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Published by keenybobcat20202, 2022-03-06 14:41:20

An Elf and an Orc Had a Little Baby

An Elf and an Orc Had a Little Baby

     Stonecunning. Whenever you make an
Intelligence (History) check related to the origin of
You were trained from a young age in a very stonework, you are considered proficient in the
specialized craft or trade. History skill and add double your proficiency bonus
to the check, instead of your normal proficiency
Ability Score Increase. Your Constitution score bonus.
increases by 2, and one other ability score of your
choice increases by 1. Tool Proficiency. You gain proficiency with the
artisan’s tools of your choice: smith’s tools, brewer’s
Specialized. You gain one skill proficiency or one supplies, or mason’s tools.
tool proficiency of your choice.
Languages. You can speak, read, and write
Languages. You can speak, read, and write Common and one other language of your choice.
Common and one other language of your choice.


You were raised among a people who live beneath or
You were raised among people who solve puzzles or among the rocks.
baffling crimes for a living.
Ability Score Increase. Your Intelligence score
Ability Score Increase. Your Constitution score increases by 2, and your Dexterity score increases by
increases by 2, and one other ability score of your 1.
choice increases by 1.
Stone Camouflage. You have advantage on
Sleuthing. You are proficient in one of the Dexterity (Stealth) checks to hide in rocky terrain
following skills of your choice: Arcana, History, or and underground.
Investigation. In addition, your proficiency bonus is
doubled for any ability check you make that uses the Languages. You can speak, read, and write
chosen skill. Common, one other standard language, and one
other language of your choice.
Languages. You can speak, read, and write
Common and your choice of one other standard 
language of your choice.
You were raised among a curious people that value
 storytelling and barter for lore and history.

You were raised among elite spies or assassins who Ability Score Increase. Your Dexterity score
trained you from an early age in their secret skills. increases by 2, and your Charisma score increases
by 1.
Ability Score Increase. Your Dexterity score
increases by 2, and your Charisma score increases Curiosity. When you encounter a notable object,
by 1. such as a magic item, you can correctly recall its
original purpose and its creators, whether those
Cunning Intuition. When you make a Charisma were dwarves, elves, humans, yuan-ti, or some other
(Performance) or Dexterity (Stealth) check, you can known race. In addition, you can determine the
roll a d4 and add the number rolled to the ability monetary value of objects more than a century old.
check.
Languages. You can speak, read, and write
Languages. You can speak, read, and write Common and one other standard language of your
Common and your choice of one other standard choice.
language of your choice.


You were raised among people used to getting their
You were raised among stoneworkers who taught way by dint of being the strongest.
you to value vigilance and trained you with weapons
that also serve as work tools. Ability Score Increase. Your Strength score
increases by 2, and your Constitution score increases
Ability Score Increase. Your Constitution score by 1.
increases by 2, and your Wisdom score increases by
1. Imposing Presence. You have proficiency in one
of the following skills of your choice: Intimidation or
Combat Training. You have proficiency with the Persuasion.
battleaxe, handaxe, light hammer, and warhammer.
Languages. You can speak, read, and write
Common and one other language of your choice.

101

     Tinker. You have proficiency with artisan’s tools
(tinker’s tools). Using those tools, you can spend 1
You were raised in Stygia, the Fifth Hell, or among a hour and 10 gp worth of materials to construct a
people who hail from there. Tiny clockwork device (AC 5, 1 hp). The device
ceases to function after 24 hours (unless you spend 1
Ability Score Increase. Your Charisma score hour repairing it to keep the device functioning), or
increases by 2, and your Constitution score increases when you use your action to dismantle it; at that
by 1. time, you can reclaim the materials used to create it.
You can have up to three such devices active at a
Legacy of Stygia. You know the ray of frost time.
cantrip. Charisma is your spellcasting ability for this
spell. When you create a device, choose one of the
following options:
Languages. You can speak, read, and write
Common and Infernal. Clockwork Toy. This toy is a clockwork animal,
monster, or person, such as a frog, mouse, bird,
 dragon, or soldier. When placed on the ground, the
toy moves 5 feet across the ground on each of your
You were raised among those who have learned to turns in a random direction. It makes noises as
survive in a trackless wilderness. appropriate to the creature it represents.

