Ancestries
Human Elf
Default Traits Default Traits
(2) Attribute Increase: Choose an Attribute. The chosen (1) Elven Will: You have ADV on Checks and Saves
Attribute increases by 1 (up to the Attribute Limit). against being Charmed and put to Sleep.
(2) Resilience: Choose an Attribute. The chosen Attribute (2) Nimble: When you take the Dodge Action, you instead
gains Save Mastery. gain the benefits of the Full Dodge Action.
(1) Human Resolve: Your Death’s Door Threshold value (2) Agile Explorer: You’re not affected by Difficult Terrain.
is expanded by 1. (0) Discerning Sight: You have ADV on Checks and Saves
(0) Undying: You have ADV on Saves against the made to discern through visual illusions.
Doomed Condition.
Expanded Traits
Expanded Traits (1) Peerless Sight: You don’t have DisADV as a result of
(2) Skill Expertise: Choose a Skill. Your Mastery Cap and making an Attack with a Weapon at Long Range
Mastery Level in the chosen Skill both increase by 1. You (1) Climb Speed: You gain a Climb Speed equal to your
can only benefit from 1 Feature that increases your Skill Movement Speed.
Mastery Limit at a time.
(2) Speed Increase: Your Speed increases by 1 Space.
(1) Trade Expertise: Choose a Trade. Your Mastery Cap
and Mastery Level in the chosen Trade both increase by (1) Trade Expertise: Choose a Trade. Your Mastery Cap
1. You can only benefit from 1 Feature that increases your and Mastery Level in the chosen Trade both increase by
Trade Mastery Limit at a time. 1. You can only benefit from 1 Feature that increases your
Trade Mastery Limit at a time.
(1) Human Determination: Once per Combat, you can
give yourself ADV on an Attack Check or Spell Check (1) Plant Knowledge: While within forests, jungles, and
while Bloodied. swamps, you have ADV on Survival Checks. Additionally,
you have ADV on Nature Checks made to recall information
(1) Unbreakable: You have ADV on Death Saves. about plants.
(-1) Attribute Decrease: Choose an Attribute. You (-1) Might Attribute Decrease: You decrease your Might
decrease the chosen Attribute by 1 (to a minimum of -2). by 1 (to a minimum of -2).
(-1) Frail: Your HP maximum decreases by 2.
THE DUNGEON COACH 101
Dwarf Halfling
Default Traits Default Traits
(1) Tough: Your HP maximum increases by 1. (-1) Small-Sized: Your Size is considered Small.
(2) Toxic Fortitude: You have Poison Resistance (Half) (2) Elusive: When you take the Disengage Action, you
and ADV on Saves against being Poisoned. instead gain the benefits of the Full Disengage Action.
(2) Physically Sturdy: You have ADV on Saves against (2) Halfling Bravery: You have ADV on Saves against
being Impaired, Deafened, or Petrified. being Intimidated, Rattled, or Frightened
(0) Iron Stomach: You have ADV on Saves against effects (1) Halfling Endurance: You have ADV on Saves made to
that come from consuming food or liquids. resist gaining Exhaustion.
(1) Deft Footwork: You can move through the space
Expanded Traits of a hostile creature 1 size larger than you as if it were
(1) Thick-Skinned: Your PD increases by 1 while you’re Difficult Terrain.
not wearing Heavy Armor. (0) Beast Whisperer: You can speak to Beasts in a limited
(1) Natural Combatant: You gain Combat Training with manner. They can understand the meanings of simple
Heavy Armor and All Shields. words, concepts, or states of emotion. You don’t have a
special ability to understand them in return.
(1) Stone Blood: You have ADV on Saves against
Bleeding. Additionally, you can spend 1 AP to end the
Bleeding Condition on yourself. Expanded Traits
(1) Minor Tremorsense: You have Tremorsense 3 Spaces. (1) Beast Insight: You can understand Beasts in a limited
manner. You can understand the meaning of their noises
(2) Stubborn: You have ADV on Saves against being and behaviors, though they have no special ability to
Taunted and against being forcibly moved. understand you in return.
(1) Trade Expertise: Choose a Crafting or Services Trade. (1) Burst of Bravery: Once per Combat, you can end
Your Mastery Cap and Mastery Level in the chosen Trade the Intimidated, Rattled, or Frightened Condition on
both increase by 1. yourself for free at any time.
