**Mixed ancestry** relates to those whose blood and parentage lies with two or more ancestors. It is synonymous with terms such as "half-blood" and "mixed-blood," although terms like this can vary in commonality or offensiveness.
The most prominent mixed ancestries within Syphora are half-elves and half-orcs, but most any other [[humanoid]] race is capable of mixing in this way. Some ancestries are vastly more improbable than others, such as the union between a [[goliath]] and a [[solayn]]. There are always shocking or otherwise absurd circumstances, however, especially with the involvement of great magics or mages.
Regardless, it tends to be common practice in documentation when referring to those of mixed ancestry as (a) ancestry-ancestry, (b) half-ancestry, half-ancestry, or (c) only half-ancestry, depending on which race dominates the other in genetics. For example, one born of elf and goblin could go by (a) elf-goblin, (b) half-elf, half-goblin, or (c) half-elf, if their elven traits dominate that of their goblin heritage. Even in some instances, one may simply be referred to as one ancestry despite being a mix of two if one race is completely dormant, especially for that of goblins, who tend to overpower any racial genetics with their own.
#### Creating a Mixed Ancestry Character ...
When creating a character who bears mixed ancestry, you take only from the traits below, and are expected to communicate with the World Master during the process. Start by choosing one or two racial traits from one parent's race and exchanging them for the same number of traits from another parent's race. When doing so, be mindful that some racial traits are more mechanically driven toward narrative whilst others toward combat. Because of this, try to exchange a narrative trait for narrative trait, and combat trait for another combat trait.
When choosing ability scores, choose ONE +2 from one parent and ONE +1 from another parent. And when choosing your languages, choose ONE language from either parent (e.g., a dwarf-tiefling would learn common and their choice between dwarven or infernal).
While working alongside the World Master, there is always the potential for the mixing of two ancestries to result in unique ways and, in very rare cases, spawn upon the existence of a unique race itself (such as a Dhampir or Serene). In regards to traits, this could result in something like a half-goliath, half-solayn's powerful build removing the armor restriction to their insectoid wings's flying speed. No matter what, may the future be as fluid as the game itself; Allow room for error and improvement, as the future may show whether mixing of traits must be rebalanced due to feeling overpowered or underpowered.
<br>
## Commonly Known Ancestry
#### [[Human]]
**Ability Scores.** +2 Any, +1 Any.
**Creature Type.** Humanoid.
**Size.** Medium.
**Speed.** 30 feet.
**Skillful.** You gain proficiency in one skill of your choice.
**Languages.** You can speak, read, and/or write Common and one extra language of your choice.
<br>
#### Halfling
TBA
<br>
#### [[Tiefling]]
**Ability Scores.** Intelligence +2; Charisma +1.
**Creature Type.** Humanoid.
**Size.** Medium.
**Speed.** 30 feet.
**Darkvision.** Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.
**Hellish Resistance.** You have resistance to fire damage.
**Legacy.** Depending on where your tiefling bloodline lies, your innate magic is determined. You immediately gain a cantrip from level 1. Then once you reach the levels 3 and 5, you learn stronger inherent spells that are always prepared. You can cast each spell once without a spell slot, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
| Bloodline | Legacy | Level 1 | Level 3 | Level 5 |
| --------------------- | -------------------- | -------------- | ---------------- | ------------------- |
| Euphet | Legacy of Avernus | Thaumaturgy | Searing Smite | Mirror Image |
| Astaroth, or Asherith | Legacy of Incineon | Friends | Charm Person | Enthrall |
| Rhalya | Legacy of Stygium | Minor Illusion | Disguise Self | Invisibility |
| Beelzebub | Legacy of Uor | Infestation | Ray of Sickness | Ray of Enfeeblement |