Ability Score Increase. Your Constitution and Fire Starter. The device produces a miniature
Wisdom scores each increase by 1. flame, which you can use to light a candle, torch, or
campfire. Using the device requires your action.
Hunter’s Lore. You gain proficiency with two of
the following skills of your choice: Animal Handling, Music Box. When opened, this music box plays a
Nature, Perception, Stealth, and Survival. single song at a moderate volume. The box stops
playing when it reaches the song’s end or when it is
Languages. You can speak, read, and write closed.
Common and one other language of your choice.
Languages. You can speak, read, and write
 Common and one other standard language of your
choice.
You were raised among a people that live at one with
the natural world. 

Ability Score Increase. Your Wisdom score From a young age, you were taught to live in the wild
increases by 2, and your Strength score increases by and how to track game or enemies.
1.
Ability Score Increase. Your Strength score
Speech of Beast and Leaf. You have the ability to increases by 2, and your Wisdom score increases by
communicate in a limited manner with beasts and 1.
plants. They can understand the meaning of your
words, though you have no special ability to Survival Training. You gain proficiency in the
understand them in return. You have advantage on Survival skill.
all Charisma checks you make to influence them.
Languages. You can speak, read, and write
Languages. You can speak, read, and write Common and one other language of your choice.
Common and two other standard languages.


You were taught from a young age to shape the salty
You were raised among an inquisitive people who air and water of your homeland.
endlessly tinker, invent, and create.
Control Air and Water. You can cast fog cloud
Ability Score Increase. Your Intelligence score with this trait. Starting at 3rd level, you can cast gust
increases by 2, and your Constitution score increases of wind with it, and starting at 5th level, you can also
by 1. cast wall of water with it (see the spell below). Once
you cast a spell with this trait, you can’t cast that
Artificer’s Lore. Whenever you make an spell with it again until you finish a long rest.
Intelligence (History) check related to magic items, Charisma is your spellcasting ability for these spells.
alchemical objects, or technological devices, you can
add twice your proficiency bonus, instead of any Weapon Training. You have proficiency with the
proficiency bonus you normally apply. spear, trident, light crossbow, and net.

102 Languages. You can speak, read, and write
Common and one other language of your choice.



Dragonmarks are an option presented in *Eberron: Choose one of your birth parents. Two of the three
Rising from the Last War*. If you wish to incorporate following traits of your choice replace all of traits
dragonmarks into your campaign, with your DM's from that parentage except for Size and Age. If you
permission, use the options presented below. want to adhere to the dragonmark lore found in
Eberron: Rising from the Last War, only characters
 with human or orc parentage can take this mark.
The Mark of Detection is an investigator’s dream. It
sharpens powers of observation and intuition, Darkvision. You can see in dim light within 60 feet
allowing the bearer to draw connections and of you as if it were bright light, and in darkness as if
interpret clues others might miss. By actively it were dim light. You can’t discern color in darkness,
drawing on the mark’s powers, the bearer can detect only shades of gray.
poisons and study the energies of magic.
Finder’s Magic. You can cast the hunter’s mark
Choose one of your birth parents. The following spell with this trait. Starting at 3rd level, you can also
traits replace all traits from that parentage except for cast the locate object spell with it. Once you cast
Size and Age. If you want to adhere to the either spell with this trait, you can’t cast that spell
dragonmark lore found in Eberron: Rising from the with it again until you finish a long rest. Wisdom is
Last War, only characters with elvish or human your spellcasting ability for these spells.
parentage can take this mark.
Spells of the Mark. If you have the Spellcasting or
Magical Detection. You can cast the detect magic the Pact Magic class feature, the spells on the Mark
and detect poison and disease spells with this trait. of Finding Spells table are added to the spell list of
Starting at 3rd level, you can also cast the see your spellcasting class.
invisibility spell with it. Once you cast any of these
spells with this trait, you can’t cast that spell with it Mark of Finding Spells
again until you finish a long rest. Intelligence is your
spellcasting ability for these spells, and you don’t Spell Level Spells
require material components for them. 1st faerie fire, longstrider
2nd locate animals or plants, locate object
Spells of the Mark. If you have the Spellcasting or 3rd clairvoyance, speak with plants
the Pact Magic class feature, the spells on the Mark 4th divination, locate creature
of Detection Spells table are added to the spell list of 5th commune with nature
your spellcasting class.

