  Lucky. When you roll a 1 on the d20 for an attack roll,
  ability check, or saving throw, you can reroll the die
  and must use the new roll
  Cosmopolitan
  Cosmopolitan
  Cosmopolitan halflings were born and raised in large
  towns and cities and have developed their own culture
  and affinities because of it. They may also be nomads,
  traveling from city to city, meeting a variety of people.
  They have a natural affinity for people and are able to
  use the presence of other people to their advantage.
  Minor Inheritances
  Minor Inheritances
  Blend In. You have advantage on Dexterity (Stealth)
  checks when you are within 5 feet of at least two
  Medium or larger creatures.
  Naturally Stealthy. You can attempt to hide even when
  you are obscured only by a creature that is at least one
  size larger than you.
  Deft Maneuvers. You are proficient in your choice of
  either the Stealth skill or the Acrobatics skill.
  Smooth Talker. You are proficient in the Persuasion
  skill.
  Infiltrator. You are proficient with your choice of
  either thieves' tools or the disguise kit.
  Southern Region
  Southern Region
  While in the Forgotten Realms “strongheart” halflings
  are known to hail predominantly from the southern
  regions, in other areas of the multiverse they are
  known by other names. They are among the more
  stout members of their ancestry.
  Age
  Mature: 20, Max: 150
  Size
  Small
  Speed
  25 �.
  Languages
  Common and Halfling
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  23
  Minor Inheritances
  Minor Inheritances
  Stalwart. You have advantage on saving throws against
  effects that would move you against your will.
  Stout Resilience. You have advantage on saving throws
  against poison, and you have resistance against poison
  damage.
  Athlete. You are proficient in the Athletics skill.
  Keen Mind. You are proficient in the Insight skill.
  Musician. You are proficient with one instrument of
  your choice.
  Human
  Human
  Humans are like the drink you order at your local taver�—
  nothing special but comfor�ing in its familiarit�. They’re
  ever��here, and while they are the most well-rounded, diverse,
  and fecund of all species, they take their place in the center of the
  world as a ma�er of fact. I don’t bear any ill-will towards
  humans, just like I don’t bear any hard feelings against my daily
  coffee. They’re just…there.
  While humans have none of the “supernatural” features
  that some other species have adopted, they are among
  the most well-rounded and capable of any creature.
  While sharing a general trait of being able to do just
  about anything, like most species, they have developed
  cultural strengths and affinities based on where they’ve
  grown up.
  Because of their versatile nature, humans may
  only take one major inheritance and four minor
  inheritances. Minor inheritances do not need to
  come from the same region, as long as there is a
  compelling narrative reason.
  Major Inheritances
  Major Inheritances
  Adaptive. Once per short rest, you may add 1d4 to
  any ability check, saving throw, or attack roll. You
  may use this even after you know the results of the
  roll, and with other effects such as guidance or the
  Bardic Inspiration feature.
  Coastal Region
  Coastal Region
  Humans who grow up near the banks of rivers,
  lakes, and oceans know that water is both life and
  death. They have adapted natural talents to not
  only survive, but thrive, in such an environment.
  Minor Inheritances
  Minor Inheritances
  Child of the Water. You have advantage on
  Strength (Athletics) checks made to swim in
  difficult conditions. Swimming no longer costs
  you extra movement.
  Extra Language. You speak, read, and write Aquan.
  Athlete. You are proficient in the Athletics skill.
  Naturalist. You are proficient in your choice of either
  the Nature skill or the Animal Handling skill.
  Sea Traveler. You are proficient with vehicles (water).
  Desert Region
  Desert Region
  Humans of the desert are used to the harsh conditions
  of sand and heat. They are hearty humans, with rich
  traditions and an appreciation of simple things…like
  water.
  Minor Inheritances
  Minor Inheritances
  Child of the Sands. You have advantage on saving
  throws against exhaustion caused by lack of water or
  high heat. You ignore the penalty to Wisdom
  (Perception) checks caused by areas lightly obscured by
  dust, fog, sand, gas, or clouds.
  Oasis Diviner. You can sense the closest body of water
  within 12 miles and intuitively know the shortest route
  to it.
  Athlete. You are proficient in the Athletics skill.
  Survivalist. You are proficient in your choice of either
  the Survival skill or the Animal Handling skill.
  Sand Crafter. You are proficient with any one of the
  artisan’s tools among cartographer’s tools, glassblower’s
  tools, jeweler’s tools, or potter’s tools.
  Age
  Mature: 18, Max: 100
  Size
  Medium
  Speed
  30 �.
  Languages
  Common, +1
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  24
  Extraplanar Region
  Extraplanar Region
  Humans who have established populations on different
  planes are outsiders in their own right. Whether they
  are welcomed or not, they have developed ways to
  make it through life as the minority.
  Minor Inheritances
  Minor Inheritances
  Child of the Planes. You have advantage on any ability
  check made to recall knowledge of any creature not
  native to the Material Plane.
  Planar Empath. Choose one language from among
  Abyssal, Aquan, Auran, Celestial, Ignan, Infernal,
  Primordial, Sylvan, or Terran. You have advantage on
  any Charisma (Persuasion) checks made against
  creatures who speak that language. You can choose this
  inheritance more than once, picking a different
  language each time. You receive no bonus against the
  undead and constructs.
  Arm Twister. You are proficient in either the
  Intimidation skill or the Persuasion skill.
  Magic Scholar. You are proficient in the Arcana skill.
  Laying Low. You are proficient with the disguise kit.
  Forest Region
  Forest Region
  Those humans who dwell in or on the fringes of the
  forest have a connection with beasts surpassed only by
  the fey and their descendants. Their cultural influences
  reflect this intimacy with nature.
  Minor Inheritances
  Minor Inheritances
  Child of the Trees. You have advantage on Intelligence
  (Nature) checks made to identify beasts or recall
  information about them, and Wisdom (Animal
  Handling) checks to tame or control them.
