Standardized Ancestry Feats
When a character gains an ancestry feat, they can choose a feat from the standardized ancestry feats available to their ancestry instead of one of the feats that are regularly available to their ancestry. Each ancestry lists the standardized ancestry feats available to that ancestry prior to listing the specific feats available to the ancestry. Many of these feats have specific options listed in parenthesis, such as “Creature Speech (rat),” which indicates what options you can select from when you take the feat. If a feat has multiple options in parentheses, you can only choose one of the options each time you take the ancestry feat, and not all feats can be taken multiple times. Some of the feats have additional prerequisites that might be impossible to fulfill if you select certain lineages or heritages that remove default features from your ancestry.
Standardized Ancestry Feats in Your Campaign
Standardizing Other Ancestries
Alien Ancestries
Standardized Ancestry Feats
| Feat | Level | Prerequisites | Benefits |
|---|---|---|---|
| All Hands on Deck | 9 | Three or more hands | You can use all your limbs at once. |
| Ancestral Cantrip | 1 | - | You know a bit of your ancestry's traditional magic. |
| Ancestral Darkvision | 1 | Low-light vision | You gain darkvision. |
| Ancestral Magic | 5 | - | You can cast one of your ancestry's innate spells. |
| Ancestral Pest | 5 | - | You assume the form of a specific tiny creature. |
| Ancestral Resistance | 9 | - | You gain resistance to a damage type. |
| Ancestral Skills | 1 | - | You become trained in your ancestry's traditional skills. |
| Ancestral Unarmed Attack | 1 | - | You gain a specific natural attack. |
| Ancestral Weapon Familiarity | 1 | - | You are trained in the weapons of your people. |
| Basic Flight | 1 | - | You can Fly once a minute. |
| Burrowing Specialist | 9 | - | You gain a burrow speed. |
| Climbing Specialist | 5 | - | You gain a climb speed. |
| Creature Ally | 13 | - | You can summon a specific type of creature. |
| Creature Shape | 17 | - | You can transform into a specific type of creature. |
| Creature Speech | 1 | - | You can talk to a specific type of creature. |
| Distant Telepath | 1 | Limited telepathy | Increase the range of your telepathy by 15 feet. |
| Double Draw | 5 | Three or more hands | You draw, stow, or swap items up to twice. |
| Enhanced Senses | 1 | A sense with a listed range | Increase the range of one of your senses by 10 feet. |
| Flight Specialist | 9 | Basic Flight | You gain a fly speed. |
| Internal Compartment | 1 | - | You can hide objects inside your body. |
| Linguistic Prodigy | 1 | Trained in Society | Gain additional languages. |
| Mount | 5 | Large size or larger | Your allies can ride you. |
| Overcrowd | 9 | Small size or smaller | You can share spaces with your allies. |
| Prehensile Limbs | 5 | - | One of your limbs functions like an extra hand. |
| Stretching Reach | 5 | Large size or larger | You can temporarily extend your reach. |
| Swimming Specialist | 1 | - | You gain a swim speed. |
| Unconventional Weaponry | 1 | - | You are trained in the weapons of another culture. |
| Wind Walker | 5 | Fly Speed granted by your ancestry, or Basic Flight | You can Fly as easily as you walk. |
Theming Standardized Ancestry Feats
When applying these feats to an existing ancestry that allows them, you should consider how they operate, both mentally and physically. For example, a brenneri PC who takes Swimming Specialist might do so via a natural skill and through the use of their forelimbs, while a g'folian PC who takes the same feat might do so by using their legs to propel and maneuver underwater. A goblin with Overcrowd might have a different approach to moving in tight environments as an ysoki with the same feat. In any case, always consider the expression you want to use to represent how your character achieves the mechanical result of the feat.
Some ancestry feats might have less obvious definitions. Ancestral Cantrip and Ancestral Magic manifest differently, with some species having innate psychic powers to represent occult spells. Conversely, a madrosarai might have magical abilities that stem from the powers within their blood.
When determining how different ancestry feats might function, it's important to confer with your GM and determine if these choices have an in-game effect. Unless you both agree, these should be cosmetic choices that have no additional mechanical effect beyond what is listed in the feat.