Mark of Detection Spells The Mark of Handling gives its bearer a primal
connection to beasts and the natural world, granting
Spell the power to calm and coax. This power extends
Level Spells beyond purely natural animals; the mark allows its
bearer to guide a hippogriff as easily as a horse.
1st detect evil and good, detect poison and
disease Choose one of your birth parents. The following
traits replace all traits from that parentage except for
2nd detect thoughts, find traps Size and Age. If you want to adhere to the
dragonmark lore found in Eberron: Rising from the
3rd clairvoyance, nondetection Last War, only characters with human parentage can
take this mark.
4th arcane eye, divination
Primal Connection. You can cast the animal
5th legend lore friendship and speak with animals spells with this
trait, requiring no material component. Once you
 cast either spell with this trait, you can’t cast that
The Mark of Finding sharpens the senses, guiding spell with it again until you finish a short or long rest.
the hunter to prey. Wisdom is your spellcasting ability for these spells.

103

    Spells of the Mark. If you have the Spellcasting     Choose one of your birth parents. The following
or the Pact Magic class feature, the spells on the traits replace all traits from that parentage except for
Mark of Handling Spells table are added to the spell Size and Age. If you want to adhere to the
list of your spellcasting class. dragonmark lore found in Eberron: Rising from the
Last War, only characters with halfling parentage
Mark of Handling Spells can take this mark.

Spell Level Spells Innkeeper’s Magic. You know the prestidigitation
1st animal friendship, speak with animals cantrip. You can also cast the purify food and drink
2nd beast sense, calm emotions and unseen servant spells with this trait. Once you
3rd beacon of hope, conjure animals cast either spell with this trait, you can’t cast that
4th aura of life, dominate beast spell with it again until you finish long rest.
5th awaken Charisma is your spellcasting ability for these spells.

 Spells of the Mark. If you have the Spellcasting or
A person with the Mark of Healing can save a life the Pact Magic class feature, the spells on the Mark
with a touch, restoring vitality and the will to live. of Hospitality Spells table are added to the spell list
When dealing with mundane medicine, the mark of your spellcasting class.
helps its bearer sense the nature of maladies, aiding
them in finding a cure. Mark of Hospitality Spells

Choose one of your birth parents. The following Spell Level Spells
traits replace all traits from that parentage except for 1st goodberry, sleep
Size and Age. If you want to adhere to the 2nd aid, calm emotions
dragonmark lore found in Eberron: Rising from the 3rd create food and water, Leomund’s tiny hut
Last War, only characters with halfling parentage 4th aura of purity, Mordenkainen’s private sanctum
can take this mark. 5th hallow

Healing Touch. You can cast the cure wounds 
spell with this trait. Starting at 3rd level, you can also The Mark of Making guides its bearer through any
cast lesser restoration with it. Once you cast either act of creation. The bearer of the mark can mend
spell with this trait, you can’t cast that spell with it broken things with a touch, and always has a minor
again until you finish a long rest. Wisdom is your magic item they’ve been working on. An artificer or a
spellcasting ability for these spells. wizard will get the most out of this mark, but anyone
can find a use for an enchanted blade.
Spells of the Mark. If you have the Spellcasting or
the Pact Magic class feature, the spells on the Mark Choose one of your birth parents. The following
of Healing Spells table are added to the spell list of traits replace all traits from that parentage except for
your spellcasting class. Size and Age. If you want to adhere to the
dragonmark lore found in Eberron: Rising from the
Mark of Healing Spells Last War, only characters with human parentage can
take this mark.
Spell Level Spells
1st cure wounds, healing word Spellsmith. You know the mending cantrip. You
2nd lesser restoration, prayer of healing can also cast the magic weapon spell with this trait.
3rd aura of vitality, mass healing word When you do so, the spell lasts for 1 hour and doesn’t
4th aura of purity, aura of life require concentration. Once you cast the spell with
5th *greater restoration this trait, you can’t do so again until you finish a long
rest. Intelligence is your spellcasting ability for these
 spells.
They may not always have gold, but a person with the
Mark of Hospitality is sure to be rich in friends. The Spells of the Mark. If you have the Spellcasting or
magic of the mark allows the bearer to keep a place the Pact Magic class feature, the spells on the Mark
clean, and to heat, chill, and season food. It also helps of Making Spells table are added to the spell list of
the bearer connect with others. your spellcasting class.

