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Fungril: Ancestry Features

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48 views15 pages

Fungril: Ancestry Features

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3ddu.books
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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FUNGRIL

Fungril resemble humanoid mushrooms. They can be


either more humanoid or more fungal in appearance, and
they come in an assortment of colors, from earth tones to
bright reds, yellows, purples, and blues. Fungril display an
incredible variety of bodies, faces, and limbs, as there’s no
single common shape among them. Even their heights range
from a tiny 2 feet tall to a staggering 7 feet tall. While the
common lifespan of a fungril is about 300 years, some have
been reported to live much longer. They can communicate
nonverbally, and many members of this ancestry use a
mycelial array to chemically exchange information with other
fungril across long distances.

ANCESTRY FEATURES
Fungril Network: Make an Instinct Roll (12) to use your
mycelial array to speak with others of your ancestry. On a
success, you can communicate across any distance.
Death Connection: While touching a corpse that died recently,
you can mark a Stress to extract one memory from the corpse
related to a specific emotion or sensation of your choice.

60 Chapter 1: Ancestry
GALAPA
Galapa resemble anthropomorphic turtles with large, domed ANCESTRY FEATURES
shells into which they can retract. On average, they range
Shell: Gain a bonus to your damage thresholds equal to your
from 4 feet to 6 feet in height, and their head and body shapes
Proficiency.
can resemble any type of turtle. Galapa come in a variety of
earth tones—most often shades of green and brown— and Retract: Mark a Stress to retract into your shell. While in
possess unique patterns on their shells. Members of this your shell, you have resistance to physical damage, you have
ancestry can draw their head, arms, and legs into their shell disadvantage on action rolls, and you can’t move.
for protection to use it as a natural shield when defensive
measures are needed. Some supplement their shell's strength
or appearance by attaching armor or carving unique designs,
but the process is exceedingly painful. Most galapa move
slowly no matter their age, and they can live approximately
150 years.

Chapter 1: Ancestry 61
GIANT
Giants are towering humanoids with broad shoulders, long
arms, and one to three eyes. Adult giants range from 6 ½ to
8 ½ feet tall and are naturally muscular, regardless of body
type. They are easily recognized by their wide frames and
elongated arms and necks. Though they can have up to three
eyes, all giants are born with none and remain sightless for
their first year of life. Until a giant reaches the age of 10 and
their features fully develop, the formation of their eyes may
fluctuate. Those with a single eye are commonly known as
cyclops. The average giant lifespan is about 75 years.

ANCESTRY FEATURES
Endurance: Gain an additional Hit Point slot at character
creation.
Reach: Treat any weapon, ability, spell, or other feature that
has a Melee range as though it has a Very Close range instead.

62 Chapter 1: Ancestry
GOBLIN
Goblins are small humanoids easily recognizable by their large
eyes and massive membranous ears. With keen hearing and
sharp eyesight, they perceive details both at great distances
and in darkness, allowing them to move through less-optimal
environments with ease. Their skin and eye colors are
incredibly varied, with no one hue, either vibrant or subdued,
more dominant than another. A typical goblin stands between
3 feet and 4 feet tall, and each of their ears is about the size
of their head. Goblins are known to use ear positions to very
specific effect when communicating nonverbally. A goblin’s
lifespan is roughly 100 years, and many maintain their keen
hearing and sight well into advanced age.

ANCESTRY FEATURES
Surefooted: You ignore disadvantage on Agility Rolls.
Danger Sense: Once per rest, mark a Stress to force an
adversary to reroll an attack against you or an ally within
Very Close range.

Chapter 1: Ancestry 63
HALFLING
Halflings are small humanoids with large hairy feet and
prominent rounded ears. On average, halflings are 3 to 4
feet in height, and their ears, nose, and feet are larger in
proportion to the rest of their body. Members of this ancestry
live for around 150 years, and a halfling’s appearance is likely
to remain youthful even as they progress from adulthood into
old age. Halflings are naturally attuned to the magnetic fields
of the Mortal Realm, granting them a strong internal compass.
They also possess acute senses of hearing and smell, and can
often detect those who are familiar to them by the sound of
their movements.

ANCESTRY FEATURES
Luckbringer: At the start of each session, everyone in your
party gains a Hope.
Internal Compass: When you roll a 1 on your Hope Die, you
can reroll it.

64 Chapter 1: Ancestry
HUMAN
Humans are most easily recognized by their dexterous hands,
rounded ears, and bodies built for endurance. Their average
height ranges from just under 5 feet to about 6 ½ feet. They
have a wide variety of builds, with some being quite broad,
others lithe, and many inhabiting the spectrum in between.
Humans are physically adaptable and adjust to harsh climates
with relative ease. In general, humans live to an age of about
100, with their bodies changing dramatically between their
youngest and oldest years.

ANCESTRY FEATURES
High Stamina: Gain an additional Stress slot at character
creation.
Adaptability: When you fail a roll that utilized one of your
Experiences, you can mark a Stress to reroll.