| Orcus | Legacy of Oedeus | Chill Touch | Disguise Self | Blindness/Deafness |
| Mammon | Legacy of Lernaea | Mage Hand | Distort Value | Detect Thoughts |
| Belial | Legacy of Phlegathos | Fire Bolt | Hellish Rebuke | Flame Blade |
| Dyn | Legacy of Mysia | Frostbite | Armor of Agathys | Crown of Madness |
| Asphorus | Legacy of Anax | Thaumaturgy | Hellish Rebuke | Darkness |
**Languages.** You can speak, read, and/or write Common and Infernal.
<br>
#### Dwarf
TBA
<br>
#### [[Elf]]
**Ability Scores.** +2 Wisdom, +1 Any (Luxael, Solael, Lunael); +2 Dexterity, +1 Any (Silvael, Aquael, Noxael).
**Creature Type.** Humanoid.
**Size.** Medium.
**Speed.** 30 feet.
**Darkvision.** Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.
**Keen Senses.** You have proficiency in the Perception skill.
**Fey Ancestry.** You have advantage on saving throws against being charmed, and magic can't put you to sleep.
**Holy Descent.** In replacement of "holy," your half-elven ancestry offers you supernatural abilities that can be found on the table below. Choose between Intelligence, Wisdom, or Charisma for your spellcasting ability for your cantrip; You cannot change this choice later.
| Ancestry | Holy Descent | Benefit from Holy Descent |
| -------- | ---------------- | ------------------------- |
| Luxael | Heavenly Descent | Prestidigitation cantrip |
| Solael | Sun Descent | Word of Radiance cantrip |
| Lunael | Moon Descent | Chill Touch cantrip |
| Silvael | Forest Descent | Druidcraft cantrip |
| Aquael | Ocean Descent | Shape Water cantrip |
| Noxael | Abyssal Descent | Dancing Lights cantrip |
**Languages.** You can speak, read, and/or write Common and Elvish.
<br>
#### Orc
TBA
<br>
#### Goblin
TBA
<br><br>
## Uncommon Ancestry
#### [[Goliath]]
**Ability Scores.** +2 Strength, +1 Constitution.
**Creature Type.** Humanoid.
**Size.** Medium (about 7-8 feet).
**Speed.** 30 feet.
**Mountain Born.** You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet.
**Giant's Endurance.** 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.
**Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
**Natural Athlete.** You have proficiency in the Athletics skill.
**Languages.** You can speak, read, and/or write Common and Giant.
<br>
#### Gnome
TBA
<br>
#### [[Shifter]]
TBA
<br>
#### Genasi
TBA
<br>
#### Triton
TBA
<br>
#### Merfolk
TBA
<br>
#### Hobgoblin
TBA
<br>
## Fabled Ancestry
#### Lamia
**Ability Scores.** +2 Wisdom, +1 Dexterity.
**Creature Type.** Humanoid, Monstrous.
**Size.** Medium.
**Speed.** 30 feet.
**Darkvision.** 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.
**Snake's Tail.** Your massive tail is a natural weapon, which you can use to make unarmed strikes. If you hit with your tail, you deal bludgeoning damage equal to 1d6 + your Strength modifier. When you hit with this attack, you may use your bonus action to attempt a grapple. You may only have up to one creature in this grapple at once, and while grappling, may do anything with your two free arms.
**Lamia Ancestry.** Your ancestry comes from one of three origins. Choose one of the following boons—an innate ability depending on your origin. You can use this boon a number of times equal to your proficiency bonus, and regain all expended uses after a long rest. Each follow this description; You can use your action to attempt to debilitate a creature within 30 feet of you that you can see and that is looking at you. The creature must make a Constitution saving throw. The DC for this is equal to 8 + your Wisdom modifier + your proficiency bonus. Creatures immune to the afflicted condition automatically succeed.
- **Paralyzing Gaze.** If the creature fails this saving throw, they are Stunned until the end of your next turn. However, if the creature fails by 5 or more, the creature is instead Paralyzed until the end of your next turn.
- **Enthralling Gaze.** If the creature fails this saving throw, they are Charmed for the next hour, or until an ally of yours does anything harmful to them. The charmed creature is friendly to you. When the gaze’s effect ends, the creature knows it was charmed by you.
