Character Creation: Ancestry

The Astral Reach today is a diverse multicultural system, as a result of its long history. People across the Reach have mixed and mingled for centuries since the Conflagration, just as they did before that calamity. As such, individuals in this world are impossible to categorize based on the outdated and typical D&D "Race" system. Instead, this world will use the Ancestry and Culture system to determine each individual character's base traits.

A character's ancestry represents the traits that a character might receive from their biological parents, such as height, average lifespan, and special senses like darkvision.

Below, you can find tabs which will help you navigate the different preset choices for your ancestry. You can click on the "main page" links for more detailed information on a particular choice. Feel free to discuss the options with your DM; if you have something unique in mind for your character, you may be able to work together with your DM to create it.

## What Do I Write Down?

* Write your Speed in the "Speed" box or blank on your character sheet.
* Write your Size in the appropriate blank or box, if there is one. Otherwise, write it near your HP, Speed, or the "Race" or "Ancestry" blank.
* Note the names of your other unique traits on your sheet near your class abilities, and summarize the full descriptions (or copy-paste them) elsewhere for your reference.
	+ It is recommended to also note how each trait can be used next to its name; does it require an Action (1A)? a Bonus Action (BnsA)? or a Reaction (Reac)? Is it limited to once per Short Rest, or Long Rest (1 / SR, 1 per LR...)? Etc.

**Ancestry Options**

* Aasimari
* Centaur
* Dragonborn
* Dwarvish
* Elvish
* Firbolg
* Genasi
* Gnomish
* Goblin
* Goliath
* Halfling
* Human
* Kobold
* Minotaur
* Rukk
* Sprite
* Sylvani
* Tabaxi
* Tiefling
* Triton

edit page An aasimar (plural aasimari) appears human or elven to the untrained eye. Legend has it that the first aasimari were a group of twelve champions, who were mortals blessed with angelic powers by the gods they represented, and fought against the demons of the Dark Planes in a great war ages ago. The descendants of these champions retained some of this power - diluted by many generations - as well as a widespread cultural devotion to the divine.
Learn more...
**Aasimari Ancestral Traits**

   Aasimar mature at the same rate as humans, but they can live up to 160 years.

   (Medium) Aasimar have the same range of height and weight as humans.

   30 ft.

   You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    You have resistance to necrotic damage and radiant damage.

    When you create your character, you may add one of the following features:

* **Radiant Consumption** --- Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
* **Necrotic Shroud** --- Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
* **Radiant Soul** --- Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
 Once you use this trait, you can't use it again until you finish a long rest.

edit page  Centaurs are half-humanoid, half-horse, originating from Antok. No matter what culture they come from, centaurs seem born with some degree of wanderlust; they love open spaces and the freedom to travel. Centaur oral tradition speaks of days when their tribes roamed across oceans of grass and hill, in a mythic time before the Stormwall blocked off the northern part of Antok.
Learn more...
**Centaur Ancestral Traits**

   Centaurs mature and age at about the same rate as humans, but live to be around 200 years old.

   (Large) Centaurs range in size from around 4 and a half to 6 feet at the highest part of their equine body, and their humanoid body is on average slightly larger than a human's.

   50 ft.

    If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon’s damage dice twice and add them together. Once you use this ability, you can’t use it again until you finish a short or long rest.

    Your hooves are natural melee weapons, with which you’re proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d6 + your Strength modifier.

    When you make a running Long Jump, the maximum distance you can jump in feet is equal to 1.5x your Strength score, and you spend 2 feet of movement for every 3 feet in the air during such a jump. Additionally, any climb that requires hands and feet is especially difficult for you because of your hooves; when you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.

    You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

edit page These scaly humanoids claim to be descended from dragons themselves, in the eons before recorded history. Dragonborn are warm-blooded, but most of them (except for white- and silver-scaled individuals) prefer to live in warm places. Like dragons, as they age, adults with dragonborn ancestry slowly grow stronger and taller over decades, reaching their peak at around 80 years old. After that point, they begin to weaken, rapidly declining over their final three or four decades. Because of their physicality, many dragonborn choose careers as fighters, rangers, or athletes.
Learn more...
**Dragonborn Ancestral Traits**

   Young dragonborn grow quickly. They can crawl days after hatching, attain the size and development of a 10-year-old human child by the age of 4, and reach adulthood by 15. They live to be around 120.

   (Medium) In their early life, dragonborn weigh about the same as humans, but stand between 5 and 6 feet tall. A fit dragonborn in their prime can weigh as much as 300 pounds and stand up to 8 feet tall. Your size is Medium.