Chapter 1: Ancestry 65
INFERNIS
Infernis are humanoids who possess sharp canine teeth, Infernis possess a “dread visage” that manifests both
pointed ears, and horns. They are the descendants of demons involuntarily, such as when they experience fear or other
from the Circles Below. On average, infernis range in height strong emotions, or purposefully, such as when they wish to
from 5 feet to 7 feet and are known to have long fingers and intimidate an adversary. This visage can briefly modify their
pointed nails. Some have long, thin, and smooth tails that end appearance in a variety of ways, including lengthening their
in points, forks, or arrowheads. It’s common for infernis to teeth and nails, changing the colors of their eyes, twisting
have two or four horns—though some have crowns of many their horns, or enhancing their height. On average, infernis live
horns, or only one. These horns can also grow asymmetrically, up to 350 years, with some attributing this lifespan to their
forming unique, often curving, shapes that infernis enhance demonic lineage.
with carving and ornamentation. Their skin, hair, and horns
come in an assortment of colors that can include soft pastels, ANCESTRY FEATURES
stark tones, or vibrant hues, such as rosy scarlet, deep purple, Fearless: When you roll with Fear, you can mark 2 Stress to
and pitch black. change it into a roll with Hope instead.
Dread Visage: You have advantage on rolls to intimidate
hostile creatures.

66 Chapter 1: Ancestry
KATARI
Katari are feline humanoids with retractable claws, vertically
slit pupils, and high, triangular ears. They can also have small,
pointed canine teeth, soft fur, and long whiskers that assist
their perception and navigation. Their ears can swivel nearly
180 degrees to detect sound, adding to their heightened
senses. Katari may look more or less feline or humanoid, with
catlike attributes in the form of hair, whiskers, and a muzzle.
About half of the katari population have tails. Their skin and
fur come in a wide range of hues and patterns, including solid
colors, calico tones, tabby stripes, and an array of spots,
patches, marbling, or bands. Their height ranges from about 3
feet to 6 ½ feet, and they live to around 150 years.

ANCESTRY FEATURES
Feline Instincts: When you make an Agility Roll, you can spend
2 Hope to reroll your Hope Die.
Retracting Claws: Make an Agility Roll to scratch a target
within Melee range. On a success, they become temporarily
Vulnerable.

Chapter 1: Ancestry 67
ORC
Orcs are humanoids most easily recognized by their square
features and boar-like tusks that protrude from their lower jaw.
Tusks come in various sizes, and though they extend from the
mouth, they aren’t used for consuming food. Instead, many orcs
choose to decorate their tusks with significant ornamentation.
Orcs typically live for 125 years, and unless altered, their tusks
continue to grow throughout the course of their lives. Their ears
are pointed, and their hair and skin typically have green, blue,
pink, or gray tones. Orcs tend toward a muscular build, and their
average height ranges from 5 feet to 6 ½ feet.

ANCESTRY FEATURES
Sturdy: When you have 1 Hit Point remaining, attacks against you
have disadvantage.
Tusks: When you succeed on an attack against a target within
Melee range, you can spend a Hope to gore the target with your
tusks, dealing an extra 1d6 damage.

68 Chapter 1: Ancestry
RIBBET
Ribbets resemble anthropomorphic frogs with protruding ANCESTRY FEATURES
eyes and webbed hands and feet. They have smooth (though
Amphibious: You can breathe and move naturally underwater.
sometimes warty) moist skin and eyes positioned on either
side of their head. Some ribbets have hind legs more than Long Tongue: You can use your long tongue to grab onto things
twice the length of their torso, while others have short limbs. within Close range. Mark a Stress to use your tongue as a
No matter their size (which ranges from about 3 feet to 4 Finesse Close weapon that deals d12 physical damage using
½ feet), ribbets primarily move by hopping. All ribbets have your Proficiency.
webbed appendages, allowing them to swim with ease. Some
ribbets possess a natural green-and-brown camouflage, while
others are vibrantly colored with bold patterns. No matter
their appearance, all ribbets are born from eggs laid in the
water, hatch into tadpoles, and after about 6 to 7 years, grow
into amphibians that can move around on land. Ribbets live for
approximately 100 years.

Chapter 1: Ancestry 69
SIMIAH
Simiah resemble anthropomorphic monkeys and apes with
long limbs and prehensile feet. While their appearance
reflects all simian creatures, from the largest gorilla to the
smallest marmoset, their size does not align with their animal
counterparts, and they can be anywhere from 2 to 6 feet
tall. All simiah can use their dexterous feet for nonverbal
communication, work, and combat. Additionally, some
also have prehensile tails that can grasp objects or help
with balance during difficult maneuvers. These traits grant
members of this ancestry unique agility that aids them in
a variety of physical tasks. In particular, simiah are skilled
climbers and can easily transition from bipedal movement to
knuckle-walking and climbing, and back again. On average,
simiah live for about 100 years.

