Core & Void Ancestries#

The following ancestries are available in this campaign from the core Daggerheart rulebook and The Void supplement. They represent the full range of peoples found across Elderland and beyond.

For ancestries specific to the Moonshroud Realms, see the individual pages for Aelfaen, Mustelin, Ursinor, and Dragonblood.

Mixed ancestry characters take the primary feature of their main ancestry and the secondary feature of their other ancestry.


Core Daggerheart Ancestries#

Clank

Clanks are sentient mechanical beings built from a variety of materials, including metal, wood, and stone. They can resemble humanoids, animals, or even inanimate objects. Because of their bespoke construction, many clanks have highly specialized physical configurations. A clank's lifespan extends as long as they're able to acquire or craft new parts, making their physical form effectively immortal — though their minds deteriorate as the magic that powers them loses potency.

Purposeful Design
Decide who made you and for what purpose. At character creation, choose one of your Experiences that best aligns with this purpose and gain a permanent +1 bonus to it.

Efficient
When you take a short rest, you can choose a long rest move instead of a short rest move.

Drakona

Drakona resemble wingless dragons in humanoid form and possess a powerful elemental breath. All drakona have thick scales that provide excellent natural armor. They are large in size, ranging from 5 to 7 feet on average, with long sharp teeth. Unlike their dragon ancestors, drakona don't have wings and can't fly without magical aid. Their lifespan is approximately 350 years.

Scales
Your scales act as natural protection. When you would take Severe damage, you can mark a Stress to mark 1 fewer Hit Points.

Elemental Breath
Choose an element for your breath (such as electricity, fire, or ice). You can use this breath against a target or group of targets within Very Close range, treating it as an Instinct weapon that deals d8 magic damage using your Proficiency.

Dwarf

Dwarves are short humanoids with square frames, dense musculature, and thick hair. Their average height ranges from 4 to 5½ feet. Their skin and nails contain a high amount of keratin, making them naturally resilient. Dwarves of all genders can grow facial hair, which they often style in elaborate arrangements. They typically live up to 250 years.

Thick Skin
When you take Minor damage, you can mark 2 Stress instead of marking a Hit Point.

Increased Fortitude
Spend 3 Hope to halve incoming physical damage.

Elf

Elves are typically tall humanoids with pointed ears and acutely attuned senses. Their ears vary in size and pointed shape, and as they age, the tips begin to droop. Heights range from about 6 to 6½ feet. All elves have the ability to drop into a celestial trance rather than sleep, allowing them to rest effectively in a short amount of time.

Celestial Trance
When you take a short rest, you can choose a long rest move instead of a short rest move.

Keen Senses
You have advantage on rolls involving sight, sound, or smell.

Faerie

Faeries are winged humanoid creatures with insectile features. These characteristics cover a broad spectrum — some possess additional arms, compound eyes, chitinous exoskeletons, or stingers. The average height ranges from about 2 to 5 feet, though some grow up to 7 feet. All faeries possess membranous wings and go through a process of metamorphosis that determines their unique appearance. Their lifespan is approximately 50 years.

Luckbender
Once per session, after you or a willing ally within Close range makes an action roll, you can spend 3 Hope to reroll the Duality Dice.

Wings
You can fly. While flying, you can mark a Stress after an adversary makes an attack against you to gain a +2 bonus to your Evasion against that attack.

Faun

Fauns resemble humanoid goats with curving horns, square pupils, and cloven hooves. Most fauns have a humanoid torso and a goatlike lower body covered in dense fur. Faun horns range from short with minimal curvature to much larger with a distinct curl. Heights range from 4 to 6½ feet. They live for roughly 225 years.

Caprine Leap
You can leap anywhere within Close range as though you were using normal movement, allowing you to vault obstacles, jump across gaps, or scale barriers with ease.

Kick
When you succeed on an attack against a target within Melee range, you can mark a Stress to kick yourself off them, dealing an extra 2d6 damage and knocking back either yourself or the target to Very Close range.

Firbolg

Firbolgs are bovine humanoids typically recognized by their broad noses and long, drooping ears. Some have faces that blend humanoid and bison, ox, or cow features; others, often called minotaurs, have heads that entirely resemble cattle. They are tall and muscular, ranging from around 5 to 7 feet, and are covered in fur that can be muted and earth-toned or come in soft pastels. Their average lifespan is about 150 years.

Charge
When you succeed on an Agility Roll to move from Far or Very Far range into Melee range with one or more targets, you can mark a Stress to deal 1d12 physical damage to all targets within Melee range.

Unshakable
When you would mark a Stress, roll a d6. On a result of 6, don't mark it.

Fungril

Fungril resemble humanoid mushrooms. They come in an assortment of colors, from earth tones to bright reds, yellows, purples, and blues, and display an incredible variety of bodies, faces, and limbs. Heights range from 2 to 7 feet. Their common lifespan is about 300 years, though some live much longer. Many use a mycelial array to chemically exchange information with other fungril across long distances.

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.

Galapa

Galapa resemble anthropomorphic turtles with large, domed shells into which they can retract. They range from 4 to 6 feet in height and come in a variety of earth tones — most often shades of green and brown — with unique patterns on their shells. Most galapa move slowly and live approximately 150 years.

Shell
Gain a bonus to your damage thresholds equal to your Proficiency.