  Hunter. You have advantage on ranged attack rolls
  against any creature that you have previously made a
  Wisdom (Survival) check to track or find.
  Naturalist. You are proficient in your choice of either
  the Survival skill or the Nature skill.
  Tamer. You are proficient in the Animal Handling skill.
  Self-Sufficient. You are proficient with any one of the
  artisan’s tools among woodcarver’s tools, carpenter’s
  tools, or leatherworker’s tools.
  Mountain Region
  Mountain Region
  The mountains and hills present both protection and
  challenge for humans. Food can be scarce and
  conditions hostile, but those who thrive there do so
  with a close-knit community, and sometimes riches
  beyond their wildest dreams.
  Minor Inheritances
  Minor Inheritances
  Child of the Peaks. You have advantage made on
  Strength (Athletics) or Dexterity (Acrobatics) checks
  made to climb in difficult conditions. Climbing no
  longer costs you extra movement. You only take 6
  hours to become acclimated to high altitudes, even
  above 20,000 feet.
  Mountain Endurance. Once per day, you can ignore one
  level of exhaustion caused by nonmagical effects.
  Once per turn, when you regain hit points from a
  magical effect, you regain an extra number of hit points
  equal to your proficiency modifier.
  Kinetic Master. You are proficient in either the
  Athletics skill or the Acrobatics skill.
  Survivalist. You are proficient in the Survival skill.
  Stonesearcher. You are proficient with your choice of
  either mason’s tools or the jeweler’s kit.
  Grassland Region
  Grassland Region
  Grassland is one of the most popular environments for
  humans to settle. Ample farmland and building space
  and generally temperate conditions make for ideal
  conditions. While they must learn to deal with weather
  and creatures of the area, those who make their life in
  the plains generally regard life as among the safest and
  most pleasant.
  Minor Inheritances
  Minor Inheritances
  Beast Tender. You have advantage on Wisdom (Animal
  Handling) checks made to pacify, tame, train, or
  control beasts. Your proficiency bonus is doubled for
  Wisdom (Animal Handling) checks to attempt to
  control a horse or donkey on which you are mounted
  or steering.
  Child of the Meadow. You have advantage on
  Intelligence (Nature) checks made to identify plants
  and Wisdom (Survival) checks to grow or harvest
  them. Whenever you find, harvest, or create food and
  rations, you receive double the normal amount.
  Keen Observer. You are proficient in your choice of
  either the Perception skill or the Insight skill.
  Tamer. You are proficient in the Animal Handling skill.
  Trader. You are proficient with your choice of either
  vehicles (land) or one type of artisan’s tools.
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  25
  Arctic Region
  Arctic Region
  Only the desert dwellers can understand the difficult
  conditions in which those of the tundra dwell. In many
  ways, they are just two sides of the same coin. Ice, cold,
  and death are an everyday part of life, which has shaped
  their culture.
  Minor Inheritances
  Minor Inheritances
  Child of the Snow. You have resistance to cold damage.
  You treat arctic environments as favored terrain as per
  the Natural Explorer class feature in the Player’s
  Handbook and have advantage on Dexterity
  (Acrobatics) checks made to traverse ice.
  Survivalist. You require only half the normal amount of
  food and water and can go twice as long without it.
  You can use your Wisdom modifier when attempting
  to hide or move stealthily. Each time you spend a long
  rest in an environment, you cannot be surprised in it
  until you spend a long rest in a different environment.
  Deft Maneuvers. You are proficient in the Acrobatics
  skill.
  Make Your Way. You are proficient in your choice of
  either the Medicine skill or the Survival skill.
  Long Nights. You are proficient with one musical
  instrument or one gaming set of your choice.
  Urban Region
  Urban Region
  For urbanite humans, the city runs through their veins.
  They are adept at dealing with people from all walks of
  life and may be more suited to the hustle and bustle of
  the metropolis rather than the quiet solitude of nature.
  Minor Inheritances
  Minor Inheritances
  Child of the Alleys. You can add your proficiency bonus
  to any Wisdom (Survival) check made to navigate a
  town or city, and you make such checks with advantage.
  Crowd Mover. You can move through an opponent’s
  space without provoking an attack of
  opportunity as long as there is
  another creature within 5 feet of
  them.
  Arm Twister. You are proficient in
  your choice of either the
  Persuasion skill or the
  Intimidation skill.
  Deft Maneuvers. You are
  proficient in your choice of
  either the Acrobatics skill or
  the Stealth skill.
  Artisan. You are proficient with
  one type of artisan’s tools.
  Orcish
  Orcish
  Orcs are perhaps the most misunderstood of all the species.
  They’re not as st�pid, nor as innately savage, as the world would
  have you think. Constantly feared, no ma�er how they t�� for
  peace, they are unwelcome. A proud and faithf�l race, they
  st��ggle with appeasing savage gods in a multiverse that is ever
  changing and diverse. Some individuals may even forsake or
  reinter�ret their religion in the name of peace or enlightenment.
  Unless they belong to a par�icularly prog�essive clan, such orcs
  tend to be outcast.
  Orcs are one of the most iconic evil races in D&D, yet
  their alignments should be just as diverse as other
  races. Work with your DM to figure out some positive
  motivations for your orc character. These rules are for
  a full orc character. Use the “Mixed Ancestry Rules” to
  make a half-orc.
  You may choose two major inheritances and one minor
  inheritance, or one major inheritance and four minor
  inheritances.
  Major Inheritances
  Major Inheritances
  Aggressive. As a bonus action, you can move up to your
  speed toward an enemy of your choice that you can see
  or hear. You must end this move closer to the enemy
  than you started.
  Darkvision. You can see in dim light within 60 feet of
  you as if it were bright light, and in darkness as if it
  were dim light. You can’t discern color in darkness,
  only shades of gray.
