The following chapter lists the different aspects that you can take when first creating your character. Aspects are abilities that a character begins play with, no matter their Proficiency Score. These abilities are often either genetically inherited or culturally learned features of the character. The majority of these can be flavored either way. For example, Sticky Feet might be because your character has literal sticky hands and feet or because they grew up climbing as much as walking due to their childhood society.
Reading Aspect Entries [Aspect Name]
Tags
- Prerequisites: Abilities required for the Aspect
- Cost: Heritage Points required for the Aspect
The details of the aspect are then written out. If there is the word ‘special’ in any of the quick information above, the details describe what that means for the Aspect. Some Aspects have options given in bulleted lists. These include the cost of each individual choice.
This chapter includes all Aspects listed in a table with quick information. The first column lists the Aspect, organized first alphabetically and then by prerequisites. Aspects are indented under their prerequisite. For example, shown below, Partial Form and Realistic Likeness both have Shape Change as a prerequisite.
The second column provides a summary of the Aspect for quick reference. Tags are listed in the third column and help to indicate shared rules and how abilities interact with each other. The fourth column lists the cost of the Aspect.
Example Aspects | Example Summary | Ex. Tags | Ex. Cost |
Shape Change | Gain the ability to change into one, pre-selected creature | Single, Supernatural | 5 |
Partial Form | Grants a halfway form | Supernatural | 1 |
Realistic Likeness | Precisely mimic an individual you can change into | Supernatural | 2 |
Aspects | Summary | Tags | Cost |
Ability Boost | Increase Ability Score(s) | Single | Special |
Agile | Gain an Insight bonus to Acrobatics | 1 | |
Alluring Immunities | Gain immunity to sleep effects and an Insight bonus against effects with the enchantment tag | 4 | |
Amphibious Living | Gain an ability to breathe underwater | Latent, Supernatural | 4 |
Angelic Light | Create a light source | Latent, Supernatural | 3 |
Battle Blood | Fight an extra round before gaining the Dying condition | 3 | |
Ferocity | Keep fighting even with the Dying condition | 4 | |
Betoken Talent | Gain an ability to predict the future and understand other languages | Latent, Supernatural | 4 |
Bleak Resistance | Gain resistance to cold and electricity | 3 | |
Builder’s Cunning | Gain an Insight bonus to check for hidden architecture | 3 | |
Burglar | Gain an Insight bonus to Stealth and Thievery | 1 | |
Camouflage | Gain an Insight bonus to Stealth in certain terrains | 1 | |
Cat’s Luck | Gain advantage on Reflex saves once per day | 3 | |
Celestial Resistance | Gain resistances to acid, cold, and electricity | 4 | |
Charm | Change your Charm Score | Single | Special |
Conceal Magic | Gain an ability to resize creatures or objects and make them invisible | Latent, Supernatural | 4 |
Crafter’s Cunning | Gain an Insight bonus to Crafting and Perception | 3 | |
Defensive Training | Gain AC bonus against certain enemies | Single | 4 |
Draconic Resistance | Gain resistance to an energy type of your choice | 2 | |
Dragon Breath | Gain a breath weapon | Supernatural | 3 |
Earth Might | Gain an Insight bonus to Athletics | 1 | |
Earth Resistance | Gain resistance to acid | 2 | |
Elemental Assault | Gain an energy type damage on Strikes for a round | Supernatural | 3 |
Energy Resistance | Gain resistance to acid, cold, electricity, and fire | 6 | |
Fearless | Gain an Insight bonus against effects with the fear tag | 2 | |
Ferrous Growth | Gain an ability to change metal temporarily | Supernatural | 2 |
Fiendish Resistance | Gain resistances to cold, electricity, and fire | 4 | |
Fire Affinity | Deal 1d4 fire damage with melee weapons | Supernatural | 2 |
Fire Power | Gain an ability to create various types of fire | Latent, Supernatural | 4 |
Flame Resistance | Gain resistance to fire | 2 | |
Frozen Immunities | Gain immunity to effects with the poison tag or the Paralyzed condition | 5 | |
Ghost’s Curse | Randomly phase through objects | Supernatural | 2 |
Gifted Linguist | Gain an Insight bonus to Society and learn languages faster | 3 | |
Glider | Reduce falling damage and move horizontally while falling | 4 | |
Ground Magic | Gain an ability to move quickly and make Strikes with acid damage | Latent, Supernatural | 4 |
Halo | Create a halo that makes an aura of truth | Latent, Supernatural | 3 |
Hammer’s Strength | Deal an extra damage die with melee or propulsive tagged weapons | 3 | |
