Greywick Races & Lineages
Your lineage decides where your story begins and what gifts you carry — ability bonuses, darkvision, a resistance, a lucky streak. Greywick has 9 lineages across four peoples. Pair one with a class that plays to its strengths.
Elf
High Elf
Keen, long-lived, and schooled in old magic. Quick of hand and sharp of mind.
DEX +2 · INT +1 Homeland: Silverbirch Wood
Traits: Darkvision · save advantage vs frightened
- Darkvision — You see in the dark as if it were dim light.
- Fey Ancestry — Advantage on saves against fear (and, in fuller rules, charm); no magic can put you to sleep.
- Cantrip — You know a minor wizard cantrip (represented as lore here).
Wood Elf
Reared under the eaves of the deep forest — fleet, watchful, and hard to catch off guard.
DEX +2 · WIS +1 Homeland: Silverbirch Wood
Traits: Darkvision · save advantage vs frightened
- Darkvision — You see in the dark as if it were dim light.
- Fey Ancestry — Advantage on saves against fear; immune to magical sleep.
- Fleet of Foot / Mask of the Wild — You move quickly and can hide in the wilds even lightly obscured (flavor).
Drow
Elves of the deep underdark — subtle, dangerous, and unused to open sky.
DEX +2 · CHA +1 Homeland: Blackreach
Traits: Darkvision · save advantage vs frightened
- Superior Darkvision — You see far into the dark — the black undercroft holds no fear for you.
- Fey Ancestry — Advantage on saves against fear; immune to magical sleep.
- Drow Magic / Sunlight Sensitivity — You carry a spark of shadow-magic; bright light unsettles you (flavor).
Dwarf
Hill Dwarf
Stone-steady and stubborn. Wise, hardy, and slow to fall.
CON +2 · WIS +1 · +1 HP/level Homeland: Karad-Dûm, the Hold-Gate
Traits: Darkvision · resist Poison · save advantage vs poisoned
- Darkvision — You see in the dark as if it were dim light.
- Dwarven Resilience — Advantage on saves against poison, and you take only half poison damage.
- Dwarven Toughness — Your hit points increase by 1 for every level.
Mountain Dwarf
Broad-shouldered and armour-born, raised on the high stone. Strong as the roots of the world.
STR +2 · CON +2 Homeland: Karad-Dûm, the Hold-Gate
Traits: Darkvision · resist Poison · save advantage vs poisoned
- Darkvision — You see in the dark as if it were dim light.
- Dwarven Resilience — Advantage on saves against poison, and you take only half poison damage.
- Dwarven Armour Training — You are trained with light and medium armour (flavor).
Halfling
Lightfoot Halfling
Small, cheerful, and impossibly hard to pin down. Brave when it counts, and lucky besides.
DEX +2 · CHA +1 Homeland: Pemberly
Traits: Lucky (reroll natural 1s) · save advantage vs frightened
- Lucky — When you roll a natural 1 on a d20, you may reroll it.
- Brave — Advantage on saves against being frightened.
- Naturally Stealthy — You can hide behind larger creatures (flavor).
Stout Halfling
Halflings of hardier stock, with a little dwarf-blood far back. Tough, steady, and poison-proof.
DEX +2 · CON +1 Homeland: Pemberly
Traits: Lucky (reroll natural 1s) · resist Poison · save advantage vs frightened/poisoned
- Lucky — When you roll a natural 1 on a d20, you may reroll it.
- Brave — Advantage on saves against being frightened.
- Stout Resilience — Advantage on saves against poison, and half poison damage.
Human
Human
Ambitious, adaptable, and everywhere. Jack of every trade, master of whichever they choose.
STR +1 · DEX +1 · CON +1 · INT +1 · WIS +1 · CHA +1 Homeland: Millbrook Square
- Versatile — A little better at everything — +1 to every ability score.
Variant Human
A human who honed something early — a soldier's arm, a duellist's step, a trained edge.
STR +1 · DEX +1 Homeland: Millbrook Square
- Ability Score Increase — +1 to two abilities (here Strength and Dexterity).
- Trained Knack — You've mastered a special talent — a feat, represented as lore here.