  Minor Inheritances
  Minor Inheritances
  Powerful Build. You count as one size larger when
  determining your carrying capacity and the weight you
  can push, drag, or lift.
  Relentless Endurance. When you are reduced to 0 hit
  points but not killed outright, you can drop to 1 hit
  point instead. You can’t use this feature again until you
  finish a long rest.
  Savage Attacks. When you score a critical hit with a
  melee weapon attack, you can roll one of the weapon’s
  damage dice one additional time and add it to the extra
  damage of the critical hit.
  Faithful. You are proficient in the Religion skill.
  Imposing Figure. You are proficient in the Intimidation
  skill.
  Warbard. You are proficient with the drum.
  Age
  Mature: 12, Max: 50
  Size
  Medium
  Speed
  30 �.
  Languages
  Common and Orc
  
  26
  Reptilian
  Reptilian
  Those with reptilian in their blood are par� of a tall t�ee with deep
  roots and diverse ��it. From the dispassionate prag�atism of
  the lizardfolk and the y�an-ti to the simplistic wanderlust of the
  tor�le, the branches of this par�icular t�ee are beautif�l and
  interesting to behold.
  While playing any of these reptilian branches
  traditionally presents some challenges to the typical
  party demographic, work with your DM to find unique
  ways to integrate your individual character into their
  campaign.
  Lizardfolk Branch
  Lizardfolk Branch
  Lizardfolk are often thought of as evil, but other
  humanoids just tend to mistake their dispassion for
  cruelty. People would get on your nerves too if you
  were obsessed with food and couldn’t read emotions—
  any child can tell you that. Most lizardfolk culture is
  relatively the same, regardless of region.
  You may choose two major inheritances and one minor
  inheritance, or one major inheritance and four minor
  inheritances.
  Major Inheritances
  Major Inheritances
  Bite. Your fanged maw is a natural weapon, which you
  can use to make unarmed strikes. If you hit with it, you
  deal piercing damage equal to 1d6 + your Strength
  modifier, instead of the bludgeoning damage normal
  for an unarmed strike.
  Natural Armor. You have tough, scaly skin. When you
  aren’t wearing armor, your AC is 13 + your Dexterity
  modifier. You can use your natural armor to determine
  your AC if the armor you wear would leave you with a
  lower AC. A shield’s benefits apply as normal while you
  use your natural armor.
  Minor Inheritances
  Minor Inheritances
  Hold Breath. You can hold your breath for up to 15
  minutes at a time.
  Hungry Jaws (Requires the Bite Inheritance). In battle,
  you can throw yourself into a vicious feeding frenzy.
  As a bonus action, you can make a special attack with
  your bite. If the attack hits, it deals its normal damage,
  and you gain temporary hit points (minimum of 1)
  equal to your Constitution modifier, and you can’t use
  this trait again until you finish a short or long rest.
  Scout. You are proficient in your choice of either the
  Perception skill or the Stealth skill.
  Survivalist. You are proficient in your choice of either
  the Animal Handling skill or the Survival skill.
  Artisan. You are proficient with one type of artisan’s
  tools.
  Tortle Branch
  Tortle Branch
  Tortles tend to lead a simple life of ordered adventure.
  With lives rich in culture and ritual, they make the
  perfect, wise adventurer seeking to satiate their
  wanderlust.
  You may choose two major inheritances and one minor
  inheritance, or one major inheritance and four minor
  inheritances.
  Major Inheritances
  Major Inheritances
  Claws. Your claws are natural weapons, which you can
  use to make unarmed strikes. If you hit with them, you
  deal slashing damage equal to 1d4 + your Strength
  modifier instead of the bludgeoning damage normal for
  an unarmed strike.
  Natural Armor. Due to your shell and the shape of your
  body, you are ill-suited to wearing armor. Your shell
  provides ample protection, however; it gives you a base
  AC of 17 (your Dexterity modifier doesn’t affect this
  number). You gain no benefit from wearing armor, but
  if you are using a shield, you can apply the shield’s
  bonus as normal.
  Minor Inheritances
  Minor Inheritances
  Hold Breath. You can hold your breath for up to 1 hour
  at a time. Tortles aren’t natural swimmers, but they can
  remain underwater for some time before needing to
  come up for air.
  Shell Defense (Requires the Natural Armor Inheritance).
  You can withdraw into your shell as an action. Until
  Age
  Mature: 15, Max: 50
  Size
  Medium
  Speed
  30 �.
  Languages
  Common and Aquan
  Age
  Mature: 14, Max: 60
  Size
  Medium
  Speed
  30 �.
  Languages
  Common and Draconic
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  27
  you emerge, you gain a +4 bonus to AC, and you have
  advantage on Strength and Constitution saving throws.
  While in your shell, you are prone, your speed is 0 and
  can’t increase, you have disadvantage on Dexterity
  saving throws, you can’t take reactions, and the only
  action you can take is a bonus action to emerge from
  your shell.
  Naturalist. You are proficient in the Nature skill.
  Survivalist. You are proficient in the Survival skill.
  Musician. You are proficient with one musical
  instrument of your choice.
  Yuan-ti Branch
  Yuan-ti Branch
  Unlike their reptilian cousins, yuan-ti didn’t evolve
  from reptiles, but rather were cursed into the tree.
  Dispassionate and eminently intelligent, they have
  difficulty adapting to life among other, more empathic
  species because of their curse.
  You may choose two major inheritances and one minor
  inheritance, or one major inheritance and four minor
  inheritances.
  Major Inheritances
  Major Inheritances
  Darkvision. You can see in dim light within 60 feet of
  you as if it were bright light, and in darkness as if it
  were dim light. You can’t discern color in darkness,
  only shades of gray.
  Innate Spellcasting. You know the poison spray cantrip.