104

Mark of Making Spells     Choose one of your birth parents. The following
traits replace all traits from that parentage except for
Spell Level Spells Size and Age. If you want to adhere to the
1st identify, Tenser’s floating disk dragonmark lore found in Eberron: Rising from the
2nd continual flame, magic weapon Last War, only characters with gnomish parentage
3rd conjure barrage, elemental weapon can take this mark.
4th fabricate, stone shape
5th creation Scribe’s Insight. You know the message cantrip.
You can also cast comprehend languages once with
 this trait, and you regain the ability to cast it when
The Mark of Passage governs motion, allowing its you finish a short or long rest. Starting at 3rd level,
bearer to move with uncanny speed. The bearer of you can cast the magic mouth spell with this trait,
the mark can even slip through space in the blink of and you regain the ability to cast it when you finish a
an eye. long rest. Intelligence is your spellcasting ability for
these spells.
Choose one of your birth parents. Two of the three
following traits of your choice replace all traits from Spells of the Mark. If you have the Spellcasting or
that parentage except for Size and Age. If you want the Pact Magic class feature, the spells on the Mark
to adhere to the dragonmark lore found in Eberron: of Scribing Spells table are added to the spell list of
Rising from the Last War, only characters with your spellcasting class.
human parentage can take this mark.
Mark of Scribing Spells
Courier’s Speed. Your base walking speed
increases by 5 feet. Spell Level Spells
1st comprehend languages, illusory script
Magical Passage. You can cast the misty step 2nd animal messenger, silence
spell once with this trait, and you regain the ability to 3rd sending, tongues
cast it when you finish a long rest. Dexterity is your 4th arcane eye, confusion
spellcasting ability for this spell. 5th dream

Spells of the Mark. If you have the Spellcasting or 
the Pact Magic class feature, the spells on the Mark The Mark of Sentinel warns and protects. It
of Passage Spells table are added to the spell list of heightens senses and reflexes, allowing an heir to
your spellcasting class. respond to threats with uncanny speed. It can shield
its bearer from harm. Whether on the battlefield or
Mark of Passage Spells the ballroom, someone who carries the Mark of
Sentinel is prepared for danger.
Spell Level Spells
1st expeditious retreat, jump
2nd misty step, pass without trace
3rd blink, phantom steed
4th dimension door, freedom of movement
5th teleportation circle


The Mark of Scribing deals with communication—
both the written and spoken word. A person who
bears this mark can feel words as though they are
living creatures struggling to make their meaning
known. The mark provides a range of gifts. It
translates languages, but it also allows its bearer to
communicate with others at a distance.

