The Half-Species Cheat Sheet
Half-Species are an important part of the world, becoming more and more prevalent in the world as cultures combine.
When creating a Half-Species character, there are a few rules to follow:
- When creating your character, you get three stat points you can allocate into any stat bonuses the two Parent Species have. You can only take +2 to a stat if one of the Parent Species has it.
- Your character will have a mix of abilities depending on their Parent Species. Choose three abilities or attributes from your Parent Species for your character to have. You must have at least one from each Parent Species.
- When it comes to innate sight and speed, you become a jack of all trades. You gain half the range of Senses from each Parent Species. Example: Human x Tabaxi = 30ft darkvision, but Tabaxi x Elf = 60ft darkvision (Since both species have 60ft, 60+60 = 120ft, then halved for 60ft). The same goes for Climb and Swim Speeds.
- There is a limit to the amount of power one can have. When choosing attributes, you can only choose one of the following: Feat, Wings/Fly Speed, Damage Resistance, Luck, Magic Resistance. These skills take two of your three attributes. If you choose a damage resistance from a Parent Species that gets 2 resistances, you can only take one.
- Some Attributes are specific to a species physiology, and cannot be passed down to Half-Species Descendants. You cannot take the following attributes: Alraune Pollen, Amorphous, Breath Weapon, Celestial Revelation, Feline/Arachnid Agility, Flexible Tail, Healing Hands/Nature’s Touch, Hungry Jaws, Photosynthesis, Poisonous Skin, Secondary Arms, Shapechanger, Shell Defense, Truesight, Trunk. Any trait specific to a sub race can only be chosen if the GM allows it.
- You can only take the following attributes if your size is small or tiny: Fury of the Small, Fae Passage
- Proficiencies come naturally to multi-cultured homes. You gain all languages known by your two Parent Species. If they have abilities that give proficiencies, take the total number of proficiencies, half it (rounded up) and choose the ones you want from the selectable options outlined by the parent species.
- If either Parent Species has access to a Trance feature or similar, you have that trait as well.
- If either Parent Species has the Amphibious, Hold Breath, or Water Breathing trait, you have that trait as well.
- If either Parent Species has an attribute that changes their creature type (Example; Fae Ancestry), you have a 25% chance of inheriting this trait automatically. If both Parent Species have the trait, you have a 75% chance to gain this trait. Roll percentile with your DM to determine the outcome.
- Any trait taken that has a drawback (Ex: Ishilb’s Sticky Slime) must come with the drawback.
Remember, the following Species cannot be a Parent Species due to various reasons listed below: Angel, Entling, Kalashtar, Plasmid, Vampire, Warfoged.
- Angels, as celestials, are unable to procreate.
- Entlings are purely plant-folk, only able to reproduce through ground seeding.
- Kalashtar come from every species, being chosen warriors of the dream realm, making their existence non-genetic.
- Plasmids self replicate, their spawn's DNA evolving directly from their singular parent. They cannot reproduce with another Species, or even another Plasmid.
- Vampirism is a blood-borne curse that can be passed to any blood-based Species. When vampirism is contracted and not cured, it slowly removes the previous Species attributes from the now Vampire, making them fully Vampiric.
- Warforged are constructed, not born, and they do not reproduce sexually. Because of this, there is no such thing as a naturally born Half-Warforged. It is possible for a person to become half Warforged later in life, but the process is difficult and must be accepted by the Machine Titan herself, making it exceedingly rare. There has only been one Half-Warforged ever.

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