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Ancestries and communities

Your heritage is one ancestry card and one community card. Only the features are listed here; the lore is in the SRD.

Ancestries

AncestryFeatures
AetherisHallowed Aura: Once per long rest when an ally within Close range rolls with Fear, you can change it into a roll with Hope instead.
Celestial Wings: You have wings that allow you to fly. Once per scene while flying, you can spend a Hope instead of marking an Armor Slot.
ClankPurposeful 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.
DrakonaScales: 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.
DwarfThick 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.
EarthkinStoneskin: Gain a permanent +1 bonus to your Armor Score and damage thresholds at character creation.
Immovable: While you're touching the ground, you can't be lifted or moved against your will.
ElfQuick Reactions: Mark a Stress to gain advantage on a reaction roll.
Celestial Trance: During a rest, you can drop into a trance to choose an additional downtime move.
EmberkinFireproof: 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 the weapon is ablaze, it gives off a bright light, and you gain a 1d6 bonus to damage rolls with that weapon.
FaerieLuckbender: 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.
FaunCaprine 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.
FirbolgCharge: 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.
FungrilFungril 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.
GalapaShell: 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.
GiantEndurance: 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.
GnomeNimble Fingers: When you make a Finesse Roll, you can spend 2 Hope to reroll your Hope Die.
Flicker Step: Once per scene, you can teleport to another point you can see within Far range.
GoblinSurefooted: 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.
HalflingLuckbringer: 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.
HumanHigh 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.
InfernisFearless: 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.
KatariFeline 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.
OrcSturdy: 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.
RibbetAmphibious: 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.
SimiahNatural Climber: You have advantage on Agility Rolls that involve balancing and climbing.
Nimble: Gain a permanent +1 bonus to your Evasion at character creation.
SkykinGale Force: Mark a Stress to conjure a gust of wind that carries you or a Very Close 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 you or an ally within Melee range a +1 bonus to Evasion until you take Severe damage or you use this feature again.
TidekinAmphibious: You can breathe and move naturally underwater.
Lifespring: Once per rest when you have access to a small amount of water, you can mark a Stress to clear a Hit Point on yourself or an ally within Very Close range.

Communities

CommunityFeature
DuneborneOasis: During a short rest, you or an ally can reroll a die used for a downtime move and take the higher result.
FreeborneUnbound: Once per session when you roll with Fear, you can change it into a roll with Hope instead.
FrostborneHardy: When you take a rest, you clear a Hit Point.
HearthborneClose-Knit: Once per long rest, you can spend any number of Hope to grant an ally within Far range an equal number of Hope.
HighbornePrivilege: You have advantage on rolls to consort with nobles, negotiate prices, or leverage your reputation to get what you want.
LoreborneWell-Read: You have advantage on rolls that involve the history, culture, or politics of a prominent person or place.
OrderborneDedicated: Record three sayings or values your upbringing instilled in you. Once per rest, when you describe how you're embodying one of these principles through your current action, you can roll a d20 as your Hope Die.
ReborneFound Family: Once per rest, you can spend a Hope to use an ally's Experience as if it were your own. When you do so, describe how your time with that ally prepared you for this moment.
When you join a new community or rediscover your old one, you can permanently trade this card for that one instead.
RidgeborneSteady: You have advantage on rolls to traverse dangerous cliffs and ledges, navigate harsh environments, and use your survival knowledge.
SeaborneKnow the Tide: You can sense the ebb and flow of life. When you roll with Fear, place a token on your community card. You can hold a number of tokens equal to your level. Before you make an action roll, you can spend any number of these tokens to gain a +1 bonus to the roll for each token spent. At the end of each session, clear all unspent tokens.
SlyborneScoundrel: You have advantage on rolls to negotiate with criminals, detect lies, or find a safe place to hide.
UnderborneLow-Light Living: When you're in an area with low light or heavy shadow, you have advantage on rolls to hide, investigate, or perceive details within that area.
WanderborneNomadic Pack: Add a Nomadic Pack to your inventory. Once per session, you can spend a Hope to reach into this pack and pull out a mundane item that's useful to your situation. Work with the GM to figure out what item you take out.
WarborneBrave Face: Once per session when you would be forced to mark a Stress, you can spend a Hope instead..
WildborneLightfoot: Your movement is naturally silent. You have advantage on rolls to move without being heard.
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