KING

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)

RollAbility
2Prodigy - Choose any one combat or skill tree. You gain the Initial (1pt) ability for free (doesn't cost talent points).
3Ambitious - You have advantage on checks to learn new skills, negotiate better deals, or convince others of your plans.
4Versatile - Gain +2 to your lowest stat.
5Quick Learner - Gain a skill point.
6Adaptable - Roll on any other Race's trait table.
7Tenacious - When you would die, take one final action before you fall (once per day).
8Driven - +1 success on all checks made toward earning a title.
9Jack of All Trades - Once per session, you may give yourself advantage on one skill check you do not already have advantage on.
10Inspiring - Allies within 5 feet gain +1 to saves vs fear and charm.
11Resourceful - After every rest, gain an alchemical item of half your tier rounded up.
12Chosen - 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)

RollAbility
2Fey Ancestry - You are immune to magical sleep and have advantage on saves vs charm and enchantment.
3Keen Senses - You cannot be surprised while conscious.
4Trance - You need only 4 hours of meditation instead of 8 hours sleep to rest.
5Fleet of Foot - Your movement speed increases by 5 feet (35 feet total).
6Ageless Memory - Advantage on Mind checks to recall historical or arcane knowledge.
7Elven Weapon Training - +1 to attack with bows and swords.
8Light Step - You leave no tracks and can walk on snow/thin ice without breaking through.
9Nature's Whisper - You can communicate simple ideas with plants and animals (not control, just communicate).
10Graceful - +1 AC when wearing light or no armor (stacks with Swordmaster).
11Ancient Blood - You can cast one Tier 1 spell once per day (choose at character creation) without stamina cost.
12Timeless - 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)

RollAbility
2Heart of the Mountain - You are immune to poison and disease. Your blood runs with liquid stone.
3Dwarven Resilience - Advantage on saves vs poison, disease, and petrification. Resistance to poison damage.
4Stonecunning - You can sense secret doors, traps, and structural weaknesses in stonework within 30 feet.
5Tunnel Fighter - You suffer no penalties for fighting in confined spaces. Advantage on attack rolls against enemies larger than you in tight quarters.
6Hardy - Your maximum Vitality is 1 higher.
7Dwarven Weapon Training - +1 to attack with axes and hammers.
8Steady - Advantage on checks to resist being moved, tripped, or knocked down.
9Craftsman's Eye - You can identify the quality, origin, and approximate value of any crafted item.
10Stubborn - Advantage on saves against psionic effects.
11Ancestral Memory - Advantage on mind checks concerning mining, dungeons, and the underdark.
12Living 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)

RollAbility
2Impossible 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.
3Lucky - When you roll a natural 1 on an attack, reroll and take the new result.
4Small and Quick - You can move through enemy spaces.
5Nimble - +5 feet movement speed. You can stand from prone as a free action (doesn't cost movement).
6Brave - You have advantage against fear effects.
7Naturally Stealthy - You can hide behind creatures one size larger than you.
8Underfoot - Advantage on stealth in natural environments.
9Second Breakfast - When you rest, spend an additional ration to gain advantage on the first skill check of that day.
10Good Fortune - When you roll a natural 1 on an save, reroll and take the new result.
11Overlooked - 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.
12Fate'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)

RollAbility
2The 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.
3Faint Reflection - Mirrors and still water show you dimly or not at all. Scrying through a reflection can't find you.
4Peaceable - While your weapon is sheathed, creatures that aren't already hostile won't attack you first.
5Burrow-Speech - You can share simple ideas with burrowing animals: badgers, moles, rabbits, foxes.
6Pocket Illusion - At will, make one small harmless illusion: a sound, a light, a face in the dark. It fools no one who touches it.
7Tinker - Advantage on checks to build, mend, or take apart small mechanisms, locks, and traps.
8Prankster - Advantage on checks to trick, distract, or misdirect someone with something harmless.
9Gem Nose - You can smell gold, gems, and worked metal within 30 feet, and you know a fake at a glance.
10Eyes of the Deep - You see in darkness as well as you do at dusk.
11The 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.
12The 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.