(1) Earthen Knowledge: While within mountainous (1) Trade Expertise: Choose a Trade. Your Mastery Cap
and subterranean environments, you have ADV on and Mastery Level in the chosen Trade both increase by
Survival Checks. Additionally, you have ADV on Nature 1. You can only benefit from 1 Feature that increases your
Checks made to recall information about rocks, soil, Trade Mastery Limit at a time.
crystals, and gems.
(1) Critter Knowledge: You have ADV on Nature,
(-1) Charisma Attribute Decrease: You decrease your Survival, and Animal Checks involving Small size creatures
Charisma by 1 (to a minimum of -2). and smaller.
(-2) Short-Legged: Your Speed decreases by 1 Space. (-1) Intelligence Attribute Decrease: You decrease your
Intelligence by 1 (to a minimum of -2).
(-2) Short-Legged: Your Speed decreases by 1 Space.
102 DC20 RPG BETA 0.9
Gnome Orc
Default Traits Default Traits
(-1) Small-Sized: Your Size is considered Small. (-1) Cursed Mind: Your MD decreases by 1.
(2) Escape Artist: You have ADV on Checks and Saves to (2) Orc Rush: Once per Combat when you willingly move
avoid or escape being Grappled or Restrained. toward an enemy, you can spend 1 AP to gain Temp HP
(1) Magnified Vision: You have ADV on Investigation equal to your Prime Modifier.
Checks made on something you’re holding or touching. (2) Brutal Strikes: You deal +1 damage when you
(2) Mental Clarity: You have ADV on Saves against being score a Brutal or Critical Hit with a Melee Weapon or
Dazed or Stunned. Unarmed Strike.
(1) Strong-Minded: Your MD increases by 1. (1) Tough: Your HP maximum increases by 1.
(0) Predict Weather: You can naturally tell what the (1) Orcish Resolve: You gain 1 additional AP while on
weather is going to be in the next hour in the area within 1 Death’s Door.
mile of you. You don’t have DisADV on Checks or Saves as (0) Already Cursed: You have ADV on Saves
a result of naturally occurring weather. against Curses.
Expanded Traits Expanded Traits
(1) Mana Increase: Your MP maximum increases by 1. (2) Intimidating Shout: Once per Combat, you can
(1) Trapper: You have ADV on Investigation Checks to spend 1 AP to let out an Intimidating Shout. All creatures
spot Traps and on Trickery Checks to Hide Traps. within 5 Spaces that can hear you must make a Charisma
Save contested by your Attack Check. Failure: A target
(2) Lightning Insulation: You have Lightning Resistance is Hindered on the next Attack Check or Spell Attack it
(Half) and can’t be struck by natural lightning. makes before the start of your next turn.
(1) Trade Expertise: Choose a Crafting or Subterfuge (1) Orc Dash: Once per Combat you can use your
Trade. Your Mastery Cap and Mastery Level in the chosen Minor Action to move, as long as that movement is
Trade both increase by 1. towards an enemy.
(1) Storm Knowledge: While within rainy, snowy, or (1) Finishing Blow: You deal +1 damage to creatures who
stormy environments, you have ADV on Survival Checks. are Well-Bloodied.
Additionally, you have ADV on Knowledge Checks made
to recall information about rain, snow, and storms. (1) Imposing Presence: Once per Combat when a creature
makes an Attack against you, you can force them to make
(-1) Agility Attribute Decrease: You decrease your Agility a Charisma Save. Save Failure: They must choose a new
by 1 (to a minimum of -2). target for the Attack. If there are no other targets, then the
(-2) Short-Legged: Your Speed decreases by 1 Space. Attack is wasted.
(-1) Provocation: You have DisADV on Checks and Saves
against being Taunted.
(-1) Reckless: Your PD decreases by 1.
THE DUNGEON COACH 103
Dragonborn Expanded Traits
(1) Mana Increase: Your MP maximum increases by 1.
Draconic Origin
(1) Thick-Skinned: Your PD increases by 1 while you’re
Choose a Draconic Origin from the list below. All future
not wearing Heavy Armor.
choices within this Ancestry must use the chosen Draconic
Origin. The type of damage associated with your Draconic (1) Second Breath: (requires Draconic Breath Weapon)
Origin is your Draconic damage. You can now use your Draconic Breath Weapon twice per
Combat. Additionally, whenever you use your Draconic
• Elemental Origin: Cold, Corrosion, Fire, Lightning, or
Breath Weapon, you can spend 2 uses to increase its
Poison.
damage by 1.
• Mystic Origin: Psychic, Radiant, Sonic, or Umbral.