  You can cast animal friendship an unlimited number of
  times with this trait, but you can target only snakes
  with it. Starting at 3rd level, you can also cast suggestion
  with this trait. Once you cast it, you can’t do so again
  until you finish a long rest. Charisma is
  your spellcasting ability for these spells.
  Minor Inheritances
  Minor Inheritances
  Magic Resistance. You have
  advantage on saving
  throws against spells
  and other magical
  effects.
  Poison Immunity. You are
  immune to poison damage and
  the poisoned condition.
  Ancient Knowledge.
  You are proficient
  in your choice of
  either the Arcana
  skill or the
  History skill.
  Smooth Talker. You are proficient in your choice of
  either the Persuasion skill or the Deception skill.
  Cauldron Master. You are proficient with your choice
  of either alchemist’s supplies or the poisoner’s Kit.
  Age
  Mature: 18, Max: 100
  Size
  Medium
  Speed
  30 �.
  Languages
  Common, Abyssal, Draconic
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  28
  Eberron Ancestries
  Eberron Ancestries
  Changeling
  Changeling
  Changelings are one of the few species that make my kind
  ner�ous. From a purely academic perspective, I find their powers
  riveting. From an “I was once their predator” standpoint? I’d like
  to know what I’m eating….
  “A changeling can shift its face and form with a
  thought. Many changelings use this gift as a form of
  artistic and emotional expression, but it’s an invaluable
  tool for grifters, spies, and others who wish to deceive.
  This leads many people to treat known changelings
  with fear and suspicion” (Wayfinder’s Guide to Eberron).
  All changelings must take Change Appearance. You
  may further choose one major inheritance and two
  minor inheritances, or four minor inheritances.
  Major Inheritances
  Major Inheritances
  Change Appearance. As an action, you can transform
  your appearance or revert to your natural form. You
  can’t duplicate the appearance of a creature you’ve
  never seen, and you revert to your natural form if you
  die.
  You decide what you look like, including your
  height, weight, facial features, the sound of your voice,
  coloration, hair length, sex, and any other
  distinguishing characteristics. You can make yourself
  appear as a member of another race, though none of
  your game statistics change. You also can’t appear as a
  creature of a different size than you, and your basic
  shape stays the same; if you’re bipedal, you can’t use
  this trait to become quadrupedal, for instance. Your
  clothing and other equipment don’t change in
  appearance, size, or shape to match your new form,
  requiring you to keep a few extra outfits on hand to
  make the most compelling disguise possible.
  Even to the most astute observers, your ruse is
  usually indiscernible. If you rouse suspicion, or if a
  wary creature suspects something is amiss, you have
  advantage on any Charisma (Deception) check you
  make to avoid detection.
  Changeling Instincts. You gain proficiency with two
  skills of your choice among Deception, Intimidation,
  Insight, and Persuasion.
  Minor Inheritances
  Minor Inheritances
  Divergent Persona. You gain proficiency with one tool
  of your choice. Define a unique identity associated with
  that proficiency; establish the name, race, gender, age,
  and other details. While you are in the form of this
  persona, the related proficiency bonus is doubled for
  any ability check you make that uses that proficiency.
  Unsettling Visage. When a creature you can see makes
  an attack roll against you, you can use your reaction to
  impose disadvantage on the roll. You must use this
  feature before knowing whether the attack hits or
  misses.
  Using this trait reveals your shapeshifting nature
  to any creature within 30 feet that can see you. Once
  you use this trait, you can’t use it again until you finish
  a short or long rest.
  Keen Mind. You are proficient in the Insight skill.
  Smooth Talker. You are proficient in your choice of
  either the Deception skill or the Persuasion skill.
  Gambler. You are proficient with one gaming set of
  your choice.
  Kalashtar
  Kalashtar
  A pit� it would be to dream as a kalashtar does. Did you know
  illithids dream? We also have psionics. Curious how similarwe
  all can be sometimes. Kalashtar are one of the most interesting
  species. I hope I get to meet one someday.
  “Every kalashtar has a connection to a spirit of light,
  shared by other members of their bloodline. Kalashtar
  appear human, but the spiritual connection affects
  them in a variety of ways. Kalashtar have symmetrical,
  slightly angular features. The eyes of a kalashtar often
  glow when it is focused on a task or feeling strong
  emotions” (Wayfinder’s Guide to Eberron).
  Age
  Mature: 16, Max: 100
  Size
  Medium
  Speed
  30 �.
  Languages
  Common, +2
  
  29
  All kalashtar must take Severed from Dreams and
  Mindlink. You may further choose one major
  inheritance and one minor inheritances, or three
  minor inheritances.
  Major Inheritances
  Major Inheritances
  Dual Mind. When you make a Wisdom saving throw,
  you can use your reaction to gain advantage on the roll.
  You can use this trait immediately before or after you
  roll, but before any of the roll’s effects occur.
  Mindlink. You can speak telepathically to any creature
  you can see within 60 feet of you. You don’t need to
  share a language with the creature for it to understand
  your telepathic messages, but the creature must be able
  to understand at least one language or be telepathic
  itself.
  As a bonus action when you’re speaking
  telepathically to a creature, you can give that creature
  the ability to speak telepathically to you until the start
  of your next turn. To use this ability, the creature must
  be within 60 feet of you and be able to see you.
  Minor Inheritances
  Minor Inheritances
  Mental Discipline. You have resistance to psychic
  damage.
  Psychic Glamour. Choose one skill from among Insight,
  Intimidation, Performance, or Persuasion. You have
  advantage on all ability checks you make with that skill.
  Severed from Dreams. Kalashtar sleep, but they don’t
  connect to the plane of dreams as other creatures do.
  Instead, their minds draw from the memories of their
  otherworldly spirit while they sleep. As such, you are
  immune to magical spells and effects that require you
  to dream, like the dream spell, but not to spells and
  effects that put you to sleep, like the sleep spell.
