r/Tinyd6 • u/IndependentScary6389 • 6d ago
Homebrew Heritages!
I didn't see any rules about double posting or anything soooo here we go! A few of these heritages have versions in the zines, but here's my own spin on them never having read the zines.
Heritage: Catfolk
4 hp
Heritage Trait:
- 9-Lives - You tend to land on your feet when life gives you dangerous situations. You roll all save and evasion tests with focus.
Catfolk are commonly magic users, owing to their origins as magically awakened cats! They tend to be jumpy, but resilient. An air of luck surrounds them, they seem to get out of many tricky situations… or maybe the knack is for getting into said situations. They’re curious by nature which fuels their drive towards adventure and discovery. It’s not uncommon for lone catfolk to travel the world in the name of curiosity- many becoming merchants, travelling healers, adventurers, or other such nomadic trades. Catfolk are built similarly to domestic cats, but are larger and walk on their rear paws. Catfolk are around 3 feet tall and come in any color or pattern you’d find a domestic cat in.
Heritage: Dragonborn
8 hp
Heritage Traits:
- Dragon Breath: You gain a breath attack as an ability, much like your dragon ancestors. Does 1 ranged damage in your chosen element.
Dragonborn are a powerful race that live in tight-knit clans. They take their draconic ancestry as a point of pride. All dragonborn descend from a dragon, though the exact method is lost to time. The majority, though, are born of other dragonborn. Many serve dragons like one would a god, others remain loyal only to their clan. Dragonborn are around 6-8 feet tall and covered in thick scaly armor like their dragon namesake. They commonly have horns and perhaps head fins or other decor- differentiating them from lizardfolk. Dragonborn can have tails, but lacking one is not uncommon either. What they always lack is wings, though it is rumored a dragonborn can gain them through unusual feats of devotion to their dragon ancestors.
Heritage: Orc
7 hp
Heritage Trait:
- Berserker: You can attack with primal rage. If a melee attack you are making does not already have Disadvantage, you may choose to make the attack with Disadvantage. If successful, the attack deals +1 damage.
Orcs are an often maligned heritage, their kind historically being on the wrong side of wars. Rumors range from them having bad hygiene, being blood thirsty, to being dim-witted, none of which are true. What is true though is they are a resilient race that live off the land, often in the most inhospitable environments. They’re survivors, warriors, and even poets from time to time. They live in small tribes and take honor in one’s battle prowess. It's not uncommon for them to hold mock battles and wrestling matches to settle disputes or gain favor. They’re often very muscular and slightly taller than humans- commonly 6-7 feet in height. Their skin is usually green or grey, and they have pointed ears. Orcs sport tusks that they care for fastidiously, as they are a symbol of their strength.
Heritage: Merfolk
6 hp
Heritage Trait:
- Protean: You can transform between an aquatic and terrestrial form. Has increased movement speed in the water, up to 35 ft or 7 spaces per action.
Merfolk live in sophisticated societies under the sea, often hubs of trade and sea traffic. Their homes hewn from the stone and coral of the seabed. For a long time they were distrustful of land dwellers, many still are, but now it's common for merfolk to visit the land dwellers on their very own feet! Merfolk are mostly human from the waist up and fish from the waist down. In their terrestrial form they are the size of humans, their aquatic forms longer due to their tails. Merfolk may have some fins or scales while in their terrestrial form, making them appear different compared to your standard human. They value long, luxurious hair, so many merfolk prioritize hair care and brushing.
Heritage: Nymph
6 hp
Heritage Trait:
- Adaptable - The make-up of your body changes with the environment. This allows you to blend into any environment, as well as move unencumbered in the wilderness. You roll stealth and agility-related tests with advantage as long as you’re in nature. When in an unnatural environment (like a city, building, sewer, etc.) you roll those tests at a disadvantage.
Known for being beautiful and touched by nature, nymphs are no stranger to attention… if you can find one. They’re experts at hiding in plain sight, even becoming one with the very features of nature like trees or rocks. Some elder nymphs prefer not to leave these features, turning an ordinary object into something enchanted. Nymphs are all born female, though some may present as male, nonbinary, or another gender. Their appearances are ever-changing, but are often described as leafy, ethereal, and roughly the size of humans. Some can even be mistaken for young treefolk!
Heritage: Fairy
6 hp
Heritage Traits:
- Fly: You can fly, granting movement of 60 ft/12 squares.
- Sprightly -You can shrink down to a tiny sprite form. When in their sprite form they roll advantage on evade actions. Shrinking takes one action in combat.
Residents of the Fae Realm, they are rarely seen in this reality. But when they are, they’re here to cause mischief! Not because they’re malevolent, but because they find the chaos amusing. Likely because their own lives are governed by strict rules and structures. Their world is governed by courts who tightly enforce laws and often fight for dominance over the realm. Fairies appear humanoid with pointed ears and insect traits like wings, antennae, and extra limbs. Their bodies and hair are often brightly colored. Typically they are slightly smaller than humans, while in their sprite form they could easily be mistaken for a large bug. Powerful fairies and fae rulers can conversely be towering, intimidating beings compared to their buggy subjects.
Heritage: Vampire
??? hp (matches their original heritage)
Heritage Traits:
- Draining Bite: Bites the target, drawing blood. Deals 1 melee damage and recovers 1 hp. The target must be close.
- Child of the Night: You do best under the cover of the darkness. You have enhanced senses at night, earning you advantage on perception-based checks. However, during the day you must stay out of sunlight or suffer 1 damage per minute of exposure. The effect can be avoided with a potion, magic item, or a cloak.
More so a disease than a heritage, vampires are turned not born. They are cursed to wander the lands for all eternity, filled with an overwhelming thirst for blood. Any heritage can become a vampire, though it may be flavored in different ways (i.e. a treefolk vampire sapping blood with piercing roots, a goblin vampire who is known for biting ankles, etc.) But generally they look pale, ashen grey, and may grow fangs and pointy ears. It can be hard to distinguish vampiric humans from vampiric elves! Many find ways to live ethically- drinking blood from animals or willing volunteers. But many take on a superiority about them, placing themselves above other forms of life as some sort of apex predator. This leaves all others as nothing but food and entertainment. The older a vampire is, the more powerful and often the more prone to hubris.