- **Petrifying Gaze.** If the creature fails this saving throw, they begin to turn to stone and are Restrained. The Restrained creature must repeat the saving throw at the end of its next turn, becoming petrified for 1d4 turns on a failure or ending the effect on a success.
**Languages.** You can speak, read, and/or write Common and Draconic.
<br>
#### Siren
**Ability Scores.** +2 Charisma, +1 Intelligence.
**Creature Type.** Humanoid, Monstrous.
**Size.** Medium.
**Speed.** 30 feet.
**Amphibious.** You can breathe air and water.
**Siren's Curse.** Your ancestry grants you a unique ability to alter the form you take depending on how submerged you are in water. While outside of water, your bottom half consists of normal humanoid legs. However, the moment your bottom half becomes submerged in water, they transform into a large tail similar to that of a fish. In doing so, your walking speed is reduced to 0 feet, but you gain a swimming speed of 30.
**Siren's Song.** With your curse comes a melodic voice. You immediately gain a cantrip from level 1. Then once you reach level 3, you learn another spell that is always prepared. You can cast this spell equal to your Charisma modifier, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
| Level 1 | Level 3 |
| ------- | ------------ |
| Friends | Charm Person |
**Natural Allure.** You gain proficiency in the Persuasion skill. Sirens have an almost otherworldly attraction to them, even in passing.
**Languages.** You can speak, read, and/or write Common and Primordial (Aquan).
<br>
#### Harpy
**Ability Scores.** +2 Charisma, +1 Dexterity.
**Creature Type.** Humanoid, Monstrous.
**Size.** Medium.
**Speed.** 25 feet.
**Flight.** You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.
**Talons.** Your talons 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.
**Luring Melody.** As an action, you can sing a magical melody. A number of humanoids equal to your Charisma modifier divided by 2 (minimum of one) within 30 feet of you must make a Wisdom saving throw. The DC for this saving throw is equal to 8 + your Charisma modifier + your proficiency bonus. On a failed save, the target creature(s) are Charmed. You must take a bonus action on every subsequent turn to continue singing. You can stop singing at any time, and the song ends if you can no longer speak. A charmed creature is Incapacitated and ignores the songs of other harpies. If the charmed creature is more than 5 feet away from you, they must move on their turn towards you by the most direct route. It will avoid moving into damaging terrain, such as provoking attacks of opportunity, or lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature’s saving throw is successful, the effect ends on it. A target that successfully saves is immune to your Luring Melody for the next 24 hours. Once you use this trait, you can’t use it again until you finish a long rest.
**Languages.** You can speak, read, and/or write Common and Primordial (Auran).
<br>
#### Changeling
TBA
<br>
#### Vampire
TBA
<br><br>
## Insectoid Ancestry
#### [[Solayn]]
**Ability Scores.** Intelligence +2; Charisma +1.
**Creature Type.** Humanoid, Insectoid.
**Size.** Medium.
**Speed.** 30 feet.
**Insectoid Wings.** You have a flying speed of 20 feet. You can't use this flying speed if you're wearing medium or heavy armor, or while holding a weapon with the Heavy property.
**Light Vision.** You have adapted over time to keenly value your sight and attention, resulting in an enhanced ability to perceive what surrounds you. You gain proficiency in the Wisdom (Perception) skill.
**Solar Blessing.** With your heritage comes an innate blessing to all solayn. You immediately gain a cantrip from level 1. Then once you reach the levels 3 and 5, you learn stronger inherent spells that are always prepared. You can cast each spell once without a spell slot, and regain the ability to do so when you finish a long rest. Choose between Intelligence or Wisdom for your spellcasting ability for these spells; You cannot change this choice later.
| Level 1 | Level 3 | Level 5 |
| ------- | ----------- | ----------------- |
| Light | Faerie Fire | Prayer of Healing |
**Languages.** You can speak, read, and/or write Common and Vibratic.
<br>
#### Lunotha
**Ability Scores.** Intelligence +2; Charisma +1.
**Creature Type.** Humanoid, Insectoid.
**Size.** Medium.
**Speed.** 30 feet.
**Insectoid Wings.** You have a flying speed of 20 feet. You can't use this flying speed if you're wearing medium or heavy armor, or while holding a weapon with the Heavy property.