  Smooth Talker. You are proficient in your choice of
  either the Intimidation skill or the Persuasion skill.
  Keen Mind. You are proficient in the Insight skill.
  Gambler. You are proficient with one gaming set of
  your choice.
  Shifter
  Shifter
  I’ve always been jealous of the shiſter’s abilit�. It’s not quite as
  disquieting as the changeling’s, but still ex��emely usef�l. I’ve
  never met one, but I’d be ver� interested in ex��acting whatever
  allows them such power. For scholarly pur�oses, of course.
  “Early in childhood, a shifter forms a bond with a beast
  within: a totemic force that shapes their body and
  mind. Some shifters believe that these spirits are
  independent entities, and they may speak of Bear or
  Wolf as ancestors or guides. Most just see the beast
  within as a formidable expression of their inner nature,
  something that emerges over time as the shifter’s
  personality takes shape” (Wayfinder’s Guide to Eberron).
  All shifters must take the Shifting inheritance. You may
  further choose one major inheritance and two minor
  inheritances, or four minor inheritances. Minor
  inheritances must come from the same bestial aspect.
  Major Inheritances
  Major Inheritances
  Darkvision. You can see in dim light within 60 feet of
  you as if it were bright light, and in darkness as if it
  were dim light. You can’t discern color in darkness,
  only shades of gray.
  Shifting. As a bonus action, you can assume a more
  bestial appearance. This transformation lasts for 1
  minute, until you die, or until you revert to your
  normal appearance as a bonus action. When you shift,
  Age
  Mature: 18, Max: 100
  Size
  Medium
  Speed
  30 �.
  Languages
  Common and Quori +1
  Age
  Mature: 10, Max: 70
  Size
  Medium
  Speed
  30 �.
  Languages
  Common
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  30
  you gain temporary hit points equal to your level +
  your Constitution modifier (minimum of 1 temporary
  hit point). You also gain additional benefits that depend
  on your shifter aspect, described below.
  Once you shift, you can’t do so again until you
  finish a short or long rest.
  Beasthide Aspect
  Beasthide Aspect
  The beasthide aspect focuses on strength. It typically
  takes the bear or boar as its emblem, though any hearty
  or enduring creature may exemplify this aspect
  Minor Inheritances
  Minor Inheritances
  Shifting Feature. Whenever you shift, you gain 1d6
  additional temporary hit points, and while shifted, you
  have a +1 bonus to your AC.
  Keen Senses. You are proficient in the Perception skill.
  Tamer. You are proficient in the Animal Handling skill.
  Tough. You have proficiency in the Athletics skill.
  Musician. You are proficient with one musical
  instrument of your choice.
  Longtooth Aspect
  Longtooth Aspect
  The longtooth aspect is loyal to the point of ferocity.
  Though they have distinctly canine looks, they may
  draw on the form of tigers, hyenas, or any like beast.
  Minor Inheritances
  Minor Inheritances
  Canine Aspect. While shifted, you have advantage on all
  Wisdom (Animal Handling) rolls concerning canine
  and feline beasts.
  Shifting Feature. While shifted, you can use your
  elongated fangs to make an unarmed strike as a bonus
  action. If you hit with your fangs, you can deal piercing
  damage equal to 1d6 + your Strength modifier, instead of
  the bludgeoning damage normal for an unarmed strike.
  Imposing Figure. You are proficient in the Intimidation
  skill.
  Keen Senses. You are proficient in the Perception skill.
  Gambler. You are proficient with one gaming set of
  your choice.
  Swiftstride Aspect
  Swiftstride Aspect
  The swiftstride aspect exemplifies the best qualities for
  their feline nature. Agility, speed, and grace are the
  hallmarks of this aspect.
  Minor Inheritances
  Minor Inheritances
  Shifting Feature. While shifted, your walking speed
  increases by an additional 5 feet. Additionally, you can
  move up to 10 feet as a reaction when an enemy ends
  its turn within 5 feet of you. This movement doesn’t
  provoke opportunity attacks.
  Swift Stride. Your walking speed increases by 5 feet.
  Deft Maneuvers. You are proficient in the Acrobatics
  skill.
  Keen Senses. You are proficient in the Perception skill.
  Artisan. You are proficient with one type of artisan’s
  tools.
  Wildhunt Aspect
  Wildhunt Aspect
  Those of the wildhunt aspect is vigilant, insightful, and
  intuitive. They make excellent hunters and trackers,
  and are often looked to as spiritual leaders.
  Minor Inheritances
  Minor Inheritances
  Mark the Scent. As a bonus action, you can mark one
  creature you can see within 10 feet of you. Until the
  end of your next long rest, your proficiency bonus is
  doubled for any ability check you make to find the
  marked creature, and you always know the location of
  that creature if it is within 60 feet of you. You can’t use
  this trait again until you finish a short or long rest.
  Shifting Feature. While shifted, you have advantage on
  Wisdom checks.
  Survivalist. You are proficient in the Survival skill.
  Keen Senses. You are proficient in the Perception skill.
  Artisan. You are proficient with one type of artisan’s
  tools.
  Warforged
  Warforged
  The fact that a machine can develop sentience is something of
  g�eat interest to me…of dire interest, in fact. It is perhaps the
  cr�x upon which the illithid’s peacef�l existence rests.
  While all warforged share a few common traits, they
  manifest different strengths based on the “blueprint”
  from which they were designed. It is important to note
  that even warforged of the same blueprint develop
  their own individual personalities and habits.
  All warforged must take the Sentry’s Rest inheritance.
  You may further choose two major inheritances and
  two minor inheritances, or one major inheritance and
  four minor inheritances. Minor inheritances must
  come from the same blueprint.
  Major Inheritances
  Major Inheritances
  Sentry’s Rest. When you take a long rest, you must
  spend at least six hours in an inactive, motionless state,
  rather than sleeping. In this state, you appear inert, but
  it doesn’t render you unconscious, and you can see and
  hear as normal.
