Races
Five races, and each one is a 2d6 table. You roll on it at level 1, again at level 2, and again at level 5.
Races
Rolling Racial Abilities:
- Roll 2d6 on your race's chart
- If you roll the same result twice, take the ability directly above or below (your choice)
- If no valid option, reroll
Human
Adaptable, ambitious, and short-lived. Humans push harder because they have less time.
Size: Full
Human Racial Abilities (2d6)
| Roll | Ability |
|---|---|
| 2 | Prodigy - Choose any one combat or skill tree. You gain the Initial (1pt) ability for free (doesn't cost talent points). |
| 3 | Ambitious - You have advantage on checks to learn new skills, negotiate better deals, or convince others of your plans. |
| 4 | Versatile - Gain +2 to your lowest stat. |
| 5 | Quick Learner - Gain a skill point. |
| 6 | Adaptable - Roll on any other Race's trait table. |
| 7 | Tenacious - When you would die, take one final action before you fall (once per day). |
| 8 | Driven - +1 success on all checks made toward earning a title. |
| 9 | Jack of All Trades - Once per session, you may give yourself advantage on one skill check you do not already have advantage on. |
| 10 | Inspiring - Allies within 5 feet gain +1 to saves vs fear and charm. |
| 11 | Resourceful - After every rest, gain an alchemical item of half your tier rounded up. |
| 12 | Chosen - Gain +2 to your Fate score permanently. Fate seems to favor you. |
Elf
Ancient, patient, and touched by magic. Elves see the long arc of history and move through it like water.
Size: Full
Elf Racial Abilities (2d6)
| Roll | Ability |
|---|---|
| 2 | Fey Ancestry - You are immune to magical sleep and have advantage on saves vs charm and enchantment. |
| 3 | Keen Senses - You cannot be surprised while conscious. |
| 4 | Trance - You need only 4 hours of meditation instead of 8 hours sleep to rest. |
| 5 | Fleet of Foot - Your movement speed increases by 5 feet (35 feet total). |
| 6 | Ageless Memory - Advantage on Mind checks to recall historical or arcane knowledge. |
| 7 | Elven Weapon Training - +1 to attack with bows and swords. |
| 8 | Light Step - You leave no tracks and can walk on snow/thin ice without breaking through. |
| 9 | Nature's Whisper - You can communicate simple ideas with plants and animals (not control, just communicate). |
| 10 | Graceful - +1 AC when wearing light or no armor (stacks with Swordmaster). |
| 11 | Ancient Blood - You can cast one Tier 1 spell once per day (choose at character creation) without stamina cost. |
| 12 | Timeless - You do not age and are immune to aging effects. You have seen empires rise and fall. Advantage on all saves vs death effects. |
Dwarf
Stubborn, enduring, and crafted from stone. Dwarves are the mountains made flesh: slow to move but impossible to break.
Size: Full
Dwarf Racial Abilities (2d6)
| Roll | Ability |
|---|---|
| 2 | Heart of the Mountain - You are immune to poison and disease. Your blood runs with liquid stone. |
| 3 | Dwarven Resilience - Advantage on saves vs poison, disease, and petrification. Resistance to poison damage. |
| 4 | Stonecunning - You can sense secret doors, traps, and structural weaknesses in stonework within 30 feet. |
| 5 | Tunnel Fighter - You suffer no penalties for fighting in confined spaces. Advantage on attack rolls against enemies larger than you in tight quarters. |
| 6 | Hardy - Your maximum Vitality is 1 higher. |
| 7 | Dwarven Weapon Training - +1 to attack with axes and hammers. |
| 8 | Steady - Advantage on checks to resist being moved, tripped, or knocked down. |
| 9 | Craftsman's Eye - You can identify the quality, origin, and approximate value of any crafted item. |
| 10 | Stubborn - Advantage on saves against psionic effects. |
| 11 | Ancestral Memory - Advantage on mind checks concerning mining, dungeons, and the underdark. |
| 12 | Living Stone - Your skin has the texture of granite. Permanent +1 AC (stacks with armor). |
Halfling
Small, lucky, and overlooked. Halflings survive by being where trouble isn't, and when that fails, by impossible luck.
Size: Half
Halfling Racial Abilities (2d6)
| Roll | Ability |
|---|---|
| 2 | Impossible Luck - Once per session, when you roll a d20, you may roll it again and take either result. If you take the new roll on an attack and it is a critical hit, deal the most both Tier dice can show. |
| 3 | Lucky - When you roll a natural 1 on an attack, reroll and take the new result. |
| 4 | Small and Quick - You can move through enemy spaces. |
| 5 | Nimble - +5 feet movement speed. You can stand from prone as a free action (doesn't cost movement). |
| 6 | Brave - You have advantage against fear effects. |
| 7 | Naturally Stealthy - You can hide behind creatures one size larger than you. |
| 8 | Underfoot - Advantage on stealth in natural environments. |
| 9 | Second Breakfast - When you rest, spend an additional ration to gain advantage on the first skill check of that day. |
| 10 | Good Fortune - When you roll a natural 1 on an save, reroll and take the new result. |
| 11 | Overlooked - Enemies tend to ignore you in combat. Until you attack or cast a spell, enemies target your allies first unless you're the only target. |
| 12 | Fate's Favorite - Gain +2 to your Fate score permanently. Once per week, you survive something that should have killed you (GM determines how). |
Gnome
Small, merry, and harmless, or so everyone thinks. Gnomes tinker, play tricks, and keep the peace.
Size: Half
Gnome Racial Abilities (2d6)
| Roll | Ability |
|---|---|
| 2 | The King's Thirst - Once per day, drink from a creature you have just wounded and regain Vitality equal to your Tier. You don't know why you can, and you'd rather nobody saw. |
| 3 | Faint Reflection - Mirrors and still water show you dimly or not at all. Scrying through a reflection can't find you. |
| 4 | Peaceable - While your weapon is sheathed, creatures that aren't already hostile won't attack you first. |
| 5 | Burrow-Speech - You can share simple ideas with burrowing animals: badgers, moles, rabbits, foxes. |
| 6 | Pocket Illusion - At will, make one small harmless illusion: a sound, a light, a face in the dark. It fools no one who touches it. |
| 7 | Tinker - Advantage on checks to build, mend, or take apart small mechanisms, locks, and traps. |
| 8 | Prankster - Advantage on checks to trick, distract, or misdirect someone with something harmless. |
| 9 | Gem Nose - You can smell gold, gems, and worked metal within 30 feet, and you know a fake at a glance. |
| 10 | Eyes of the Deep - You see in darkness as well as you do at dusk. |
| 11 | The Old King's Eyes - Once per day, a creature that meets your eyes believes one lie you tell it, until it's given a reason not to. |
| 12 | The Maker's Art - You know any cursed or Crown-touched thing the moment you touch it, and what it wants. Once per downtime, you can make a trinket that pulls whoever carries it toward one want you choose. Nobody taught you this. |
Racial Abilities Summary
At Level 1: Roll 2d6 on your race's chart. Gain that ability.
At Level 2: Roll 2d6 again. Gain that ability. (If duplicate, take adjacent result.)
At Level 5: Roll 2d6 again. Gain that ability. (If duplicate, take adjacent result.)
Total: Each character gains 3 racial abilities by level 5.