**Darkvision.** Thanks to your species adapting to a nocturnal lifestyle, you have an enhanced ability to see at night. 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.
**Lunar Blessing.** With your heritage comes an innate blessing to all lunotha. You immediately gain a cantrip from level 1. Then once you reach the levels 3 and 5, you learn stronger inherent spells that are always prepared. You can cast each spell once without a spell slot, and regain the ability to do so when you finish a long rest. Choose between Intelligence or Wisdom for your spellcasting ability for these spells; You cannot change this choice later.
| Level 1 | Level 3 | Level 5 |
| ------- | ----------- | ----------------- |
| Minor Illusion | Disguise Self | Blur |
**Languages.** You can speak, read, and/or write Common and Vibratic.
<br>
#### Aphila
**Ability Scores.** Constitution +2; Strength or Dexterity +1 (Worker and Drone); +2 Strength, +1 Constitution (Vespid).
**Creature Type.** Humanoid, Insectoid.
**Size.** Choose between Small (2-4 feet) or Medium (4-6 feet).
**Speed.** 30 feet.
**Slight Flight.** You can use your wings to lift yourself off of the ground in short bursts. As an action, you can flap your wings fast enough to create a buzzing sound. Your wings keep you suspended up to 20 feet in the air and you cannot fly higher than 20 feet from the ground using this flying speed. This speed is equal to your walking speed.
**Ocellus Vision.** In addition to your two primary eyes, you also have 3 small additional eyes. These eyes solely assist in detecting light. You gain proficiency in the Perception skill.
**Pollenated Defense.** You are well-trained in your abilities to harness pollen. After taking 1 minute to pollinate, or coating your body with pollen, your unarmored AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. This benefit lasts for 1 hour or if the pollen is removed by any means.
**Innate Hierarchy.** Within your race, there is less a bloodline or ancestry but rather an inborn hierarchy that determines your additional boon. Any female born aphila are referred to as workers whilst any born male are known as drones. In rare cases, an aphila can also be born a vespid, who are feared, or a queen, who are revered.
| Role | Innate Hierarchy | Benefit from Innate Hierarchy |
| ------ | ---------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Worker | Flawed Stinger | You can use your stinger to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage. However, when you deal this damage, you take half of the same damage rolled as the target. |
| Drone | Dedication | You have dedicated yourself to harnessing your skills as an individual to serve or impress your queen. You gain proficiency in any combination of two skills or tools of your choice. |
| Vespid | Fell Stinger | You can use your stinger to make unarmed strikes. When you hit with them, the strike deals 1d8 + your Strength modifier piercing damage. |
| Queen | Queenly Visage | TBA |
**Languages.** You can speak, read, and/or write Common and Vibratic.
<br>
#### Formicid
TBA
<br>
#### Coleteran
TBA
<br>
#### Arachnoid
**Ability Scores.** Dexterity +2; Intelligence +1.
**Creature Type.** Humanoid, Insectoid.
**Size.** Choose between Medium (4-6 feet) or Small (2-4 feet).
**Speed.** 30 feet.
**Natural Climber.** You have a climbing speed equal to your movement speed.
\***Natural Swimmer.** You have a swimming speed equal to your movement speed. \*This feature replaces "Natural Climber" for Aquatic arachnoid.
**Darkvision.** A nocturnal bloodline gives you vision in darkness. You are used to hunting and living in dark areas, and for that your eyesight has become accustomed to dark lighting. 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.