Retract
Mark a Stress to retract into your shell. While in your shell, you have resistance to physical damage, you have disadvantage on action rolls, and you can't move.

Giant

Giants are towering humanoids with broad shoulders, long arms, and one to three eyes. Adult giants range from 6½ to 8½ feet tall and are naturally muscular. They are born without eyes and remain sightless for their first year of life. Those with a single eye are commonly known as cyclops. The average giant lifespan is about 75 years.

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.

Goblin

Goblins are small humanoids easily recognizable by their large eyes and massive membranous ears. With keen hearing and sharp eyesight, they perceive details at great distances and in darkness. Their skin and eye colors are incredibly varied. A typical goblin stands between 3 and 4 feet tall, and each ear is about the size of their head. Their lifespan is roughly 100 years.

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.

Halfling

Halflings are small humanoids with large hairy feet and prominent rounded ears. On average they are 3 to 4 feet in height. They 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. Members of this ancestry live for around 150 years and tend to remain youthful in appearance well into old age.

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.

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 6½ feet. They are physically adaptable and adjust to harsh climates with relative ease. Humans generally live to about 100 years.

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.

Infernis

Infernis are humanoids who possess sharp canine teeth, pointed ears, and horns. They are the descendants of demons from the Circles Below. On average they range from 5 to 7 feet and are known to have long fingers and pointed nails. Some have long, thin tails ending in points or forks. They possess a "dread visage" that manifests both involuntarily and purposefully. Their average lifespan is up to 350 years.

Fearless
When you roll with Fear, you can mark 2 Stress to change it into a roll with Hope instead.

Dread Visage
You have advantage on rolls to intimidate hostile creatures.

Katari

Katari are feline humanoids with retractable claws, vertically slit pupils, and high, triangular ears. Their ears can swivel nearly 180 degrees to detect sound. About half of the katari population have tails. Their skin and fur come in a wide range of hues and patterns. Their height ranges from about 3 to 6½ feet, and they live to around 150 years.

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.

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 are often decorated with significant ornamentation. Their ears are pointed, and their hair and skin typically have green, blue, pink, or gray tones. Orcs tend toward a muscular build, with average heights from 5 to 6½ feet. They typically live for 125 years.

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.

Ribbet

Ribbets resemble anthropomorphic frogs with protruding eyes and webbed hands and feet. They have smooth (though sometimes warty) moist skin and eyes positioned on either side of their head. Some have hind legs more than twice the length of their torso. All ribbets are born from eggs laid in water, hatch into tadpoles, and after about 6 to 7 years grow into amphibians that can move on land. They live for approximately 100 years.

Amphibious
You can breathe and move naturally underwater.

Long Tongue
You can use your long tongue to grab onto things within Close range. Mark a Stress to use your tongue as a Finesse Close weapon that deals d12 physical damage using your Proficiency.

Simiah

Simiah resemble anthropomorphic monkeys and apes with long limbs and prehensile feet. Their size ranges from 2 to 6 feet tall. All simiah can use their dexterous feet for nonverbal communication, work, and combat. Some also have prehensile tails. They are skilled climbers and can easily transition between bipedal movement and knuckle-walking. Their average lifespan is about 100 years.

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.


The Void Ancestries#

The following ancestries come from The Void, a playtest supplement for Daggerheart. They are available in this campaign but players should be aware they may be subject to revision as the system develops.

Aetheris

Aetheris are humanoids who possess radiant auras and glowing eyes. They are the descendants of celestials from the Hallows Above.

Hallowed Aura
Once per rest, when an ally within Close range rolls with Fear, you can make it a roll with Hope instead.

Divine Countenance
You have advantage on rolls to command or persuade.

Earthkin

Earthkin are descended from earth elementals. They are humanoids whose bodies are a combination of flesh and earth.

Stoneskin
Gain a +1 bonus to your Armor Score and Damage Thresholds.

Immoveable
While your feet are touching the ground, you cannot be lifted or moved against your will.

Emberkin

Emberkin are descended from fire elementals. They are humanoids whose bodies are a combination of flesh and fire.

Fireproof
You are immune to damage from magical or mundane flame.

Ignition
Mark a Stress to wreathe your primary weapon in flame until the end of the scene. While ablaze, it gives off a bright light and grants a +1d6 bonus to damage rolls against targets within Melee range.

Gnome

Gnomes are small humanoids most easily recognized by their dense musculature, long arms, and large facial features.

Nimble Fingers
When you make a Finesse Roll, you can spend 2 Hope to reroll your Hope Die.

True Sight
You have advantage on rolls to see through illusions.

Skykin

Skykin are descended from air elementals. They are humanoids whose bodies are a combination of flesh and air.

Gale Force
Mark a Stress to conjure a gust of wind that carries you or an ally up to Very Far range. Additionally, you can always control the speed at which you fall.

Eye of the Storm
Spend 2 Hope to grant a +1 bonus to either your or an ally's Evasion until you next take Severe damage or you use Eye of the Storm again.

Tidekin

Tidekin are descended from water elementals. They are humanoids whose bodies are a combination of flesh and water.

Amphibious
You can breathe and move naturally underwater.

Lifespring
Once per rest, when you have access to a small amount of water, you can mark 2 Stress to heal a Hit Point on yourself or an ally.

This campaign is set in the Moonshroud Realms, a world created by Sandy Lawson and published by Grim Press. Used with permission. Support Grim Press on Patreon