105

    Choose one of your birth parents. The following Mark of Shadow Spells
traits replace all traits from that parentage except for
Size and Age. If you want to adhere to the Spell Level Spells
dragonmark lore found in Eberron: Rising from the 1st disguise self, silent illusion
Last War, only characters with human parentage can 2nd darkness, pass without trace
take this mark. 3rd clairvoyance, major image
4th greater invisibility, hallucinatory terrain
Guardian’s Shield. You can cast the shield spell 5th mislead
once with this trait, and you regain the ability to cast
it after you finish a long rest. Wisdom is your 
spellcasting ability for this spell. Wind and water welcome those who carry the Mark
of Storm, and some learn to call on the power of the
Vigilant Guardian. When a creature you can see storm itself.
within 5 feet of you is hit by an attack roll, you can
use your reaction to swap places with that creature, Choose one of your birth parents. Two of the three
and you are hit by the attack instead. Once you use following traits of your choice replace all of the traits
this trait, you can’t do so again until you finish a long from that parentage except for Size and Age. If you
rest. want to adhere to the dragonmark lore found in
Eberron: Rising from the Last War, only characters
Spells of the Mark. If you have the Spellcasting or with elvish or human parentage can take this mark.
the Pact Magic class feature, the spells on the Mark
of Sentinel Spells table are added to the spell list of Headwinds. You know the gust cantrip. Starting at
your spellcasting class. 3rd level, you can cast the gust of wind spell once
with this trait, and you regain the ability to cast it
Mark of Sentinel Spells when you finish a long rest. Charisma is your
spellcasting ability for these spells.
Spell Level Spells
1st compelled duel, shield of faith Storm’s Boon. You have resistance to lightning
2nd warding bond, zone of truth damage.
3rd counterspell, protection from energy
4th death ward, guardian of faith Spells of the Mark. If you have the Spellcasting or
5th Bigby’s hand the Pact Magic class feature, the spells on the Mark
of Storm Spells table are added to the spell list of
 your spellcasting class.
The Mark of Shadow lets a person weave illusions,
crafting magic to distract or delight. It also allows its Mark of Storm Spells
bearer to sculpt shadows, making it easy to avoid
detection. Spell Level Spells
1st feather fall, fog cloud
Choose one of your birth parents. The following 2nd gust of wind, levitate
traits replace all traits from that parentage except for 3rd sleet storm, wind wall
Size and Age. If you want to adhere to the 4th conjure minor elementals, control water
dragonmark lore found in Eberron: Rising from the 5th conjure elemental
Last War, only characters with elvish parentage can
take this mark. 
The Mark of Warding helps its bearers protect things
Shape Shadows. You know the minor illusion of value. Using the mark, a bearer can weave wards
cantrip. Starting at 3rd level, you can cast the with mystic force. It also provides its bearer with an
invisibility spell once with this trait, and you regain intuitive understanding of locks used to protect and
the ability to cast it when you finish a long rest. seal.
Charisma is your spellcasting ability for these spells.

Spells of the Mark. If you have the Spellcasting or
the Pact Magic class feature, the spells on the Mark
of Shadow Spells table are added to the spell list of
your spellcasting class.

106

    Choose one of your birth parents. The following
traits replace all traits from that parentage except for
Size and Age. If you want to adhere to the
dragonmark lore found in Eberron: Rising from the
Last War, only characters with dwarven parentage
can take this mark.

Wards and Seals. You can cast the alarm and
mage armor spells with this trait. Starting at 3rd
level, you can also cast the arcane lock spell with it.
Once you cast any of these spells with this trait, you
can’t cast that spell with it again until you finish a
long rest. Intelligence is your spellcasting ability for
these spells, and you don’t need material
components for them when you cast them with this
trait.

Spells of the Mark. If you have the Spellcasting or
the Pact Magic class feature, the spells on the Mark
of Warding Spells table are added to the spell list of
your spellcasting class.

