Hearthkin
The Hearthkin are a warm and welcoming race, known for their deep love of home and family. Preferring the comfort of their cozy hearths and the company of their loved ones, Hearthkin lead peaceful, contented lives in tight-knit communities. However, when they do venture beyond their familiar surroundings, they become invaluable companions, bringing luck, cheer, and a profound sense of camaraderie to any adventure.
Physically, Hearthkin are small and nimble, with bright eyes and a cheerful demeanor that belies their size. Their natural charm and optimism make them endearing to those they meet, often turning strangers into lifelong friends. Despite their reluctance to leave the hearth, Hearthkin possess a remarkable resilience and a knack for finding joy in even the most challenging situations. Their presence is often accompanied by a stroke of good fortune, and their loyalty and unwavering support make them steadfast allies. Whether sharing a hearty meal around a campfire or standing bravely in the face of danger, Hearthkin embody the spirit of home and the strength of enduring bonds.
Ancestry Traits
HIT POINTS: +3
ABILITY BOOSTS: INS | WIL | AGI
Jinxed by the Flame
You were born with a strange blessing: bereft of the typical Luck of the Hearth, you can instead manipulate the fortunes of others.
You gain the following Ancestry Trait:
(0) Jinx: Once per day you can curse another creature with clumsiness. This curse has a range of 30 feet, and you must be able to see your target. The target gets a ZEN saving throw to resist this jinx, using your attack DC or spell DC, whichever is higher.
Success The target is unaffected and is temporarily immune for 24 hours.
Failure The target is clumsy 1 for 1 minute.
Critical Failure The target is clumsy 2 for 1 minute.
Default Traits
(-1) Small Sized: Your Size is considered Small.
(2) Sit by the Fire: Embracing your namesake, you love spending more time resting and soak in the benefits more readily. You gain may use your WIL instead of RES to determine your Rest Points. You gain the benefits of resting in half the time (and cannot become exhausted from doing light activity on a long rest).
(2) Hearthkin Bravery: Once per Combat, you can end the Intimidated, Rattled, or Frightened Condition on yourself as a free action.
(1) Keen Eyes: You begin play as a novice in Perception.
(1) Deft Footwork: You can move through the space of a hostile creature 1 size larger than you as if it were Difficult Terrain.
(0) Luck of the Hearth: Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll a failed skill check or saving throw, but you must use the new result, even if it's worse.
Expanded Traits
(1) Evade Danger: Once per Combat, you can use your Minor Action to Step, as long as that movement is to evade an attack of opportunity.
(1) Love for Cooking: Most Hearthkin learn to cook around the hearth. You cannot critically fail any cooking skill check.
(1) Hearthkin Weapon Familiarity: You favor traditional hearthkin weapons, so you've learned how to use them more effectively. You gain access to all weapons with the hearthkin trait. You have mastery with those weapons plus the sling and shortsword.
(1) Titan Slinger: You begin play as a novice with the sling. When you hit on an attack with a weapon of the sling group against a Large or larger creature, increase the size of the weapon damage die by one step.
(1) Adroit Manipulation: You’ve fiddled with knots, locks, and blacksmith’s puzzles since you were a child to give your hands something to do in front of the fire. You begin the game as a novice in Thievery. If you roll a success on a Thievery check to Pick a Lock, you get a critical success instead.
(-1) Logic Attribute Decrease: You decrease your Logic by 1 (to a minimum of 0).
(-1) Short Legged: Your Speed decreases by 1 Space.