  Warforged Resilience. You were created to have
  remarkable fortitude, represented by the following
  benefits.
  Age
  Mature: Crea�on, Max: Indefinite
  Size
  Medium
  Speed
  30 �.
  Languages
  Common
  
  • You have advantage on saving throws against being
  poisoned, and you have resistance to poison damage.
  • You are immune to disease.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep and don’t suffer the effects of
  exhaustion due to lack of rest, and magic can’t put
  you to sleep.
  Integrated Protection. Your body has built-in defensive
  layers, which determine your Armor Class. You gain
  no benefit from wearing armor, but if you are using a
  shield, you apply its bonus as normal.
  You can alter your body to enter different
  defensive modes; each time you finish a long rest,
  choose one mode to adopt from the Integrated
  Protection table, provided you meet the mode’s
  prerequisite.
  Envoy Blueprint
  Envoy Blueprint
  Envoys are made to be experts, built with a certain
  purpose in mind. They are the rarest of the warforged
  blueprints.
  Minor Inheritances
  Minor Inheritances
  Extra Language. You can understand, read, and speak
  one language of your choice.
  Integrated Tool. Choose one tool you’re proficient with.
  This tool is integrated into your body, and you double
  your proficiency bonus for any ability checks you make
  with it. You must have your hands free to use this
  integrated tool.
  Versatile. You are proficient in one skill of your
  choice. You may choose this minor inheritance up to
  two times.
  Versatile Crafter. You are proficient with one tool
  set of your choice.
  Juggernaut Blueprint
  Juggernaut Blueprint
  Juggernauts are the war machines built for raw power
  and close combat. They stand between 6 and 7 feet in
  height and can weigh up to 450 pounds.
  Minor Inheritances
  Minor Inheritances
  Iron Fists. When you make an unarmed strike, you can
  deal 1d4 + your Strength modifier bludgeoning damage
  instead of the normal damage.
  Powerful Build. You count as one size larger when
  determining your carrying capacity and the weight you
  can push, drag, or lift.
  Athletic. You are proficient in the Athletics skill.
  Imposing Figure. You are proficient in the Intimidation
  skill.
  Versatile Crafter. You are proficient with one tool set
  of your choice.
  Skirmisher Blueprint
  Skirmisher Blueprint
  Skirmishers are built for speed and scouting.
  Minor Inheritances
  Minor Inheritances
  Light Step. When you are traveling alone for an
  extended period of time (one hour or more), you can
  move stealthily at a normal pace. (See chapter 8 of the
  Player’s Handbook for more information about "Travel
  Pace").
  Swift. Your walking speed is increased by 5 feet.
  Deft Maneuvers. You are proficient in the Acrobatics
  skill.
  Sneak. You are proficient in the Stealth skill.
  Versatile Crafter. You are proficient with
  one tool set of your choice.
  Mode
  Prerequisite
  Effect
  Darkwood Core
  (Unarmored)
  None
  11 + your Dex mod
  (add PB if proficient
  with light armor)
  Composite Pla�ng
  (armor)
  Medium armor
  proficiency
  13 + your Dex mod
  (maximum of 2) +
  your PB
  Heavy Pla�ng
  (armor)
  Heavy armor
  proficiency
  14 + your PB;
  disadvantage on
  Dexterity (Stealth)
  checks.
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  32
  Dragonmarks
  Dragonmarks
  Because dragonmarks typically replace “subraces,” an
  alternative system must be used for this supplement.
  Considering that each ancestry has 6 “points” to spend
  (2 points for each major inheritance, and 1 point for
  each minor inheritance), you can easily add
  dragonmarks to your game by having them replace the
  appropriate number of inheritances.
  In this system, dragonmarks do not grant ability score
  increases. Dragonmarks that are restricted to “half
  races” will only require you to take an inheritance in
  one race—having the mark is what establishes you as
  having “mixed ancestry” in this case. All the other
  internal mechanics and flavor of dragonmarks still
  apply, as found in Wayfinder’s Guide to Eberron,
  including languages, intuition die, and features.
  Use the list below to add dragonmarks to your game.
  Mark of Detection
  Mark of Detection
  Ancestry: One major inheritance in either human or elf.
  Cost: 4 inheritance points.
  Mark of Finding
  Mark of Finding
  Ancestry: One major inheritance in either human or orc.
  Cost: 4 inheritance points.
  Mark of Handling
  Mark of Handling
  Ancestry: One human major inheritance.
  Cost: 4 inheritance points.
  Mark of Healing
  Mark of Healing
  Ancestry: One halfing major inheritance.
  Cost: 4 inheritance points.
  Mark of Hospitality
  Mark of Hospitality
  Ancestry: One halfing major inheritance.
  Cost: 2 inheritance points.
  Mark of Making
  Mark of Making
  Ancestry: One human major inheritance.
  Cost: 4 inheritance points.
  Mark of Passage
  Mark of Passage
  Ancestry: One human major inheritance.
  Cost: 4 inheritance points.
  Mark of Scribing
  Mark of Scribing
  Ancestry: One gnome major inheritance.
  Cost: 4 inheritance points.
  Mark of the Sentinel
  Mark of the Sentinel
  Ancestry: One human major inheritance.
  Cost: 4 inheritance points.
  Mark of Shadows
  Mark of Shadows
  Ancestry: One elf major inheritance.
  Cost: 4 inheritance points.
  Mark of Storm
  Mark of Storm
  Ancestry: One major inheritance in either human or elf.
  Cost: 4 inheritance points.
  Mark of Warding
  Mark of Warding
  Ancestry: One dwarf major inheritance.
  Cost: 2 inheritance points.
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  33
  RRaavvnniiccaa
  Centaur
  Centaur
  How majestic are the centaurs! The best of both man and beast.