   30 ft.

    You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

    You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath w eapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

    You have resistance to the damage type associated with your draconic ancestry.

edit page During the Conflagration, the vast majority of the dwarven homelands - along with most dwarves - vanished, leaving behind scattered remnants and outposts of their once-great civilization. Many descendants of those dwarves still exist, mingled with other societies or in small remote enclaves. Many a dwarven adventurer has struck out on a voyage of discovery, hoping to find the fabled civilization of their forebears.
Learn more...
**Dwarvish Ancestral Traits**

   Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

   (Medium) Dwarves stand between 4 and 5 feet tall and average about 150 pounds.

   25 ft.

   You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    You have advantage on saving throws against poison, and you have resistance against poison damage.

    Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

edit page  Most elves seldom leave their home plane of Risilia, but occasionally people with elven ancestry can be encountered outside of that realm. People with elven blood are long-lived, dexterous, and beautiful. Each individual lives for at least 650 years, and is healthy and hale for nearly all of that time. Time is no object to someone of elvish descent; they will spend as long as necessary to complete a task to the best of their ability.
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**Elvish Ancestral Traits**

   Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

   (Medium) Elves range from under 5 to over 6 feet tall and have slender builds.

   30 ft.

   You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    You have proficiency in the Perception skill.

    You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

    Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

edit page  Firbolgs are supposedly descended from a now-extinct race of sylvan giants, and modern firbolgs can be most often encountered in countryside settlements or woodland villages. They retain some of the druidic magic their elusive ancestors possessed, adapted to blend in with their surroundings innately. Individuals of firbolg descent tend to be solitary and gentle creatures, finding comfort in day-to-day monotony where other people might be bored or frustrated. No matter their culture of origin, most firbolg descendants have an affinity for animals, particularly land-dwelling ones.
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**Firbolg Ancestral Traits**

   As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.

   (Medium) Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds.

   30 ft.

    You can cast <Spell>Detect Magic</Spell> and <Spell>Disguise Self</Spell> with this trait, using Wisdom as your spell casting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of Disguise Self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

    As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

    You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

edit page  Genasi blood originates from other planes, where genies such as djinni and efreeti roam and rule. These powerful elemental beings sometimes visit the Astral Reach, and during these travels a mortal might catch a genie's eye. Friendship forms, romance blooms, and sometimes genasi children result. These children inherit magical traits and an altered appearance based on what primal element their extraplanar parent embodied. Genasi can be born from genasi and humanoid parentage as well.
Learn more...
**Fire Genasi Ancestral Traits**

   (Medium)

   30 ft.

    You have resistance to fire damage.

    You know the <Spell>Produce Flame</Spell> cantrip. Once you reach 3rd level, you can cast the <Spell>Burning Hands</Spell> spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

**Water Genasi Ancestral Traits**

   (Medium)

   30 ft.

    You can breathe air and water.

    You have a swim speed of 30 feet.

    You know the <Spell>Shape Water</Spell> cantrip. When you reach 3rd level, you can cast the <Spell>Create or Destroy Water</Spell> spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

**Earth Genasi Ancestral Traits**

   (Medium)

   30 ft.

    You can move across difficult terrain made of earth or stone without expending extra movement.

    You can cast the <Spell>Pass Without Trace</Spell> spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

**Air Genasi Ancestral Traits**

   (Medium)

   30 ft.

    You can hold your breath indefinitely while you’re not incapacitated.

    You can cast the <Spell>Levitate</Spell> spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

edit page  Gnomes have spread far and wide throughout the Astral Reach, and people of gnomish descent can be found in almost any settlement large or small. Intelligent, long-lived, and gifted with natural dexterity, gnomes have an innate talent for innovation. This, combined with their natural curiosity and restlessness, means gnomish descendants are often mages, gypsies, scholars, and starfarers. It is rare for a gnomish person to live in the same place - or even have the same career - for all their lives.
Learn more...
**Gnomish Ancestral Traits**

   Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

   (Small) Gnomes are between 3 and 4 feet tall and average about 40 pounds.

   25 ft.

   You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

edit page  Goblin tribes are usually found in the wilderness, but sometimes goblin families or individuals can be met in cities as well. Goblinoid individuals are often shunned by others, judged for the wrongs that their savage kin often commit, but they can still integrate in the tolerant melting pot that is city society. This bias against them tends to support the ancient mistrust goblinkind holds for outsiders.
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**Goblin Ancestral Traits**

   Goblins reach adulthood at age 8 and live up to 60 years.

