Heritage

The following rule set applies to all Living Erenel player characters.
An important choice during character creation is your character’s Heritage. Heritage replaces backgrounds as a character feature and is based on where your character “grew up” in the world.   During character creation, Erenel races will list ability score increases, languages known, and possibly tool proficiency. These races are designed for standard 5E, but this is Living Erenel!
  The following changes occur when choosing a race.
  • Any ability score increases listed are not used.
  • Any languages listed are not used.
  • Any tool proficiencies listed are not used.
  Instead, use the following when creating your character.
  • Ability Score Increase. Add +2 to any ability score of your choice and +1 to a different ability score of your choice.
  • You only know The Word (common language) before choosing a Heritage. Any extra language feature instead allows you to pick a Simple Dialect of your choice. (example: Lightfoot Gnome, Human)
  • Any extra tool proficiency feature listed is not used. (Example: Tinker Gnomes, Ursus)
  When choosing your Heritage, you’ll have a choice of growing up in one of the following regions. Your character’s personality and behavior are entirely yours to determine, as well as skill and tool choices you deem appropriate for your character.  

Azure Peninsula

Includes the Elumian Forest, Haunted Lands, and Sundermist Tips.
  • You can speak, read, and write one Northern Tonarian dialect.
  • Gain proficiency in one Downtime Tool of your choice.
  • Gain proficiency in two skills of your choice.
  • Equipment: Common clothes, 15 gold, 1-slot satchel, chosen downtime tool.
  • Esoteric Origin. Growing up surrounded by Ancient Dwarven, Elven and Minotaur kingdoms has left its mark. You can feel a warm aura whenever one or more magical objects are within 5 feet of you. If your race has the Tethersense feature, this aura increases to 15 feet.

Bandit Lands

Includes Rift Reach and the Southern Wildwood
  • You can speak, read, and write one Heartlands dialect.
  • Gain proficiency in one Downtime Tool of your choice.
  • Gain proficiency in two skills of your choice.
  • Equipment: Common clothes, 15 gold, 1-slot satchel, chosen downtime tool.
  • Criminal Reputation. Whenever you must spend time in jail or detainment, you can make an Investigation check to find a means of escape. (DC is set by the Dungeon Master). In addition, when picking locks while using thieves’ tools, roll 1d6 and add it to the roll.

Crimson Shores

  • You can speak, read, and write one Heartlands dialect.
  • Gain proficiency in one Downtime Tool of your choice.
  • Gain proficiency in two skills of your choice.
  • Equipment: Common clothes, 15 gold, 1-slot satchel, chosen downtime tool.
  • Shady Connections. Living in the lawless Crimson Shores has prepared you with Black Market connections. Whenever you make a Persuasion check when speaking to a Black Market specialists, roll 1d6 and add it to the roll.

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Region Breakdown

Heritage Regions

Nevermore Expanse

  • You can speak, read, and write one Northern Tonarian dialect.
  • Gain proficiency in one Downtime Tool of your choice.
  • Gain proficiency in two skills of your choice.
  • Equipment: Common clothes, 15 gold, 1-slot satchel, chosen downtime tool.
  • Step into the Mist. Spending time surrounded by deadly denizens has taught you to identify potential enemies. As an action, you can identify one vulnerability of a creature that you can see. If the creature is secretly a Sanguis, Vampire or Lycanthrope, you also see through their deception.

Northlands

  • You can speak, read, and write one Northern Tonarian dialect.
  • Gain proficiency in one Downtime Tool of your choice.
  • Gain proficiency in two skills of your choice.
  • Equipment: Common clothes, 15 gold, 1-slot satchel, chosen downtime tool.
  • Intimidator. Growing up in the Northlands has given you a strong and intimidating presence. Because of this, you can’t be intimidated by creatures smaller than yourself. In addition, creatures that attempt to intimidate you have disadvantage.

Northern Wildwood

Includes the Desolation and Tempest Edge.
  • You can speak, read, and write one Southern Tonarian dialect.
  • Gain proficiency in one Downtime Tool of your choice.
  • Gain proficiency in two skills of your choice.
  • Equipment: Common clothes, 15 gold, 1-slot satchel, chosen downtime tool.
  • Animal Wrangler. Growing up in the untamed wildwoods has provided many experiences with wild animals. When you make an Animal Handling check on a beast with a CR of 1 or lower, roll 1d6 and add it to the roll.

Scabbard Wastes

Includes the Fangs.
  • You can speak, read, and write one Southern Tonarian dialect.
  • Gain proficiency in one Downtime Tool of your choice.
  • Gain proficiency in two skills of your choice.
  • Equipment: Common clothes, 15 gold, 1-slot satchel, chosen downtime tool.
  • Tomb Delver: You've spent years traveling the caravan routes and delving into lost tombs to survive the burning sands. You can spot a false wall or secret door so long as you are within 5 feet of it without a skill check or passive perception.

Tonarian Grasslands

Includes the War Fields.
  • You can speak, read, and write one Heartands dialect.
  • Gain proficiency in one Downtime Tool of your choice.
  • Gain proficiency in two skills of your choice.
  • Equipment: Common clothes, 15 gold, 1-slot satchel, chosen downtime tool.
  • Translator. Thanks to growing up near the largest city in the known world, you’ve learned to communicate with all types of travelers. Whenever you make a Language Barrier Check, roll 1d6 and add it to the roll.

Ulkadia

  • You can speak, read, and write one Southern Tonarian dialect.
  • Gain proficiency in one Downtime Tool of your choice.
  • Gain proficiency in two skills of your choice.
  • Equipment: Common clothes, 15 gold, 1-slot satchel, chosen downtime tool.
  • Size Up. Growing up watching the Great Games has taught you to size up your opponents. As an action, you can identify the Armor Class of a creature that you can see.

Exotic Heritages

When a Living Erenel player reaches a certain Renown threshold, they unlock new Exotic Heritages. When making a new character, both immediately and after future Living Erenel reboots, they can choose one of the following Heritages.  

Below

Growing up in the bleak and sinister Below is an upbringing of pain and survival. You’ve managed to escape the Plane of Shadows, arriving in a location of your choosing in the Tonarian Continent. Unfortunately, the stench of death and decay lingers upon your soul.  

Lunasol

Your soul was recently rescued by a Collector after hatching in the Shores of Light’s Shadow. Luniwyn, the Silver Maiden has called for your rebirth to aid her in the never-ending struggle against the Void and Vacuous Ones threat.  

P.R.I.M.U.S

You have recently materialized in Living Erenel to a location of your choosing in the Tonarian Continent. Your purpose remains unknown, as entering Erenel’s Universe and being exposed to the Bond has erased your memory.

Tonarian Continent

Tonarian Continent


Cover image: by Gamingbrew

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