dauntless/content/Lineages/Trollkin.md
2026-03-08 21:51:42 -06:00

3.5 KiB
Raw Blame History

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Midgard Lineages & Heritages

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In ancient times, ogres, trolls, and fey would sometimes take humans as mates. The children of these unlikely unions are known as trollkin, lanky and brutish humanoids who bear the otherworldly (and sometimes monstrous) traits of their inhuman ancestors.

Trollkin skin tones range from green to brown, giving them a superficial similarity to orcs and hobgoblins. What sets them apart is how their inhuman ancestry manifests. Some bear their ancestry across their entire body, limbs elongated with talon-tipped fingers and toes. Others are more subtle, such as uniquely shaped facial features or a strange texture on the skin.

In the wilds outside of urban life, trollkin sometimes live in tribes, hunting and raiding to survive. These trollkin often venerate their ancestors with tattoos. Some even brand their flesh to show their dedication, since only fire or acid can scar their bodies. Some trollkin hold the secret to where in the wild cocoa beans grow and love to trade them to Saffronwilde for gold and acceptance into the community. Thats also a favored place for them due to easy work as a Wilde Runners.

In civilization they have mixed experiences. Some trollkin can blend in with the occassional town Dryad, some are met with hostility if resembling a frightening orc. Though some towns are quite welcoming of just about anyone who plays nicely by the rules. Trollkin are not inherently good or evil regardless of who their parents may have been. Its always a fresh start.

Traits

Your trollkin character has certain hereditary traits dictated by their lineage.

Age

Trollkin reach adulthood by the age of 15, living up to 60 years.

Size

Your size is Medium. Trollkin have a wide range of physicality depending on their inhuman ancestors. Typically, trollkin stand well over 6 feet tall and are sturdier than humans, weighing around 200 pounds.

Speed

Your base walking speed is 30 feet.

Natural Weapons

You have large fangs, stout hooves, or sharp claws instead of fingernails and toenails, which serve as a natural weapon. Work with your GM to determine what type of natural weapon you possess and decide whether it does bludgeoning, piercing, or slashing damage. You can use your natural weapon to make unarmed strikes. When you hit with it, you deal 1d6 + your STR or DEX modifier damage (choose which during character creation) of your chosen type, instead of the bludgeoning damage normal for an unarmed attack.

Inhuman Regeneration

The regenerative power in your blood allows you to quickly recover from wounds. As a bonus action, you can expend a number of hit dice equal to your PB to regain hit points as if you finished a short rest. You can use this trait once until you finish a long rest. If you take acid or fire damage, you lose access to this ability until you finish a short or long rest.

Natural Adaptation

You manifest different traits depending on your inhuman ancestor. Select one of the following at character creation.

  • Ogre. Your body is powerfully built and imposing. You have advantage on ability checks and saves made to initiate and escape grapples.
  • Troll. You are about as large as Medium size gets, but not quite Large. You have advantage on saves against the stunned condition.
  • Fey. Your features are beguiling and strange. When you make an ability check that uses CHA, you may roll a d6 and add it to the total. You can use this trait once until you finish a long rest