Cultures
Cultures
Destinies
Destinies
Backgrounds
Backgrounds
Heritages
Heritages
Heritage | >Description | Source |
Birdfolk | Winged, feathered avians able to glide or fly. | Gate Pass Gazette #5 |
Cervid | Humanoid deerfolk, fleet of foot with mighty antlers | Gate Pass Gazette #11 |
Chrysalian | Diminutive, insectoid fey that hail from the Dreaming. |
Gate Pass Gazette #15 |
Constructed | Artificial beings powered by a renewable energy source. | Gate Pass Gazette #0 |
Dragonborn | Draconic humanoids with deadly breath weapons. | Adventurer's Guide |
Dreamborn | Fey folk with deep ties to the Dreaming. | Gate Pass Gazette #4 |
Dryadborn | Those with ties to both dryads and mortals. | Gate Pass Gazette #26 |
Deva | Reincarnated immortals with memories of past lives. | Adventures in ZEITGEIST |
Doppelgänger | Shapechangers who can adopt the appearance of others. | Dungeon Delver's Guide |
Dwarf | Hardy, long-lived folk with an innate ability to build. | Adventurer's Guide |
Elf | Ancient beings with supernatural grace. | Adventurer's Guide |
Galeoni | Shark-people with powerful jaws. | Gate Pass Gazette #9 |
Garoul | Wolf-people with hunting instincts and a connection to the wild. | Gate Pass Gazette #8 |
Gnoll | Humanoid hyenas with strong jaws. | Adventures in ZEITGEIST |
Gnome | Diminutive folk with innate magic. | Adventurer's Guide |
Goblin | Small, nimble goblinoids often reviled by others. | Adventures in ZEITGEIST |
Halfling | Brave folk who stand 3-feet tall. | Adventurer's Guide |
Human | Short-lived people with great potential. | Adventurer's Guide |
Kobold | Small, reptilian humanoids known as clever tricksters. | Adventures in ZEITGEIST |
Lizardfolk | Cold-blooded reptilian humanoids. | Adventures in ZEITGEIST |
Madrai | Dog-people who aren't great at bluffing at cards | Gate Pass Gazetter #14 |
Minotaur | Humanoids with cloven hooves and the head of a bull. | Adventures in ZEITGEIST |
Motley | Patchwork folk with animal features. | Dungeon Delver's Guide |
Mycelial | Small fungus-folk resembling capped mushrooms. | Dungeon Delver's Guide |
Oozefolk | Jelly-like humanoids able to morph their shape. | Dungeon Delver's Guide |
Oxfolk | Bovine-esque people with large, curving horns. | Gate Pass Gazette #16 |
Orc | Strong, tusked humanoids with primal instincts. | Adventurer's Guide |
Planetouched | Mortal beings with the immortal ancestry of fiends or angels. | Adventurer's Guide |
Planetouched: Elementaari | Mortal beings with the immortal ancestry of genies and other elementals | Gate Pass Gazette #18 |
Pode | Octopus-like people with multiple tentacles. | Gate Pass Gazette #9 |
Ratling | Rodent-like humanoids with an unknown origin. | Dungeon Delver's Guide |
Rockborn | Powerful folks made of stone. | Dungeon Delver's Guide |
Shadowcast | Creatures who are reflections of a counterpart on the material plane | Gate Pass Gazette #23 |
Spiderfolk | A mysterious arachnoid people with extra arms. | Gate Pass Gazette #3 |
Trollkin | Relations to the many kinds of troll. | Gate Pass Gazette #24 |
Zevite | Outsiders from the astral planes who believe in living life to the fullest | Gate Pass Gazette #13 |
Voidrunner Heritages
Heritage | >Description | Source |
Android | Artificial beings with a variety of configurations. | Voidrunner's Codex |
Axon | Large, furry, bipedals known for their great strength. | Voidrunner's Codex |
Grey | Small cerebral aliens who possess innate psionic powers. | Voidrunner's Codex |
Houseki | Crystalline entities which grow all through their lifespan. | Voidrunner's Codex |
Human | Short-lived people with great potential. | Voidrunner's Codex |
Hurroc | Fierce, horned folk with evolved adrenal glands. | Voidrunner's Codex |
Keridani | Psionic insectoids. | Voidrunner's Codex |
Naato | Reptilian species with scales and a tail. | Voidrunner's Codex |
Sipher | Small hiveminded folk with innate links to planetary bodies. | Voidrunner's Codex |
Defiant
Defiant
Bear-Bonded || Defiant || Dreadnought
Fanatic || Queen Bee || Rager
Tempest || Troll Slayer
While many adhere to tradition and believe their destiny is set, a defiant knows better. Destiny is power, fate is a tool, and there is no reason to allow it to run unchecked—or to let someone else decide it for you. This newfound resilience in the face of fate allows these berserkers to defy odds and do the impossible.