   (Small) Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds.

   30 ft.

   You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

    You can take the Disengage or Hide action as a bonus action on each of your turns.

edit page  These enormous people were once called half-giants, and indeed some speculate that there might be truth to the moniker: the ancient history of their people tells of them roaming the wilds of Vander in nomadic tribes, and goliaths still inherit the physique from that lifestyle. In the centuries since those days, goliaths have integrated into society quite well; most goliath families come from wealth, created when the Vandrin Empire negotiated with the tribes for their lands.
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**Goliath Ancestral Traits**

   Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

   (Medium) Goliaths are between 7 and 9 feet tall and weigh between 280 and 400 pounds.

   30 ft.

    You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, and you are resistant to Cold damage.

    You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

    You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

edit page  Pleasant and jovial, halflings are well-acquainted with the dangers of the world, but their steadfast optimism and determination has kept them alive despite those dangers. Most halfling individuals have a love of the simple comforts of a well-kept home, and they seem to have an innate talent for cooking. Halfling people can be found in every realm, though they are most common in their ancestral homeland of Seiyance.
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**Halfling Ancestral Traits**

   A halfling reaches adulthood at the age of 20 and generally lives into the middle of their second century.

   (Small) Halflings average about 3 feet tall and weigh about 40 pounds.

   25 ft.

    When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

    You can move through the space of any creature that is of a size larger than yours.

    You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

edit page  Humans are the mutts of humanoids, having formed from the mixed blood of every other humanoid race in some age long past. At their best, humans have an innate curiosity that drives them to innovate and explore in whatever their chosen profession. At their worst they tend to be more prideful than other humanoids, sometimes viewing themselves as the culmination of every quality that the other humanoids have. Human people are common in every realm.
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**Human Ancestral Traits**

   Humans reach adulthood in their late teens and live less than a century.

   (Medium) Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall.

   30 ft.

    Your natural curiosity leads you to dabble in a variety of activities. You gain proficiency in a skill of your choice, as well as with an artisan tool of your choice.

edit page  Small cousins of the dragonborn, kobolds are inquisitive, resourceful, and cunning, they tend to dwell in large clans as a custom leftover from days when they had no civilization to speak of, when they were safer in overwhelming numbers. No matter their culture or occupation, kobolds are ambitious dreamers, and they can do great things when they form a realistic plan to achieve their dreams. Much like gnomes, kobolds enjoy exploring and traveling, though they almost always do this as part of another scheme or ambition.
Learn more...
**Kobold Ancestral Traits**

   Kobolds reach adulthood at age 6. They can live up to 120 years, but rarely do so.

   (Small) Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds.

   30 ft.

   You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    You can take the Disengage or Hide action as a bonus action on each of your turns.

    You can cast the Color Spray*1st-level Illusion*
**Casting Time:** 1 a
**Range:** 15-ft cone
**Components:** V,S,M
**Duration:** 1 rnd
6d10+2d10/SL hp of crea blinded, starting with the lowest current hp crea spell once with this trait, requiring no material or somatic components. You regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.

edit page  A stoic but proud race, minotaurs come from a long line of warriors that fought in many wars ages ago. They place a strong emphasis on tradition, reason, and logic, and are as a whole very down-to-earth. Once stirred to anger however, a minotaur is like an unstoppable force of nature. Minotaur individuals can be found most commonly in the cities and nomadic tribes of Friskal, but have also spread to every realm at one time or another.
Learn more...
**Minotaur Ancestral Traits**

   Minotaurs reach adulthood around 20 years old, and can live up to around 80 years old.

   (Medium) Minotaurs are between 6 and 8 feet tall and weigh between 300 and 400 pounds. Most have horns between 1 and 2 feet long.

   40 ft.

   You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

    You can make an attack with your horns, causing 1d8 piercing damage plus your Strength modifier. If the target is a creature of the same size or smaller, it must succeed on a DC 12 Strength saving throw or be 5 feet away and knocked prone.

    You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

edit page  It is said that the first rukk were descended of a great orc chieftain, who defied her bloodthirsty, untameable brother and led her tribe to become peaceful hunter-gatherers. To this day, humanoids with rukk ancestry have the tough, thick build of their ancestors, but are just as capable and jovial as any other humanoid (if perhaps a bit hotter-tempered). Rukk people can be found most commonly in their homeland of Seiyance, but have also spread to every other realm.
Learn more...
**Rukk Ancestral Traits**

   Rukk mature a little faster than humans, reaching adulthood around age 17. They also age noticeably faster and rarely live longer than 75 years.

