Rules Index | GM Screen | Player's Guide


Chapter 2: Ancestries & Backgrounds

Ancestry Entries

Source Core Rulebook pg. 33 4.0
Each entry includes details about the ancestry and presents the rules elements described below (all of these but heritages and ancestry feats are listed in a sidebar).

Hit Points (HP)

Source Core Rulebook pg. 33 4.0
This tells you how many Hit Points your character gains from their ancestry at 1st level. You’ll add the Hit Points from your character’s class (including their Constitution modifier) to this number. For more on calculating Hit Points, see Step 7: Record Class Details, on page 25.

Size

Source Core Rulebook pg. 33 4.0
This tells you the physical size of members of the ancestry. Medium corresponds roughly to the height and weight range of a human adult, and Small is roughly half that.

Speed

Source Core Rulebook pg. 33 4.0
This entry lists how far a member of the ancestry can move each time they spend an action (such as Stride) to do so.

Ability Boosts

Source Core Rulebook pg. 33 4.0
This lists the ability scores you apply ability boosts to when creating a character of this ancestry. Most ancestries provide ability boosts to two specified ability scores, plus a free ability boost that you can apply to any other score of your choice. For more about ability boosts, see here.

Ability Flaws

Source Core Rulebook pg. 33 4.0
This lists the ability score to which you apply an ability flaw when creating a character of this ancestry. Most ancestries, with the exception of humans, include an ability flaw. For more about applying ability flaws, see here.

Languages

Source Core Rulebook pg. 33 4.0
This tells you the languages that members of the ancestry speak at 1st level. If your Intelligence modifier is +1 or higher, you can select more languages from a list given here. More about languages can be found on page 65.

Traits

Source Core Rulebook pg. 33 4.0
These descriptors have no mechanical benefit, but they’re important for determining how certain spells, effects, and other aspects of the game interact with your character.

Special Abilities

Source Core Rulebook pg. 33 4.0
Any other entries in the sidebar represent abilities, senses, and other qualities all members of the ancestry manifest. These are omitted for ancestries with no special rules.

Heritages

Source Core Rulebook pg. 33 4.0
You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.

Ancestry Feats

Source Core Rulebook pg. 33 4.0
This section presents ancestry feats, which allow you to customize your character. You gain your first ancestry feat at 1st level, and you gain another at 5th level, 9th level, 13th level, and 17th level, as indicated in the class advancement table in the descriptions of each class.

Ancestry feats are organized by level. As a starting character, you can choose from only 1st-level ancestry feats, but later choices can be made from any feat of your level or lower. These feats also sometimes list prerequisites—requirements that your character must fulfill to select that feat.