Impervious to Fate
Starting at 3rd level, you become especially resistant against fate-alteration magic. You have advantage on saving throws against divination spells and effects, as well as immunity to any effect that would force you to reroll a die, though you may choose to accept beneficial rerolls.
This feature does not apply to rolling with disadvantage , as that calls for 2 separate rolls.
Against All Odds
Also at 3rd level, you can perform at your best even when you are at your worst. When you have disadvantage on ability checks or saving throws , you gain an expertise die . When you have disadvantage on an attack roll, you add your proficiency bonus to damage.
Whenever you have disadvantage on any die roll, you can spend 2 exertion to break the shackles of fate and roll normally instead.
Starting at 11th level you can instead spend 4 exertion to turn the disadvantage into advantage . Additionally, whenever you roll with advantage or disadvantage and roll the same result on both die, you become emboldened. Until the end of your next turn, your next weapon attack deals an additional damage die.
Impossible Blow
Starting at 6th level, your efficacy cannot be denied. While you are raging, you can spend 1 exertion when you deal damage. If the target is immune to this damage, it takes damage as though it were resistant instead. If the target is already resistant to this damage, it suffers normal damage.
Break The Unbreakable
Starting at 10th level, after you deal damage with a melee weapon to mundane objects or structures of Large size or smaller, roll a d20. On a roll of 15 or more, that object or structure is destroyed.
Additionally, when you attack an object or structure that can only be damaged by specific means (such as a forcecage ), you can spend 2 exertion to have your melee weapon attack count as that specific mean.
Unfettered Stride
Starting at 14th level, you are so adept at imposing your will upon fate that you can turn a deathblow into a relentless assault. After you reduce a creature to 0 hit points, you can spend 1 exertion as a reaction to move up to your speed and make a melee weapon attack against another target. This attack deals an additional damage die.
Spinner Cult
Spinner Cult
While some Spinner cults are isolationist, just as many have woven themselves and their families into the thread of large cities. Regardless, such acolytes were pressured to be constantly alert to any small omen or sign of prophecy and to take them very seriously, and this pressure most likely still sticks with them long afterwards.
These cults are almost always started by a central figure who claims to have received a vision from the Fate Spinner herself. In rare cases,they may have even crossed over accidentally into the Silver Hollows and been sent back on a mission from the Fate Spinner or have communicated with one of her servants, such as a fateholder . Just as often, however, these central figures have no genuine tie to the Mother of Law and build the cult with the presumption that their devotion in starting a cult will be rewarded with visions. A member’s relationship to this central figure, who may have even changed or been replaced over their time in the cult, will heavily reflect their feelings on this past.
These cults are often cutthroat and confrontational. Those who follow the Fate Spinner know that only a slim fraction of them truly have a kind fate to look forward to, and as such, they sabotage one another and compete ruthlessly in search of signs that will prove they are one of the lucky few who will reach enlightenment. In truth, this prophecy is often self-fulfilling, as their willingness to sell one another out is most often their downfall. Much as large groups of spiders will devour one another, Spinner cults are held back by their own infighting.
Characters raised in spinner cults share a variety of traits in common with one another.
Necessary Skills. Survival in these cults is often dependent on the individual’s ability to spot even the flimsiest supposed omen and to anticipate (or obfuscate) betrayal. You gain proficiency in either Deception or Insight and either Investigation or Perception.
Cold Read. Getting ahead in Spinner cults often involves a carefully-applied mix of trickery and showmanship to appear prescient. When you first meet someone new and interact with them personally for at least 1 minute, you can ask the Narrator one question about them. This question must be a surface-level question about their personality or life, such as “do they have children?”, “what do they think of the Duke?”, or “what do they want right now?”. You have advantage on the next Deception, Persuasion or Insight check you make that uses this knowledge to benefit you.
Discreetly Armed. Even while armed, you know how to be discreet and nonthreatening. You gain an expertise die on checks made to persuade others to let you remain armed or to conceal weapons or items about your person.
Oracular Talent. You know one Divination cantrip or 1st-level Divination spell of your choice. If you choose a 1st-level spell, you can cast it once without spending a spell slot or providing material components, and must finish a long rest before you can do so again. Your spellcasting ability for this spell is Intelligence or Wisdom (whichever is highest).
Languages. You speak, read, write and sign in Common and Undercommon