Mark of Warding Spells

Spell Level Spells

1st alarm, armor of Agathys

2nd arcane lock, knock

3rd glyph of warding, magic circle

4th Leomund’s secret chest, Mordenkainen’s
faithful hound

5th antilife shell

107



  Parentage Traits Points
With the rules provided in the main text of An Elf
Traits 1
and an Orc Had a Little Baby: Parentage and Common Traits 4
Upbringing in D&D, characters can either have two 1
of the same parentage and exhibit the traits of that Amphibious -2
parentage fully or be of a half-parentage, exhibiting Darkvision 2
traits of both parents. Either way, that character has Powerful Build
the traits of only one upbringing. Speed 25 ft. 6
Swim 1
However, we recognize that people might want to Aarakocra Parentage
take this concept many steps further. The following Flight 4
tables break down how many points each trait Talons 2
provided by parentage or upbringing is worth, then Celestial Parentage 2
allow player choice in character creation. Celestial Resistance
Healing Hands 4
 Light Bearer 1
The total points of traits given to a character from Centaur Parentage 2
their parentage ranges from 11-17 points, with the Charge 1
majority of them falling within 13-16 points. Equine Build 6
Characters have to stay within the first range of Fey
points to keep them balanced; However, your DM Hooves 9
may decide to limit you to the second range. Speed 40 ft. 3
Changeling Parentage 5
Let’s look at three generations of a family: Shapechanger
Murbol is a full orc with Relentless Endurance (6 Voice Change 7
points), Darkvision (4 points), and Powerful Build (1 Wardrobe Change 3
point). Erryn is a triton who has Amphibious (1 Draconic Parentage
point), Guardians of the Depths (3 points), Swim (2 Breath Weapon 4
points), Darkvision (4 points), and Acid Resistance (3 Damage Resistance 6
points). Dwarven Parentage 6
They have a child named Khelmes, who inherits Ability Score Increase 5
Darkvision (4 points), Amphibious (1 point), Duergar Magic 5
Relentless Endurance (6 points), Swim (2 points), Duergar Resilience -6
and Acid Resistance (3 points) for a total of 16 Dwarven Resilience 2 or 4
points. This falls within the point range of 11-17 and Dwarven Toughness
is, therefore, an acceptable combination of traits. Sunlight Sensitivity 3
Khelmes has a child with Doxia, a half-Hill Dwarf, Superior Darkvision 5
half-Leonin. Doxia has Speed (35) (2 points), Elemental Parentage 1
Daunting Roar (4 points), Darkvision (4 points), and Acid Resistance
Dwarven Toughness (5 points) for a total of 15 Djinni Resistances
points. Earth Walk
Years later, the two have a child named Teoz who
can now inherit any combination of traits that are no
less than 11 and no more than 17, depending on
what your DM says, from his parents or his
grandparents.

108

Traits Points Traits Points
Fire Resistance 3 Grung Parentage
Natural Armor 2 3
Petrification Resistance 2 Climb 6
Unending Breath 1 Poison Dart 12
Poisonous Skin 2
Elven Parentage 3 Standing Leap -3
Child of the Sea 6 Water Dependency
Drow Magic 3 Halfling Parentage 2
Fey Ancestry 15 Childlike Appearance 2
Fey Step 2 Climb 20 ft. 2
Fleet of Foot 2 Halfling Nimbleness 1
Keen Senses 2 Heavy Armor Exception 4
Necrotic Resistance -6 Lucky 6
Sunlight Sensitivity 2 or 4 Naturally Stealthy 4
Superior Darkvision 2 Silent Speech 5
Sylvan Magic 1 Stout Resilience
Trance Human Parentage 6
9 Ability Score Increase 6
Firbolg Parentage 5 Relentless Endurance
Firbolg Magic Infernal Parentage 3
Hidden Step 6 Hellish Resistance 6
6 Winged
Gith Parentage 2 Kalashtar Parentage 5
Githyanki Psionics 2 Dual Mind 2
Githzerai Psionics Mental Discipline 5
Kinship 4 Mind Link 1
Thralldom Resistance 5 Severed from Dreams
2 Kenku Parentage 1
Gnomish Parentage 3 Instinctive Flight 4
Gnome Cunning 2 or 4 Kenku Reflexes 2
Improved Gnome Cunning Slow Fall 2
Natural Illusionist 4 Talons
Restless 6 Kobold Parentage 6
Superior Darkvision 8 Dragon's Magic 3
7 Dragon's Resistance 2
Goblinoid Parentage Keen Senses 3
Ability Score Increase 5 Restless -6
Long-Limbed 2 Sunlight Sensitivity 14
Nimble Escape 7 Wings
Reserves of Strength Leonin Parentage 1
Claws 4
Goliath Parentage Daunting Roar
Mountain Adaptation 109
Natural Athlete
Stone's Endurance

Traits Points Traits Points
Pounce 3 Nimble Climber 6
Speed +5 2 Underwater Adaptation 3