Hardy | Gain an Insight bonus to saves against effects with the poison tag | 2 | |
Hatred | Gain advantage against certain creatures | Single | 2 |
Health Boost | Change your Hit Die | Single | Special |
Hydro Healing | Gain fast healing while in contact with water | Supernatural | 4 |
Hypnotic Gaze | Gain an ability to Fascinate a target | 2 | |
Icy Resistance | Gain resistance to cold | 2 | |
Illness Resistance | Gain an Insight bonus against effects with the disease or psychic tags | 2 | |
Imitation Magic | Gain an ability to alter your appearance | Latent, Supernatural | 3 |
Keen Awareness | Gain an Insight bonus to Perception | 1 | |
Lady Luck Blessed | Gain an Insight bonus to saves | 3 | |
Liar | Gain an Insight bonus to Deception and Stealth | 1 | |
Life Expectancy | Change your life expectancy | Single | Special |
Lifebound | Gain an Insight bonus against effects with the death or negative tags and to reduce the Dying condition | 4 | |
Lightning Resistance | Gain resistance to electricity | 2 | |
Magical Resistance | Gain resistance to effects with the supernatural tag | 2 | |
Magnetic North | Always know which way is north | 1 | |
Manipulative | Gain an Insight bonus to Deception and Perception | 1 | |
Master of Illusions | Gain bonuses when Concealed or Covered | 2 | |
Menacing Mien | Gain an Insight bonus to Intimidation and Perception | 1 | |
Midnight Immunities | Gain immunity to sleep effects | 3 | |
Moonlight Magic | Create a dim light source, a darkness source, or outline creatures | Latent, Supernatural | 5 |
Natural Hunter | Gain an Insight bonus to Perception, Stealth, and Survival | 2 | |
Natural Stride | Ignore difficult terrain from natural undergrowth | 2 | |
Natural Weapon | Gain a natural weapon | 2 | |
Negative Energy Affinity | Affected by positive and negative energy as if you have the undead tag | Supernatural | 0 |
Negotiator | Gain an Insight bonus to Diplomacy and Insight | 1 | |
Obsessive | Gain an Insight bonus to a Craft or Profession check of your choice | 1 | |
Pack Instincts | Gain an ability to locate specific individuals within 30 feet | 2 | |
Persuasive | Gain an Insight bonus to Diplomacy and Perception | 1 | |
Poison Use | Gain the Assassin’s Apprentice and Swift Poisoning traits | 2 | |
Powerful Build | Considered Large for Combat Maneuvers and abilities based on size | 3 | |
Prehensile Tail | Gain a tail that can retrieve or carry small objects | 3 | |
Scaly Skin | Gain a Natural Armor bonus | 3 | |
Scent | Gain the Scent ability | 2 | |
Shadow Blending | Inflict disadvantage to Strikes against you in low light areas | 4 | |
Shape Change | Gain the ability to change into one, pre-selected creature | Single, Supernatural | 5 |
Partial Form | Grants a halfway form | Supernatural | 1 |
Realistic Likeness | Precisely mimic an individual you can change into | Supernatural | 2 |
Shards of the Past | Gain an Insight bonus to two skills of your choice | 2 | |
Sight | Change your vision | Single | Special |
Sky Magic | Gain an ability to lessen falls and create thick mists | Latent, Supernatural | 4 |
Small | Reduce your size to small and your speed by 10 | -2 | |
Sneaky | Gain an Insight bonus to Perception and Stealth | 1 | |
Speed | Change your speed | Single | Special |
Sprinter | Gain 10 foot bonus movement temporarily | 1 | |
Stability | Inflict disadvantage to attempts to move you while on solid ground | 1 | |
Sticky Feet | Gain a climb speed | 3 | |
Stone’s Endurance | Gain untagged resistance for a round | 3 | |
Sure-Footed | Gain an Insight bonus to Acrobatics and Athletics | 1 | |
Swarming | Gain advantage to Strikes when fighting alongside another with the Swarming Aspect | 4 | |
Tag Additions | Gain additional tags | 0 | |
Tail | Replace legs with a tail | 0 | |
Tinker | Gain an Insight bonus to two Crafts, including one for Alchemy | 1 | |
Toxin Resistance | Gain an Insight bonus against effects with the poison or psychic tags | 3 | |
Trapped Fury | Gain advantage to Strikes when you are hurt without help | 2 | |
Twilight Power | Create a darkness source | Latent, Supernatural | 3 |
Underworld Instincts | Gain advantage against traps and hazards while underground | 1 | |
Water Magic | Gain an ability to create water and breathe underwater | Latent, Supernatural | 4 |
Weather Tuned | Gain the ability to accurately predict weather for 24 hours | Supernatural | 1 |
Fantasy Aspects
Aspects | Summary | Tags | Cost |
Arcane Training | Gain an Insight bonus to Arcana | 3 | |
Bloodline Power1 | Gain extra abilities | Latent, Multiple, Supernatural | Special |
Magic Spark2 | Gain access to a cantrip | Single, Supernatural | 2 |
2 Magic Spark prevents you from ever gaining the Spellcasting trait.