**Arachnid Ancestry.** Depending on your bloodline or heritage, fate has offered you a boon that pertains only to the type of arachnoid you are.
| Lineage | Arachnid Ancestry | Benefit from Arachnid Ancestry |
| -------- | ----------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Agile | Expert Acrobat | Your kind excels at leaping and rushing to areas for prey or safety. Your base walking speed increases to 35 feet and you gain a jumping speed that is based off of your Strength or Dexterity skills. Your high jump speed is 8 + your Strength or Dexterity modifier, and your long jump speed is double your Strength or Dexterity modifier. You do not need to make the typical 10 feet of movement before making these jumps, rather you must take your bonus action while standing in place to prepare to jump. Additionally, the DM may request of you an Athletics (Strength) or Acrobatics (Dexterity) skill check to determine if you’re able to stick the landing or grasp onto a wall or an object. |
| Venomous | Venomous Bite | Your fangs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier. Additionally, you may choose to inject the target with your venom. Doing so, the target must make a Constitution saving throw at a DC of 8 + your Constitution modifier + your proficiency bonus. If the target fails this saving throw, the creature takes an additional 1d6 poison damage. After using this venom, you can’t use it again until you complete a long rest. |
| Aquatic | Air Bubble | You are able to make an air bubble filled with oxygen by trapping air within water. You are able to place this air bubble on your head before going underwater. This bubble will last up to 12 hours before expiring. The bubble can be exposed to the air during these 12 hours, and will continue to work for the remaining amount of time. You are the only creature that you can use this ability on. Once you use this trait, you cannot use it again until you finish a short or long rest. |
**Languages.** You can speak, read, and/or write Common and Vibratic.
<br>
#### Mantys
TBA
<br><br>
## Rare Ancestry
#### Alteius
**Ability Scores.** Charisma +2; Any +1.
**Creature Type.** Humanoid.
**Size.** Choose between Medium (4-6 feet) or Small (2-4 feet).
**Speed.** 30 feet.
**Darkvision.** 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 discern colors in that darkness only as shades of gray.
**Celestial Resistance.** You have resistance to radiant damage.
**Healing Hands.** As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.
**Light Bearer.** You know the [light](https://5e.tools/spells.html#light_phb) cantrip. Charisma is your spellcasting ability for it.
**Holy Blessing.** You are touched by the holy in some way. When you reach 3rd level, choose one of the options below. You can use a bonus action to unleash the divine power within yourself, gaining the benefits of your blessing. This transformation lasts for 1 minute or until you end it as a bonus action. Once you use this trait, you can't use it again until you finish a long rest.
| Lineage | Holy Blessing | Benefit from Holy Blessing |
| ------- | ------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Pure | Radiant Soul | Your eyes glimmer as luminous, spectral wings sprout from your back. You gain a flying speed equal to your movement speed, and once on each of your turns, you can deal extra Radiant damage equal to your Proficiency Bonus to one target when you deal damage to it with an attack or spell. |
| Scourge | Divine Surge | Searing light erupts from your eyes and mouth, threatening to burn you. In this state, 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, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus. |
| Fallen | Umbral Shroud | Your eyes become pools of darkness and ghostly, flightless wings sprout from your back. During the duration, creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 + your Charisma modifier + Proficiency Bonus) or become Frightened until the end of your next turn. |
<br><br>
## Unique Mixed Ancestry
#### Serene
**Ability Scores.** +2 Charisma, +1 Any.
**Creature Type.** Humanoid, Monstrous and Celestial.
**Size.** Medium.
**Speed.** 30 feet.
**Alluring Aura.** You have a natural aura that radiates you. Any person within 10 feet of you must make a Wisdom saving throw or be enamored by your very visage. They are considered charmed, and this charm effect is that of the charm person spell but with a duration of 24 hours. In your current state, this aura cannot be changed.
**Serene's Serenade.** Your voice holds an otherworldly property that most others don’t. Once you reach levels 3 and 5, you learn inherent spells that are always prepared. You can cast each spell once without a spell slot, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. However, in your current state, speaking any higher than a whisper deals 1d6 radiant damage and speaking any higher than talking deals 1d12 radiant damage to yourself.
| Level 3 | Level 5 |
| ------- | ------------ |
| Thunderwave | Charm Person |
**Radiant Resistance.** You have resistance to radiant damage.
**Languages.** You can speak, read, and/or write Common and your choice between Celestial and Primordial (Aquan).