(1) Concussive Breath: (requires Draconic Breath
Weapon) When you use your Draconic Breath Weapon,
Default Traits you can force all targets to make a Physical Save. Save
(1) Darkvision: You have Darkvision 10 Spaces. Failure: The target is pushed 1 Space away +1 additional
(2) Draconic Resistance: You gain Resistance (Half) to Space for every 5 it fails its Save by.
your Draconic damage type. (1) Draconic Affinity: When you take damage of the same
(2) Draconic Breath Weapon: You gain a Breath Weapon type as your Draconic damage, your next Draconic Breath
based on your Draconic Origin. You can Spend 2 AP to Weapon deals +1 bonus damage.
exhale in a 3 Space Cone or a 6 Space Line. Alternatively, (1) Dying Breath: (requires Draconic Breath Weapon)
you can choose to make an Attack against a single target Once per Combat when you enter Death’s Door, you
within 6 Spaces, increasing the damage by 1. You can use regain a use of your Draconic Breath Weapon and can
this ability once between Long Rests. When you Roll for immediately use it as a Reaction for free (0 AP).
Initiative, or meet some other unique criteria at the GM’s
discretion, this ability recharges. (1) Draconic Ward: Once per Combat when you enter
Death’s Door, you gain 2 Temp HP. Whenever you’re Hit
• Elemental Breath Weapon: Make a Spell Check against by a Melee Attack while you have this Temp HP, your
every target’s PD within the area. Hit: The target takes Attacker takes 1 Draconic damage.
2 Draconic damage. Before you make your Spell Check,
you can spend 1 SP to increase the damage by 1, or 1 MP (1) Draconic Protection: Once per Combat when an ally
to increase it by 2. within 20 Spaces is on Death’s Door, you begin to surge
• Mystic Breath Weapon: Make a Spell Check against with an ancient power. While they remain on Death’s
every target’s MD within the area. Hit: The target takes Door, until Combat ends, their PD and MD increases by 5.
1 Draconic damage. Before you make your Spell Check, (2) Glide Speed: You have a set of wings that you can
you can spend 1 SP to increase the damage by 1, or 1 MP use to horizontally glide and slow your descent. Provided
to increase it by 2. you aren’t Incapacitated, you gain the following benefits
(0) Reptilian Superiority: You have ADV on Intimidation while in the air:
Checks against reptilian creatures of Medium Size and • Controlled Falling: You suffer no damage from Controlled
smaller (not including other Dragonborn). Falling.
• Altitude Drop: If you end your turn midair, you Controlled
Fall 4 Spaces.
• Glide Speed: You can use your movement to glide
horizontally.
(-1) Guardian’s Bond: Once per Combat when an ally
enters Death’s Door within 20 Spaces of you, you take an
amount of True damage equal to your Prime Modifier.
104 DC20 RPG BETA 0.9
Giantborn
Default Traits
(1) Tough: Your HP maximum increases by 1.
(2) Powerful Build: You increase by 1 Size, but you occupy
the Space of a creature 1 Size smaller.
(1) Unstoppable: You have ADV on Saves against being
Slowed or Stunned.
(1) Giant’s Resolve: While on Death’s Door, you reduce
all damage taken by 1.
(0) Unyielding Movement: You’re immune to being
Slowed 2 (or higher).
Expanded Traits
(2) Giant’s Fortitude: (requires Giant’s Resolve) You
also gain the benefits of your Giant’s Resolve Trait while
Well-Bloodied.
(2) Strong Body: Once per Combat when you take damage
that targets your PD, you can reduce the damage taken by
an amount equal to your Might or Agility (your choice).
(1) Mighty Hurl: You throw creatures 1 Space farther than
normal, and objects (including Weapons) 5 Spaces farther
than normal.
(1) Titanic Toss: You have ADV on Checks made to
throw creatures. Additionally, you don’t have DisADV as a
result of making an Attack with a Weapon with the Toss or
Thrown Property at Long Range.
(1) Mighty Leap: You can use your Might instead of
Agility to determine your Jump Distance and the damage
you take from Falling.
(1) Brute: Once per Combat, you can take the Shove or
Grapple Action as a Minor Action.
(-1) Heavy Riser: You have to spend 4 Spaces of movement
to stand up from Prone.
(-1) Clumsiness: You have DisADV on Agility Checks.
(-1) Intelligence Attribute Decrease: You decrease your
Intelligence by 1 (to a minimum of -2).
THE DUNGEON COACH 105