There are 60 unique ancestries to choose from in Skyborne. When creating your character, consider which animal best fits the story you want to roleplay.
Key rules:
- Only these ancestries β the full list is below; no others are available for playable characters.
- No mixing ancestries β biological isolation means every character is purely one ancestry.
- No ancestral flight β even bird- and bat-like ancestries cannot fly; they can glide at most.
- Animals with legs only β fish, snakes, and other limbless animals are not represented as ancestries.
Click an ancestry name for the printable stat card (PDF).
Ancestry Cards
Click a card to view or download the printable stat card (PDF).




























































| Name | Animal | Feature 1 | Feature 2 |
|---|---|---|---|
| Armadillan | Armadillo | Shell (bonus to damage thresholds equal to Proficiency) | Retract (gain physical resistance but disadvantage on actions) |
| Badgerkin | Badger | Burrowing Ambush (move through loose earth, emerge with advantage) | Fierce Defender (spend 1 Stress to redirect attack to self) |
| Batling | Bat | Acoustic Intuition (+2 to detect traps/hazards) | Sensory Overload (spend 1 Stress to force Instinct roll, failure = vulnerable) |
| Bearfolk | Bear | Grizzled Hide (spend 1 Hope to reduce Severe to Major damage) | Hibernator’s Resilience (heal 1 HP during long rest without Tend to Wounds) |
| Beaverling | Beaver | Woodworker (Builder experience at +2) | Tail Slap (spend 1 Hope, AoE Agility roll or temporarily vulnerable) |
| Camelari | Camel | Desert Survivor (week without water, advantage on heat resistance) | Spitting Mad (spend 1 Stress to blind/ temporarily vulnerable at Close range) |
| Capybaran | Capybara | Chill Vibes (advantage on Presence to calm animals/people) | Restful Aura (allies clear 1 additional Stress during short rest) |
| Catkin | Cat | Feline Instincts (advantage on Agility for balance/falling) | Retracting Claws (unarmed 1d6, use Agility) |
| Chameleoni | Chameleon | Shifting Scales (advantage on stealth when stationary) | 360 Vision (advantage on Instinct to notice danger) |
| Chickenkin | Chicken | Inspiring Presence (spend hope to let ally reroll Hope die) | Insightful (advantage to detect lies/hidden emotions) |
| Chinchillan | Chinchilla | Thick Coat (advantage on cold resistance) | Spring-Loaded (+2 jumping Agility), Fur-slip Defense (mark Stress to escape grapple with +2) |
| Cowfolk | Cow | Placid Demeanor (advantage on Presence to de-escalate) | Bull Rush (spend 1 Hope to charge, 1d6 damage, knock temporarily vulnerable) |
| Crocodilin | Crocodile | Scaly Armor (+1 Armor) | Death Roll (when grappling, spend 1 Stress for 1d8 physical damage) |
| Crowkin | Crow | Skulker (advantage to hide/sneak in dim light) | Street Smarts (spend Hope to assist in urban environment, clear 1 Stress) |
| Deerling | Deer | Parkour (+2 Agility in difficult natural terrain) | Vigilant (Danger Sense experience at +2) |
| Dogfolk | Dog | Loyal Companion (Guard Dog experience at +2) | Pack Tactics (advantage on attack if ally in melee range) |
| Doveling | Dove | Fated Luck (spend 1 Hope to reroll Hope die of 1) | Songbird (during short rest, perform song to clear 1 additional Stress) |
| Eaglekin | Eagle | Eagle Eyes (advantage on Perception at Very Far range) | Piercing Screech (spend 1 Hope to impose disadvantage on enemies in Close range) |
| Elephantan | Elephant | Prehensile Trunk (interact with objects at Close range) | Trumpet Call (spend 1 Hope to grant allies +1 to next roll within Far range) |
| Falconari | Falcon | Far-Sighted (+2 to scout/identify at Far/Very Far) | Plummeting Strike (melee attacks by falling deal +1d4 damage) |
| Ferretari | Ferret | Contortionist (mark 1 Stress for +2 on grapple rolls) | Nimble (+1 Evasion) |
| Foxling | Fox | Hunter’s Senses (advantage to track by smell/sound) | Cunning Moves (spend spotlight without attacking to gain 1 Hope) |
| Frogling | Frog | Amphibious (breathe air and water) | Long Tongue (interact or unarmed strike at Close range) |
| Geckan | Gecko | Sticky Grip (+2 to climb/hold onto surfaces) | Autotomy (once/session, drop tail to negate Severe physical damage) |