  Wise and sagacious. We could all lear� something about the
  interconnectedness with which they approach the world.
  Centaurs are creatures of nature, even when among the
  busy life of the city. Family, history, wisdom, and
  nature—they value all of these. Don’t let their peaceful
  nature fool you, they are often wild at heart and enjoy
  running with the animals they partially resemble.
  All centaur must take Equine Build. You may further
  choose one major inheritance and two minor
  inheritances, or four minor inheritances.
  Major Inheritances
  Major Inheritances
  Equine Build. You count as one size larger when
  determining your carrying capacity and the weight you
  can push or drag.
  In addition, any climb that requires hands and feet
  is especially difficult for you because of your equine legs.
  When you make such a climb, each foot of movement
  costs you 4 extra feet, instead of the normal 1 extra foot.
  Hooves. Your hooves are natural melee weapons, which
  you can use to make unarmed strikes. If you hit with
  them, you deal bludgeoning damage equal to 1d4 +
  your Strength modifier, instead of the bludgeoning
  damage normal for an unarmed strike.
  Minor Inheritances
  Minor Inheritances
  Charge. If you move at least 30 feet straight toward a
  target and then hit it with a melee weapon attack on
  the same turn, you can immediately follow that attack
  with a bonus action, making one attack against the
  target with your hooves.
  Fey. Your creature type is fey, rather than humanoid.
  Survivor. You have proficiency in one skill of your
  choice among Animal Handling, Medicine, Nature, or
  Survival.
  You may choose this inheritance up to twice,
  choosing a different skill each time.
  Musician. You are proficient in one musical instrument
  of your choice.
  Loxodon
  Loxodon
  They say an elephant never forgets. While that may be t��e of
  loxodons, they’re much be�er known for their calm wisdom than
  their shrewd intelligence. Can you find an ang�� loxodon? I’m
  sure you can, but I don’t know why you’d want to. They can be
  ter�if�ing creat�res if you get on their bad side.
  Much like centaurs, loxodons are generally peaceful
  creatures with a connection to nature and a deep
  loyalty to their group or clan. While each loxodon may
  have a different definition of their “group,” no matter
  who it includes, they will be loyal even unto death.
  All loxodon must take the Trunk inheritance. You may
  further choose one major inheritance and two minor
  inheritances, or four minor inheritances.
  Major Inheritances
  Major Inheritances
  Natural Armor. You have thick, leathery skin. When
  you aren't wearing armor, your AC is 12 + your
  Constitution modifier. You can use your natural armor
  to determine your AC if the armor you wear would
  leave you with a lower AC. A shield's benefits apply as
  normal while you use your natural armor.
  Trunk. You can grasp things with your trunk, and you
  can use it as a snorkel. It has a reach of 5 feet, and it can
  lift a number of pounds equal to five times your Strength
  score. You can use it to do the following simple tasks:
  lift, drop, hold, push, or pull an object or a creature;
  open or close a door or a container; grapple someone; or
  make an unarmed strike. Your DM might allow other
  simple tasks to be added to that list of options.
  Your trunk can't wield weapons or shields or do
  anything that requires manual precision, such as using
  tools or magic items or performing the somatic
  components of a spell.
  Age
  Mature: 18, Max: 100
  Size
  Medium
  Speed
  40 �.
  Languages
  Common and Sylvan
  Age
  Mature: 60, Max: 450
  Size
  Medium
  Speed
  40 �.
  Languages
  Common and Loxodon
  AAnncceessttrriieess
  
  GRAZILAXX’S GUIDE TO ANCESTRY
  34
  Minor Inheritances
  Minor Inheritances
  Keen Smell. Thanks to your sensitive trunk, you have
  advantage on Wisdom (Perception), Wisdom
  (Survival), and Intelligence (Investigation) checks that
  involve smell.
  Loxodon Serenity. You have advantage on saving throws
  against being charmed or frightened.
  Powerful Build. You count as one size larger when
  determining your carrying capacity and the weight you
  can push, drag, or lift.
  Keen Observer. You are proficient in either the
  Perception or the Investigation skill.
  Survivalist. You are proficient in the Survival skill.
  Stoneworker. You are proficient with mason’s tools.
  Minotaur
  Minotaur
  Minotaur are some of the most fearsome, most courageous, and
  st�ongest war�iors you’ll ever find. Sure, they tend to get a bit
  violent if you’re foolish enough to upset them, but in general
  they’re quite alright as far large bull-people go. Sit and talk with
  one for a while and I’m sure you’ll hear stories of glorious victor�
  and t�agic loss.
  Though minotaurs have a love of battle, they tend to
  have rich social lives when they’re not venting their
  rage in battle. Dedicated to friends and family, their
  keen and analytical nature, combined with a passion
  for life, can be seen both on and off the battlefield.
  All minotaur must take the Horns inheritance. You
  may further choose one major inheritance and two
  minor inheritances, or four minor inheritances.
  Major Inheritances
  Major Inheritances
  Hammering Horns. Immediately after you hit a creature
  with a melee attack as part of the Attack action on your
  turn, you can use a bonus action to attempt to shove
  that target with your horns. The target must be no
  more than one size larger than you and within 5 feet of
  you. Unless it succeeds on a Strength saving throw
  against a DC equal to 8 + your proficiency bonus +
  your Strength modifier, you push it up to 10 feet
  away from you.
  Horns. Your horns are natural melee weapons, which
  you can use to make unarmed strikes. If you hit with
  them, you deal piercing damage equal to 1d6 + your
  Strength modifier, instead of the bludgeoning damage
  normal for an unarmed strike.
  Minor Inheritances
  Minor Inheritances
  Goring Rush. Immediately after you use the Dash action
  on your turn and move at least 20 feet, you can make
  one melee attack with your horns as a bonus action.