ANCESTRY FEATURES
Natural Climber: You have advantage on Agility Rolls that
involve balancing and climbing.
Nimble: Gain a permanent +1 bonus to your Evasion at
character creation.

70 Chapter 1: Ancestry
MIXED ANCESTRY INFERNIS-RIBBET
"HORNED TOAD"
Families within the world of Daggerheart are as unique as the
peoples and cultures that inhabit it. Anyone’s appearance and skill
set can be shaped by blood, magic, proximity, or a variety of other
factors.
If you decide that your character is a descendant of multiple
ancestries and you want to mechanically represent that in the
game, use the steps below:

STEP 1: DETERMINE ANCESTRY COMBINATION


When you choose an ancestry at character creation, write down
how your character identifies themself in the Heritage section
of your character sheet. For example, your ancestry could be
“goblin-orc,” or just “goblin” (with orc in their lineage), or a
name you choose, like “toothling.” FUNGRIL-GALAPA
"SHROOMSHELL"
STEP 2: CHOOSE ANCESTRY FEATURES
Work with your GM to choose two features from the ancestries
in your character’s lineage.
You must choose the first feature from one ancestry and the
second from another. Write both down on a notecard you can keep
with your other cards or next to your character sheet. For example,
if you are making a goblin-orc, you might take the “Surefooted” and
“Tusks” features or the “Sturdy” and “Danger Sense” features. You
FAERIE-SIMIAH
can’t take both the “Surefooted” and “Sturdy” features. "FLITTERIN"
If your character's heritage includes more
than two ancestries, you only choose
features from two. You can represent
additional ancestries through their
appearance or backstory.

Chapter 1: Ancestry 71
Community
Communities represent the culture or environment your character grew up in. Though a
character might have been a member of numerous communities during their upbringing, this
choice represents the one they feel had the most influence over their personality and current
skill set.
As with ancestries, describing the characteristics of a When you build your character, you can draw inspiration from
collective is nuanced, as people always view others through communities other than the one you’ve chosen. As always, this
the lens of their own experience. For example, while a aspect of the game is meant to be utilized in the way that best
seaborne sailor might feel their own community is particularly serves your group.
strict, a character from an orderborne metropolis might find
Each community has a community feature granted to your
that group very changeable. An individual’s relationship with HIGHBORNE
character by their community that can be utilized in play.
their community also creates a wide variety of experiences. If
your character has fallen out with the people that defined their Tip: Each community entry suggests six adjectives that you
upbringing, they might continue to carry that influence but can use as inspiration when crafting a character. If you’d
also strive to live differently than they were taught. like, choose one or more of these words (or roll a d6) to help
develop your character’s personality, their relationship with
As you explore the communities in this section, imagine the
their upbringing or peers, or even the demeanor with which
variety of ways they might manifest in your game. Some
they interact with the rest of their party.
community cards reference locations, others an ethos, and
others a common goal, but no two places that fall under the
same category are identical. If one wanderborne caravan
travels the world willingly and another was expelled from their
home by force, each community’s material trappings and their
people’s feelings about their lifestyle would be very different.

72 Chapter 1: Community
HIGHBORNE
Being part of a highborne community means you're accustomed to
a life of elegance, opulence, and prestige within the upper echelons
of society. Traditionally, members of a highborne community
possess incredible material wealth. While this can take a variety
of forms depending on the community—including gold and other
minerals, land, or controlling the means of production—this status
always comes with power and influence. Highborne place great
value on titles and possessions, and there is little social mobility
within their ranks. Members of a highborne community often
control the political and economic status of the areas in which they
live due to their ability to influence people and the economy with
their substantial wealth. The health and safety of the less affluent
people who live in these locations often hinges on the ability of this
highborne ruling class to prioritize the well-being of their subjects
over profit.
Highborne are often amiable, candid, conniving, enterprising,
ostentatious, and unflappable.

COMMUNITY FEATURE
Privilege: You have advantage on rolls to consort with nobles,
negotiate prices, or leverage your reputation to get what you want.

Chapter 1: Community 73
LOREBORNE
Being part of a loreborne community means you’re from a
society that favors strong academic or political prowess.
Loreborne communities highly value knowledge, frequently
in the form of historical preservation, political advancement,
scientific study, skill development, or lore and mythology
compilation. Most members of these communities research in
institutions built in bastions of civilization, while some eclectic
few thrive in gathering information from the natural world.
Some may be isolationists, operating in smaller enclaves,
schools, or guilds and following their own unique ethos.
Others still wield their knowledge on a larger scale, making
deft political maneuvers across governmental landscapes.
Loreborne are often direct, eloquent, inquisitive, patient,
rhapsodic, and witty.

COMMUNITY FEATURE
Well-Read: You have advantage on rolls that involve the
history, culture, or politics of a prominent person or place.

74 Chapter 1: Community

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