Lizardfolk Parentage 3 Tabaxi Parentage 3
Bite 1 Cat's Claws 2
Hold Breath 5 Cat's Talent 6
Hungry Jaws 4 Feline Agility
Natural Armor 1
4 Tortle Parentage 1
Locathah Parentage 7 Claws 4
Leviathan Nerves 2 Hold Breath 1
Leviathan Will -3 Natural Armor
Natural Armor Shell Defense 3
Water Dependency 6 3
4 Triton Parentage
Loxodon Parentage 2 Acid Resistance 1
Keen Smell 1 Guardians of the Depths 7
Loxodon Serenity
Natural Armor 3 Vedalken Parentage 10
Trunk 2 Partially Amphibious 6
2 Vedalken Mind 1
Minotaur Parentage
Goring Rush 6 Warforged Parentage 2
Hammering Horns Constrcuted Resilience 4
Horns 2 Integrated Protection 2
11 Sentry's Rest
Orc Parentage 10 1
Relentless Endurance 1 Yuan-ti Parentage 6
2 Ophidian Magic 6
Satyr Parentage Poison Resistance 6
Fey 6 Venom Resistance 6
Fey Cunning 5 6
Magic Resistance 3 Dragonmarks 6
Ram 6 Courier's Speed 6
Speed +5 8 Finder's Magic 6
Guardian's Shield 6
Shifter Parentage 9 Headwinds 6
Beasthide Shifting 4 Healing Touch 5
Longtooth Shifting 3 Inkeeper's Magic 3
Shifting 1 Magical Detection 3
Swiftside Shifting Primal Connection 6
Wildhunt Shifting Scribe's Insight
Shape Shadows
Simic Hybrid Parentage Spellsmith
Acid Spit Spells of the Mark
Carapace Storm's Boon
Grappling Appendages Vigilant Guardian
Manta Glide Wards and Seals

110

 Upbringing Traits Points
The total points of traits given to a character from
their upbringing range from 12-17 points, with the Traits 4
majority falling within 14-16 points. Characters have Common Traits 8
to stay within the first range of points to keep them -1
balanced. However, your DM may decide to limit you Ability Score Increase +1 0
to the second range. Ability Score Increase +2 0
Doesn't Speak Common 1
You cannot combine +2s from different Speaks Common 2
upbringings. You can either have a +2/+1 Speaks 2 Languages 1
combination or a +1/+1 combination for ability score Speaks Common + 1 Language of Choice 1
increases. Speaks Common + 2 Languages of Choice
Tool Proficiency 4
Let’s look at the same family we saw in the Weapon Training 4
Parentage section of Appendix B. Abjurer Upbringing
Magic Resistance 0
Murbol, an orc, has a Forest upbringing. Due to his Mind Trick 2
upbringing, he got a +2 to Intelligence (8 points), a +1 Acrobatic Upbringing
to Dexterity (4 points), Speak with Small Beasts (1 Mirthful Leaps 2
point), and he knows how to read, write, and speak Reveler
Common and a language of his choice (1 point). He Aerial Upbringing 4
chose Orc. Erryn, a triton, has a Spy upbringing. Due Dive Attack 2
to her upbringing, she got +2 to Dex (8 points), a +1 Aggressive Upbringing
to Charisma (4 points), Cunning Intuition (1 point), Aggressive 1
and she knows how to speak, read, and write Menacing
Common and one other standard language of her Airship Upbringing 1
choice (1 point). She chose Elvish. Windwright's Intuition
Aquatic Upbringing 2
Khelmes was raised with a combination of his Friend of the Sea
parents’ upbringings. Due to his mixed Forest/Spy Arboreal Upbringing 1
upbringing, he got +2 Intelligence (8 points), +1 Arboreal Alertness
Charisma (4 points), Speak with Small Beasts (1 Artificer Upbringing 4
point), and he knows how to read, write, and speak Artisan’s Intuition 1
Common and a language of his choice (1 point). He Astral Upbringing
Chose Orc. Doxia has a Skilled Laborer upbringing. Decadent Master 2
Because of that she got +2 Constitution (8 points), +1 Martial Prodigy
to an ability score of her choosing (5 points), a skill or Athletic Upbringing 2
tool proficiency of her choice (2 points), and she can Observant and Athletic
speak, read, and write Common and another Avernus Upbringing 2
language of her choice (1 point). She chose Leonin. Legacy of Avernus
Banker Upbringing 2
If Doxia and Khelmes raise Teoz with a Warder’s Intuition 1
combination of their upbringings and his Beastrider Upbringing
grandparents' upbringings, he can choose traits The Bigger They Are 111
equal to no less than 12 and no more than 17, Wild Intuition
depending on what your DM says. Teoz also cannot
combine +2s from different upbringings. He can
either have a +2/+1 combination or a +1/+1
combination for ability score increases.

