Heritage Feats

## Badgerfolk

##### Naturally Armed

Can use your DEX MOD instead of STR for damage when making an unarmed attack. Add 1d4 to the number of hits you do. This can be trained.

##### Almost Rabbid

Once per combat you gain an additional action on your turn.

##### Taste for Honey

Consuming 1 lb of honey, or something similar (gm's discretion) decreases your exhaustion by two points.

##### Ferociously Mid-size

Those claws look sharp and your jittery, manic nature is unsettling. You can use your DEX MOD for intimidation checks instead of CHA. +3 to intimidation

## Catfolk

##### Enhanced Sense

So long as there is a source of light, you can see in the lowest light settings to a distance of 60 ft. You can tell the properties and ingredients of a consumable with a successful medicine check by smell alone.

##### Naturally Armed

Can use your DEX mod instead of STR for damage when making an unarmed attack. Add 1d4 to the number of hits you do. This can be trained.

## Dryad

##### Natural Salve

Dryads produce a natural healing ichor that can be used to treat wounds. Gain access to the “Heal Wounds” spell. You don’t need Verbal or Material components to cast it. Once a day you can cast it at 1 action instead of 3.

##### Treeborne

For 2 actions you can “phase” into a tree greater in size than yourself. For 2 actions you can teleport up to 50ft into another tree. If your tree is attacked, take half damage.

## Dragonfolk

##### Breath Weapon

You gain the spell "Conjure Element" and can train that spell as if it were equipment.

##### Dragon's Greed

Gain a +10 bonus to persuasion when bartering. The material cost of casting spells is reduced by 5 SN worth of material.

## Dwarf

##### Dwarven Artisanry

Intuitively knows how to craft most simple items regardless of whether that form of craftsmanship is trained.

##### Deep Delver:

Intuitively knows where the entrance to a cave is and what path will take them deeper. Treat low light as if it were normal lighting while underground.

## Elf

##### Politician

Gains a +5 bonus to charisma checks involving the perceived “upper class” of any given society. You are treated as a potential ally by those in charge until your reputation provides a reason to believe otherwise.

##### Elven Archery

Gain an additional 100ft of range with any ranged weapon they are trained with. If an attack is made within the normally specified range, hits do an additional 2 hits of damage. Can use DEX or WIS V.S REFLEX instead of the normally specified AS.

## Goblin

##### Flanker

+5 to hit when the enemy is engaged. Do an additional 2 hits of damage.

##### Tinker

Can craft at half the cost and time, but the created item is only saleable at a quarter the cost.

##### Coward

Gets an extra two dashes when running away from a fight.

## Golem

##### Brutal Bludgeoner

Your fists are unnaturally hard and heavy. Use STRENGTH instead of DEXTERITY when making a base unarmed attack. Add 1d4 to the DAMAGE roll. You can train unarmed attacks instead of normal equipment.

##### Constructed Body

Gain 3 additional hits. You can use FORTITUDE instead of REFLEX to save from non-spell attacks. You don't need air to survive.

## Half-Elf

##### Networked

Gain three contacts related to your background in your city of origin. They can be reached at a cost and time specified by the GM, and will provide information or resources at a cost.

##### Politician

Gains a +5 bonus to charisma checks involving the perceived “upper class” of any given society. You are treated as a potential ally by those in charge until your reputation provides a reason to believe otherwise.

## Human

##### Networked

Gain three contacts related to your background in your city of origin. They can be reached at a cost and time specified by the GM, and will provide information or resources at a cost.

##### Specialized

Gain an additional feat related to your background

## Ratfolk(City)

##### You Can Never Have too Many Cousins

No matter what settlement you end up in, you seem to have at least one relative to show you around. You're typically on friendly terms with this relative. You know how to find them and they know the general layout of the area, notable landmarks, places to avoid, and can sometimes provide an "in" to circles that would normally require introduction.

##### Exceptionally Clean

Ratfolk know better than most the dangers of poor sanitation and Ratfolk druids have made an art of keeping their people clean. You can "sanitize" 1 square foot of material for 1 action, or remove the "poisoned" status condition from yourself or another creature for 2 actions.

##### Sewage Treatment

The druids of Teiros (Citadel of Industry) perform a practical function: sewage treatment and recycling. At the cost of 50 lbs of sewage and an hour, you or an ally gains the use of an exhausted daily spell. The sewage becomes mundane dirt and water.

## Ratfolk(Natural)

##### Born Unto Nature

Your natural understanding of nature’s dangers and the interactions of various plants and herbs in nature has granted you a special understanding of toxins. Gain access to the “Resist Toxins” spell. Additionally, at the cost of 5 SN worth of healing herbs, you can cast the spell At-Will. Once a day, you can spend 30 minutes and roll a survival check to see if you find the necessary herbs out in nature.

## Molekin

##### Dig

Has a terrestrial movement speed of 10ft through dirt and 5ft through stone. Takes 1 action to submerge and 1 action to surface. Is capable of sensing the location of any creatures within 15ft. For two actions, can make a contested athletics roll versus another creature to partially submerge them in the ground. Submerged creatures without a terrestrial movement speed have disadvantage (d10) to attack rolls and ability checks. For two actions, submerged creatures can make a DC:15 FORTITUDE save to escape.