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KarivFor all the races in all the worlds… what about the subraces? Heritage of Heroes brings you variant racial features for Midgard to help your hero stand out from the pack.

One of the following feats can be selected at 1st level as part of the variant human’s racial features.

Zobeck Dilettante

Prerequisite: Must be chosen at 1st level by a human of Zobeck

Humans of Zobeck must learn the ways of many different peoples. Thanks to your lifetime in the cosmopolitan Free City of Zobeck, you gain the following benefits:

Whenever you multiclass into a class you have not taken levels in, you may increase any ability score by 1, to a maximum of 20. If this ability score increase would allow you to multiclass into a class you lack an ability score minimum to enter, you may multiclass into it.

Blood of the Aesir

Prerequisite: Must be chosen at 1st level by a human of the Northlands

You are descended from the gods. Your divine birthright gives you the power to lead your fellow Northlanders through the harshest winters. You gain the following benefits:

You have advantage on death saving throws and saving throws to resist exhaustion. Additionally, you know the thaumaturgy cantrip and can use it to create the thunderous sound of the horns of Valhalla for up to 1 minute.

Kariv Nomad

Prerequisite: Must be chosen at 1st level by a Karivi human

You never stop moving, and have lived on wagons and horses your entire life. You gain the following benefits:

You may spend 8 hours with a horse or other riding or pack animal to make it your animal companion. This companion adds your proficiency bonus to its Armor Class, attack rolls, damage rolls, and saving throws and ability checks it is proficient in. It obeys your commands and acts on your initiative, though you must use your action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you have the Extra Attack feature, you can command it to make an attack in place of one of your own attacks.

Additionally, you have advantage on Wisdom (Animal Handling) checks made to interact with horses and other riding or pack animals.

Septime Warmonger

Prerequisite: Must be chosen at 1st level by a human of the Seven Cities

War is a way of life for you. Whenever you kill a creature, you may gain one of the following benefits:

  • You gain temporary hit points equal to half your character level (minimum 1).
  • You gain advantage on your next attack roll.
  • You may make one additional attack at a creature within 5 feet of you.


Prerequisite: Must be chosen at 1st level by a human of the Wasted West

Your body and mind have been hardened through exposure to the horrors of the wastes. You gain the following benefits:

Your physical scarring grants you advantage on Charisma (Intimidation) checks against intelligent creatures who can see your face. Your mental fortitude gives you advantage on saving throws made to resist madness, and you cannot be affected by short-term madness.

Walker of Shadowed Roads

Prerequisite: Must be chosen at 1st level by a human of Dornig or at 4th level by an elf or elfmarked of Dornig

As a child, you learned the secrets of navigating the ancient fey roads. You gain the following benefits:

You can learn the distance and direction of the nearest gate to the Shadow Realms by spending 10 minutes in meditation. Also, when traveling along a shadow road, you and others traveling with you reach your destination 1 day quicker than usual and have advantage on Wisdom (Survival) checks made to avoid getting lost while in the Shadow Realm.


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