Traits Points Traits Points
Cania Upbringing 4 Graceful Upbringing 2
1 1
Legacy of Cania 2 Graceful 2
Caravaneer Upbringing 2 Guardian Upbringing 2
2 2
Intuitive Motion 1 Sentinel’s Intuition 1
Combative Upbringing 3 Guerrilla Upbringing 3
6 4
Formidable Attacks 2 Sneaky 1
Menacing 5 Surprise Attack 2
Common Defense Upbringing 3 Hardy Upbringing 3
Brave 3 Natural Athlete 2
Slinger 5 Healer Upbringing 2
Competitive Upbringing 2 Medical Intuition 1
Competitive 1 Hinterland Upbringing 1
Consular Upbringing 13 Aggressive 4
Skill Versatility 2 Primal Intuition 3
Cunning Upbringing 6 Hosteler Upbringing 2
Infernal Legacy 2 Ever Hospitable 4
Dao Upbringing 1 Hunter Upbringing 2
Merge with Stone 2 Natural Tracker 1
Defender Upbringing 4 Incognito Upbringing 4
Armor Training 4 Good with People
Defiant Upbringing Insightful Upbringing
Fury of the Small Insightful
Djinni Upbringing Laborer Upbringing
Mingle with the Wind Specialization
Dis Upbringing Labor Soldier Upbringing
Legacy of Dis Combat Training
Draconic Upbringing Stonecunning
Dragon Whelp Limbo Upbringing
Dramatic Upbringing Mental Discipline
Draw Attention Mage Upbringing
Efreeti Upbringing Cantrip
Reach to the Blaze Malbolge Upbringing
Fallen Upbringing Legacy of Malbolge
Necrotic Shroud Maladomini Upbringing
Fierce Upbringing Legacy of Maladomini
Fierce Marid Upbringing
Forest Upbringing Call to the Wave
Speak with Small Beasts Maritime Upbringing
Forger Upbringing Emissary of the Sea
Expert Forgery Minauros Upbringing
Charlatan Training Legacy of Minauros
Mimicry

112

Traits Points Traits Points
Natural Artisan Upbringing 2 Story Collector Upbringing 1
4 1
Cunning Artisan 2 Curiosity 2
Nessus Upbringing 7 Strong-and-Silent Upbringing 5
4 1
Legacy of Nessus 2 Imposing Presence 1
Nomadic Upbringing 1 Stygia Upbringing 2
8 2
Survivor 4 Legacy of Stygia 2
Pack Upbringing 6 Survivalist Upbringing 12
8
Pack Tactics 7 Hunter’s Lore 113
Phlegethos Upbringing 3 Sylvan Upbringing
1
Legacy of Phlegethos 4 Speech of Beast and Leaf
Predator Upbringing 2 Stonecunning
2 Tinker Upbringing
Hunter’s Instincts 1 Artificer’s Lore
Prospector Upbringing 1 Tinker
1 Tracker Upbringing
Hunter’s Intuition 2 Survival Training
Protector Upbringing Water Mage Upbringing
Control Air and Water
Radiant Soul
Pyromaniac Upbringing

Hellfire
Raven Queen-Worshipper Upbringing

Blessing of the Raven Queen
Raven Queen-Ally Upbringing

Improved Blessing of the Raven Queen
Scourge Upbringing

Radiant Consumption
Scout Upbringing

Mask of the Wild
Scribe Upbringing

Gifted Scribe
Sharp-Witted Upbringing

Devil’s Tongue
Skilled Labor Upbringing

Specialized
Sleuth Upbringing

Sleuthing
Spy Upbringing

Cunning Intuition
Stoneworker Upbringing

Combat Training
Stone Cunning
Stony Ground Upbringing
Stone Camouflage


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