Lineages
Men are the most common Lineage in the world of Heimaalin, but they live and work alongside Dwarves, Elves, Gnomes, and numerous others. Your character belongs to one of these Lineages.
When you determine your character’s ability scores, choose two of them, and increase one by 2 and the other one by 1. Alternatively, choose three ability scores, and increase each of them by 1.
Common Lineages
Dragonborn
Size: MediumSpeed: 30 feet
Draconic Ancestry. Your lineage stems from a draconic creator. Choose the type of dragon from the draconic ancestor table. Your choice affects your Breath Weapon and Damage Resistance traits.
Breath Weapon. As a Bonus Action, you exhale destructive energy in a 15-foot cone or a 30-foot line. Each creature in that area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your Proficiency Bonus. On a failed save, a creature takes 1d10 + your character level in damage of the type determined by your ancestry. On a successful save, a creature takes half as much damage. You can use this Breath Weapon a number of times equal to half your Proficiency Bonus (rounded down), and you regained all expended uses when you finish a Long Rest.
Damage Resistance. You have resistance to the damage type associated with your ancestry.
Gnome
Size: SmallSpeed: 25 feet
Nimble. You can move through the space of any creature that is of a size larger than yours, and you can move through non-magical difficult terrain without expending extra movement.
Dwarf
Size: MediumSpeed: 30 feet
Dwarven Resilience. You have Resistance to Poison damage and Advantage on saving throws to avoid or end the Poisoned condition on yourself.
Glorious Ancestry. You have proficiency in the History skill.
Dwarven Toughness. Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
Man
Size: MediumSpeed: 30 feet
Skillful. You gain Proficiency in one skill of your choice.
Adaptable. At the end of a Long Rest, choose a saving throw with which you lack Proficiency. You gain Proficiency in that saving throw until the end of your next Long Rest.
Half-Orc
Size: MediumSpeed: 30 feet
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Skilled. You gain Proficiency in two skills of your choice.
Elf
Size: MediumSpeed: 30 feet
Eastwythian Ancestry. Magic cannot put you to sleep, and you have Advantage on saving throws to avoid or end the Charmed condition on yourself.
Keen Senses. You have Proficiency in the Perception skill.
Trance. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain conciousness.
Half-Elf
Size: MediumSpeed: 30 feet
Eastwythian Ancestry. Magic cannot put you to sleep, and you have Advantage on saving throws to avoid or end the Charmed condition on yourself.
Skilled. You gain Proficiency in two skills of your choice.
Uncommon Lineages
The following Lineages are less prevalent in the world of Heimaalin. Whether it is due to an antagonistic relationship with the civilised world or simply their geographic isolation, seeing a member of one of these Lineages is an uncommon (if not a rare) sight. Before choosing one of these Lineages, talk to your DM to ensure they have plans to justify your character's involvement in the adventure.
Goblin
Size: SmallSpeed: 25 feet
Naturally Stealthy. When you make a Dexterity (Stealth) check, you can do so with Advantage. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Half-Dwarf
Size: MediumSpeed: 30 feet
Dwarven Resilience. You have Resistance to Poison damage and Advantage on saving throws to avoid or end the Poisoned condition on yourself.
Skilled. You gain Proficiency in two skills of your choice.
Orc
Size: MediumSpeed: 30 feet
Relentless Endurance. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. You can't use this feature again until you finish a Long Rest.
Primal Intuition. You have proficiency in the Survival skill.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.