Origins

Origins are the roots and nurture that shape your character.

Origin Skills

You gain skills reflecting your profession or trade. Whenever you roll a skill check related to your origin, you may add your proficiency bonus to that roll.

Origin Traits

You gain one trait, reflecting your additional physiology, quirks, behaviors, and nurture.

Origin Languages

You get two Languages as your Origin Languages: Usually one of them is your native language, while the other is a language you learned for your trade.

List of Origin Traits

Alert You get to add your proficiency bonus to your initiative.
Animal Friendship You gain the ability to comprehend and verbally communicate with beasts.
Mobile Your movement increases by 2 units.
Survivalist When you’re at half of your maximum hit points, you gain a temporary 1 Armor bonus, and you can add your proficiency bonus to your melee damage rolls for 1 minute. Once you use this trait, you can’t use it until you take a long rest.
Cannibal You can attempt to eat one non-undead corpse. It takes one minute to eat a corpse. If you finish eating a corpse, you gain 1d4 hit points, and that corpse can’t be brought back to life by the raise dead spell. Once you eat someone, you can’t eat another corpse until your next long rest.
Silent runner Armor no longer affects stealth skill checks.
Tough Your Hit Point Maximum increases by 2.
Scholar You have advantage on Intelligence Skill Checks.
Absolutist If you fail a Saving Throw, you can cause yourself to succeed instead. Once you use this trait, you can’t use it again until you finish a Long Rest.
Weapon Handling You reduce the Strength requirement of all heavy weapons by 2.
Boxer +1 to armor bonus while wearing gauntlets.
Defender You gain a +1 on dodge and saving throws checks made to overcome spell resistances while you are adjacent to a dying or disabled ally.
Fury of the small You gain a +2 dodge bonus against enemies that are at least two sizes larger than you.
Iron Conqueror While wearing heavy armor, you have advantage on Charisma Skill Checks.
Arcane Birth You were born with a strange birthmark that can be utilized as a Spell Focus.
Grit Once per long rest, you can give yourself as a free action a +1 bonus on armor, dodge and to all saving throws until the end of your next turn.
Third Eye You have a third eye on your forehead. As long as it is uncovered and open, you can get a clearer sense of the emotions of those you see, granting advantage on Perception Skill Checks.
Prehensile limb You can grasp things with your Prehensive limb. It has a reach of a 1-unit ring, and it can lift a number of pounds equal to five times your Strength. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your Game master might allow other simple tasks to be added to that list of options. It can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
Wings You have wings that let you fly. As a free action, you can start using your wings to have a flying movement equal to your movement until the end of your second next turn. You can use this trait a number of times equal to your Proficiency Bonus until your next long rest.
Wrathful After successfully hitting a foe with a melee weapon, you can add your Strength to the damage roll. You can use this trait a number of times equal to your Proficiency Bonus until your next long rest.
Doctor Your damage ignores 1 point of Armor. You also gain advantage on rolls to cure 1 point of severity of a disease or to stabilize a creature
Focused at Death’s door Whenever you have less than half your maximum hit points, you have advantage on all Saving Throws.
Darkvision Increase your night vision by 3 units.
Rich Parents You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances—your starting wealth increases to 300 GP.
Deep Slumberer Whenever you take a long rest, you gain all your hitpoints.
Undergrounder As a free action, you gain a tremorsense of 6 units until the start of your next turn. You can use this trait a number of times equal to your Proficiency Bonus until your next long rest
Reckless Attacker As a free action at the start of your turn (no actions have been taken), you may do one attack as a free action, but all your attacks will have disadvantage till the end of your next turn
Blood feeder You have a special bite which can be used whenever you make an Unarmed Attack. it does 1d4 piercing damage. Additionally, whenever you hit a non-undead creature with this bite, you can empower yourself in one of the following ways of your choice: (1) You regain hit points equal to the piercing damage dealt by the bite. (2) You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite. You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Nimble You increase your dodge, movement, and all jumping by 1.
Natural Weapons Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage (Your choice).
Crafter You have advantage on any crafting survival skill checks.
Hunter You have advantage on any Hunting and Cooking survival skill checks.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License