   (Medium) Rukk are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall.

   30 ft.

    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.

edit page  Originating in the Feywild, sprites are rarely seen among civilization. This is partially because they prefer their own company in the depths of the most magical of forests, and partially because they are very good at avoiding attention when they wish. Standing about a foot tall, sprites have little trouble hiding in places designed for five- to eight-foot people; when a community of sprites does move into a city or village, it is often years before the city as a whole is even aware of their presence.
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**Sprite Ancestral Traits**

   Sprites reach maturity around 20, and live to be about 130 years old.

   (Tiny) Excluding their wings, sprites stand between 10 and 13 inches tall.

   10 ft.

   You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    All sprites are born with a pair of dragonfly wings. You have a fly speed of 40 feet.

    You gain proficiency in the Stealth skill.

    Your small stature affords advantages and disadvantages compared to creatures of larger sizes.
You may occupy the same space as another Tiny or larger creature, and squeeze into 15-inch spaces.
You cannot wield any normal-sized weapons that aren't Light; when you are using a normal-sized Light weapon, it counts as Two-Handed for you.
You can wield equipment made for your size, but the damage die of this equipment moves down a level. This also applies to your Unarmed Strikes. Compare the damage die of the weapon, then move right one step on the table below:
      1d12 (or 2d6) > 1d10 > 1d8 > 1d6 > 1d4 > 1d3 > 1d2

    You can shrink equipment sized for a medium or small creature to suit your size while it is worn or carried by you. You may only do this over the course of a short rest. While shrunk, a weapon can be used normally. A weapon's damage die level decreases by 1 while shrunk.

edit page  Sylvani are rare sights among cities or populous places, and many assume that they are dryads or sylvan elves. They appear to be humanoid, but upon closer inspection seem rather to be complex plant-creatures which grow to mimic humanoid features. Regardless of their culture or profession, most sylvani share a love and protectiveness for nature, inherited from their wood spirit ancestors, and they have an innate understanding of the plants and beasts of the forest.
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**Sylvani Ancestral Traits**

   Sylvani mature a little slower than humans and reach adulthood in their late 40s. After that point, the effects of age are very slow on them, and they live about to 750 years.

   (Medium) Sylvani range anywhere from 5 feet to over 6 feet tall and have slender builds.

   30 ft.

   You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    As an action, you gain a +1 to your AC and a number of temporary hit points equal to your character level that last for 1 minute, but also gain vulnerability to fire damage for that duration. You regain the use of this ability when you complete a long rest.

    You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

    You can communicate with plants as if you shared a language. You must be touching a plant to speak with it. You can also use this feature to speak to and understand plant-type creatures.

edit page  Hailing from the alpine forests of Friskal, the tabaxi are humanoid felines that almost all share an insatiable curiosity and desire to explore. Like feline animals, they are exceptionally quick, and possess claws and fangs which they can use to defend themselves if otherwise unarmed. Tabaxi can be obsessive, but they can also be fickle, finding joy more in the journey to a goal than the goal itself.
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**Tabaxi Ancestral Traits**

   Tabaxi have lifespans equivalent to humans.

   (Medium) Tabaxi are taller on average than humans and relatively slender.

   30 ft.

   You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

    Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

edit page  According to legend, the first tieflings were born of an interracial union between a fiend and an elf. Now, when a tiefling bears or sires a child, the offspring will always primarily inherit tiefling traits. In backwater, isolated places, or in highly religious communities, tieflings tend to be viewed as evil or suspicious characters, due to their resemblance to devilkin; for this reason, most tieflings prefer to live in highly populated areas, or in tight-knit cultural enclaves.
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**Tiefling Ancestral Traits**

   Tieflings mature at the same rate as humans but live a few years longer.

   (Medium) Tieflings are about the same size and build as humans.

   30 ft.

   You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    You have resistance to fire damage.

edit page  Modern tritons are descended from merpeople that long ago evolved to be amphibious, exchanging their aquatic tails for legs and webbed feet. Tritons retain their ancestors' swimming capabilities, and in general most individuals with triton ancestry feel more comfortable in the water than out of it. Many also inherit a love of singing and dance, which ancient merpeople prided themselves on.
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**Triton Ancestral Traits**

   Tritons reach maturity around age 15 and can live up to 200 years.

   (Medium) Tritons are taller than humans, averaging about 7 feet tall.

   30 ft.

   You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    You have a swim speed of 30 feet.

    You can breathe air and water.

    Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.