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Heritages

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
  Pantheran Wildcat-like people from a range of climates. Gate Pass Gazette #28
  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

Void-heritage
  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

 

 

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

Hex

Hex

-level (
)
Duration:

You levy a mild

Pagination