Human Ancestry in Akadimía | World Anvil

Human Ancestry

Inheritances

Because of their versatile nature, humans may only take one major inheritance and four minor inheritances. Minor inheritances do not need to come from the same region, as long as there is a compelling narrative reason.  

Major Inheritances

Adaptive

You have three additional ability score increase points that can be added to your skills. You cannot add an ability score increase to the same ability score more than once.  

Minor Inheritances

Minor inheritances vary by region. For the purposes of this campaign, the most suitable are Coastal, Forest, Grassland, Mountain and Urban Region minor inheritances.  

Arctic Region Minor Inheritances

Only the desert dwellers can understand the difficult conditions in which those of the tundra dwell. In many ways, they are just two sides of the same coin. Ice, cold, and death are an everyday part of life, which has shaped their culture.
Child of the Snow
You have resistance to cold damage. You treat arctic environments as favored terrain as per the Natural Explorer class feature in the Player’s Handbook and have advantage on Dexterity (Acrobatics) checks made to traverse ice.
Survivalist
You require only half the normal amount of food and water and can go twice as long without it. You can use your Wisdom modifier when attempting to hide or move stealthily. Each time you spend a long rest in an environment, you cannot be surprised in it until you spend a long rest in a different environment.
Make Your Way
You are proficient in your choice of either the Medicine skill or the Survival skill.
Long Nights
You are proficient with one musical instrument or one gaming set of your choice.  

Coastal Region Minor Inheritances

Humans who grow up near the banks of rivers, lakes, and oceans know that water is both life and death. They have adapted natural talents to not only survive, but thrive, in such an environment.
Child of the Water
You have advantage on Strength (Athletics) checks made to swim in difficult conditions. Swimming no longer costs you extra movement.
Extra Language
You speak, read and write Aquan
Athlete
You are proficient in the Athletics skill.
Naturalist
You are proficient with either the Nature skill or the Animal Handling skill.
Sea Traveler
You are proficient with vehicles (water).  

Desert Region Minor Inheritances

Humans of the desert are used to the harsh conditions of sand and heat. They are hearty humans, with rich traditions and an appreciation of simple things… like water.
Child of the Sands
You have advantage on saving throws against exhaustion caused by lack of water or high heat. You ignore the penalty to Wisdom (Perception) checks caused by areas lightly obscured by dust, fog, sand, gas, or clouds.
Oasis Diviner
You can sense the closest body of water within 12 miles and intuitively know the shortest route to it.
Athlete
You are proficient in the Athletics skill.
Survivalist
You are proficient with either the Survival skill or the Animal Handling skill.
Sand Crafter
You are proficient with any one of the artisan’s tools among cartographer’s tools, glassblower’s tools, jeweler’s tools, or potter’s tools.  

Forest Region Minor Inheritances

Those humans who dwell in or on the fringes of the forest have a connection with beasts surpassed only by the fey and their descendants. Their cultural influences reflect this intimacy with nature.
Child of the Trees
You have advantage on Intelligence (Nature) checks made to identify beasts or recall information about them, and Wisdom (Animal Handling) checks to tame or control them.
Hunter
You have advantage on ranged attack rolls against any creature that you have previously made a Wisdom (Survival) check to track or find.
Naturalist
You are proficient with either the Survival skill or the Nature skill.
Tamer
You are proficient in the Animal Handling skill.
Self-sufficient
You are proficient with any one of the artisan’s tools among woodcarver’s tools, carpenter’s tools, or leatherworker’s tools.  

Mountain Region Minor Inheritances

The mountains and hills present both protection and challenge for humans. Food can be scarce and conditions hostile, but those who thrive there do so with a close-knit community, and sometimes riches beyond their wildest dreams.
Child of the Peaks
You have advantage made on Strength (Athletics) or Dexterity (Acrobatics) checks made to climb in difficult conditions. Climbing no longer costs you extra movement. You only take 6 hours to become acclimated to high altitudes, even above 20,000 feet.
Mountain Endurance
Once per day, you can ignore one level of exhaustion caused by nonmagical effects.
Once per turn, when you regain hit points from a magical effect, you regain an extra number of hit points equal to your proficiency modifier.
Kinetic Master
You are proficient in either the Athletics skill or the Acrobatics skill.
Survivalist
You are proficient in the Survival skill.
Stonesearcher
You are proficient with your choice of either mason’s tools or the jeweler’s kit.  

Grassland Region Minor Inheritances

Grassland is one of the most popular environments for humans to settle. Ample farmland and building space and generally temperate conditions make for ideal conditions. While they must learn to deal with weather and creatures of the area, those who make their life in the plains generally regard life as among the safest and most pleasant.
Child of the Meadow
You have advantage on Intelligence (Nature) checks made to identify plants and Wisdom (Survival) checks to grow or harvest them. Whenever you find, harvest, or create food and rations, you receive double the normal amount.
Beast Tender
You have advantage on Wisdom (Animal Handling) checks made to pacify, tame, train, or control beasts. Your proficiency bonus is doubled for Wisdom (Animal Handling) checks to attempt to control a horse or donkey on which you are mounted or steering.
Keen Observer
You are proficient in your choice of either the Perception skill or the Insight skill.
Tamer
You are proficient in the Animal Handling skill.
Trader
You are proficient with your choice of either vehicles (land) or one type of artisan’s tools.  

Urban Region Minor Inheritances

For urbanite humans, the city runs through their veins. They are adept at dealing with people from all walks of life and may be more suited to the hustle and bustle of the metropolis rather than the quiet solitude of nature.
Child of the Alleys
You can add your proficiency bonus to any Wisdom (Survival) check made to navigate a town or city, and you make such checks with advantage.
Crowd Mover
You can move through an opponent’s space without provoking an attack of opportunity as long as there is another creature within 5 feet of them.
Arm Twister
You are proficient in your choice of either the Persuasion skill or the Intimidation skill.
Deft Maneuvers
You are proficient in your choice of either the Acrobatics skill or the Stealth skill.
Artisan
You are proficient with one type of artisan's tools.
Species Human   Physical Characteristics
Age: Mature: 18, Max: 100
Size: Medium
Speed: 30'
Languages: Common and one additional language.
  Ancestral Inheritances
Choose 1 major and 4 minor inheritances.

Comments

Author's Notes

The Akadimía campaign setting uses an alternative system of ancestry, Grazilaxx's Guide to Ancestry. Gazilaxx's Guide to Ancestry is available at DMs Guild.


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