  Tale of Battle. As an action, you recount a glorious or
  tragic tale of battle. Make a Charisma (Performance)
  check. Any creature of your choice within 60 feet who
  heard your performance suffers disadvantage on
  Wisdom (Perception) checks for 1 minute unless their
  passive Wisdom (Perception) score exceeds your check.
  Athletic. You are proficient in the Athletics skill.
  Imposing Figure. You are proficient in your choice of
  either the Intimidation or Persuasion skill.
  Musician. You are proficient with one musical
  instrument of your choice.
  Simic Hybrid
  Simic Hybrid
  The simic hybrid is one of the most interesting case st�dies in
  pushing the bounds of magic and in the ethics of doing so. Do
  they even count as a different species? That’s a ma�er for
  philosophers and scientists. As far as this jour�al is concer�ed,
  theirvarious abilities are wor�h noting and st�dying f�r�her.
  Enhanced through magic to be guardians and war
  machines, simics are more like warforged than any
  other ancestry, though they are typically created from
  elves, humans, and vedelkan. Because of their powerful
  enhancements, the mechanics for building a simic are
  different from most other ancestries in this guide.
  All simics must take the Animal Enhancement
  inheritance. You may further choose one major
  inheritance, or two minor inheritances.
  Major Inheritances
  Major Inheritances
  Animal Enhancement. Your body has been altered to
  incorporate certain animal characteristics. You choose
  one animal enhancement now and a second
  enhancement at 5th level.
  At 1st level, choose one of the following options:
  Manta Glide. You have ray-like fins that you can
  use as wings to slow your fall or allow you to glide.
  When you fall and aren't incapacitated, you can
  subtract up to 100 feet from the fall when calculating
  falling damage, and you can move up to 2 feet
  horizontally for every 1 foot you descend.
  Nimble Climber. You have a climbing speed
  equal to your walking speed.
  Underwater Adaptation. You can breathe air
  and water, and you have a swimming speed equal to
  your walking speed .
  Age
  Variable
  Size
  Medium
  Speed
  30 �.
  Languages
  Common and Elvish or Vedalken
  Age
  Mature: 17, Max: 150
  Size
  Medium
  Speed
  30 �.
  Languages
  Common and Minotaur
  
  35
  At 5th level, your body evolves further, developing
  new characteristics. Choose one of the options you
  didn't take at 1st level, or one of the following options:
  Grappling Appendages. You have two special
  appendages growing alongside your arms. Choose
  whether they're both claws or tentacles. As an action,
  you can use one of them to try to grapple a creature.
  Each one is also a natural weapon, which you can use
  to make an unarmed strike. If you hit with it, the target
  takes bludgeoning damage equal to 1d6 + your
  Strength modifier, instead of the bludgeoning damage
  normal for an unarmed strike. Immediately after
  hitting, you can try to grapple the target as a bonus
  action. These appendages can't precisely manipulate
  anything and can't wield weapons, magic items. or
  other specialized equipment.
  Carapace. Your skin in places is covered by a thick
  shell. You gain a +1 bonus to AC when you're not
  wearing heavy armor.
  Acid Spit. As an action, you can spray acid from
  glands in your mouth, targeting one creature or object
  you can see within 30 feet of you. The target takes 2d10
  acid damage unless it succeeds on a Dexterity saving
  throw against a DC equal to 8 +your Constitution
  modifier + your proficiency bonus. This damage
  increases by 1d10 when you reach 11th level (3d10) and
  17th level (4d10). You can use this trait a number of
  times equal to your Constitution modifier (minimum
  of once), and you regain all expended uses of it when
  you finish a long rest.
  Darkvision. You can see in dim light within 60 feet of
  you as if it were bright light, and in darkness as if it
  were dim light. You can't discern color in darkness,
  only shades of gray.
  Minor Inheritances
  Minor Inheritances
  Imposing Figure. You are proficient in the Intimidation
  skill.
  Kinetic Mastery. You are proficient in your choice of
  either the Acrobatics or Athletics skill.
  Gambler. You are proficient in one gaming set of your
  choice.
  Vedalken
  Vedalken
  In many ways, illithids and vedalken are similar. We have similar
  goals, but approach them in different ways and for different
  reasons. Above all, I admire the dispassion. Though it is wor�hy
  of one of my kind, they have resor�ed to far less vial practices
  because of it. They are what we could have been.
  Dispassionate in pursuit of perfection, vedalken
  embody all the positive aspects of intellect—patience,
  reasoning, and positive debate. Unlike yuan-ti or
  lizardfolk, the vedalken’s lack of emotions usually does
  not lead to a mentality of “self over others.”
  You may choose two major inheritances and two minor
  inheritances, or one major inheritance and four minor
  inheritances.
  Major Inheritances
  Major Inheritances
  Tireless Precision. You are proficient in one skill of your
  choice from among Arcana, History, Investigation,
  Medicine, Performance, or Sleight of Hand.
  You are also proficient with one tool of your
  choice. Whenever you make an ability check with the
  chosen skill or tool, roll a d4 and add the number rolled
  to the check's total.
  Vedalken Dispassion. You have advantage on all
  Intelligence, Wisdom, and Charisma saving throws.
  Minor Inheritances
  Minor Inheritances
  Partially Amphibious. By absorbing oxygen through
  your skin, you can breathe underwater for up to 1
  hour. Once you've reached that limit, you can't use this
  trait again until you finish a long rest.
  Elevated Mind. You are proficient in one Intelligence-
  based skill of your choice.
  Enlightened. You are proficient in one Wisdom-based
  skill of your choice.
  Tireless Pursuit. Whenever you fail an Intelligence
  check, you make your next Intelligence check with
  advantage.
  Crafter. You are proficient in one tool of your choice.
  Age
  Mature: 40, Max: 350-500
  Size
  Medium
  Speed
  40 �.
  Languages
  Common, Vedalken, +1
  
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