| Giraffite | Giraffe | Towering Height (advantage on Perception from above) | Powerful Kick (unarmed 1d8, use Strength, spend 1 Hope to push Close range) |
| Goatkin | Goat | Caprine Leap (advantage on Agility on steep/uneven terrain) | Headbutt (unarmed 1d6, on Critical Success target is temporarily vulnerable) |
| Gorillan | Gorilla | Broad Chest (+2 to Major and Severe damage thresholds) | Primal Roar (spend 1 Hope to intimidate, impose disadvantage on next attack) |
| Hawkin | Hawk | Built to Hunt (Tracker experience at +2) | Catch (spend 1 Hope for advantage on Agility to catch falling object) |
| Hedgekin | Hedgehog | Ball Defense (spend 1 Stress and spotlight to negate damage until next spotlight) | Spiny Quills (spend 1 Hope to impose disadvantage on melee attacks) |
| Hippotian | Hippopotamus | Submerged Ambusher (hold breath 15 min, advantage stealth in water) | Crushing Jaws (when grappling, deal 1d6 physical damage automatically) |
| Horsekin | Horse | High Stamina (+1 max Stress) | Gallop (spend 1 Stress to move Far and attack in same action) |
| Hummer | Hummingbird | Nervous Energy (+1 Evasion) | Rapid Heartbeat (on Critical Success, gain 1 additional Hope) |
| Kangarite | Kangaroo | Powerful Legs (advantage on Strength to jump/leap) | Kickboxing (unarmed 1d8, use Strength) |
| Lionite | Lion | Majestic Mane (Intimidating Presence experience at +2) | King’s Command (spend 1 Hope, ally within Close gains 1 Hope) |
| Lizardfolk | Lizard | Tail Whip (unarmed 1d6, use Agility) | Sun-Warmed Blood (+2 to next roll after resting in sunlight/heat) |
| Monkeykin | Monkey | Natural Climber (experience at +2) | Prehensile Tail (hold small objects or hang) |
| Moosekin | Moose | Stabilizing Stance (+2 to avoid grapple/push on solid ground) | Antler Charge (move to melee, 1d6+push, spend 1 Hope for +1d6) |
| Mousekin | Mouse | Team Player (spend 1 Stress to occupy ally’s shoulder, ally gains advantage on attacks) | Spring-Loaded (+2 to jumping Agility) |
| Otterkin | Otter | Thick Fur (+1 Armor) | Relentless (when marking last Stress, immediately gain 1 Hope) |
| Owlite | Owl | Night Vision (see in non-magical darkness) | Silent Stalker (advantage to move quietly) |
| Pandari | Panda | Heavy Frame (+1 max HP) | Bamboo Diet (during short rest with large meal, clear 1 additional Stress) |
| Parrotite | Parrot | Mimicry (enemies must pass Instinct vs Presence+2 to see through voice) | Mocking Squawk (spend 1 Hope to give enemy disadvantage on next roll) |
| Penguinite | Penguin | Cold Resistance (advantage on cold resistance) | Social Huddle (short rest with allies, clear 1 additional Stress for self and one ally) |
| Pigeonite | Pigeon | Urban Resilience (advantage on resist poisons/toxins/disease) | Hard to Read (once/combat, +2 Evasion against one attack) |
| Pigfolk | Pig | Stout Build (+1 max Stress) | Mud Wallow (during short rest with water/mud, clear 1 additional Stress) |
| Platypusan | Platypus | Electroreception (advantage to detect living creatures within Close) | Venomous Spur (once/combat, poison in melee - 1d10 damage when taking spotlight) |
| Porcupinian | Porcupine | Barbed Defense (when hit by melee, spend 2 hope for 1 minor damage to attacker) | Quill Shot (spend 1 Stress for ranged attack Close, 1d6 physical) |
| Rabbitfolk | Rabbit | Keen Hearing (advantage to detect hidden enemies by sound) | Lucky Foot (once/session, spend 1 Hope to reroll Hope die) |
| Raccoonite | Raccoon | Resilient Gut (+2 to resist poisons/tainted food) | Scrounger (once/short rest, find useful mundane item) |
| Ravenite | Raven | Sharp Mind (+2 to recall details/conversations) | Logical Appeal (use Knowledge instead of Presence for fact-based persuasion) |
| Rhinokin | Rhino | Sturdy (+2 to damage thresholds) | Horn Charge (move to melee, 1d8, push to Close) |
| Sheepling | Sheep | Woolly Coat (advantage on cold resistance, reduce falling damage one tier) | Flock Mentality (successful assistance counts as +2 instead of +1) |
| Skunkling | Skunk | Warning Colors (advantage on Presence to intimidate) | Noxious Spray (spend 1 Hope to spray Close area, Instinct roll or temporarily vulnerable) |
| Slothian | Sloth | Unbothered (advantage to avoid becoming temporarily vulnerable) | Slow but Steady (once/session, turn failed Agility into success with Fear) |
| Squirrelkin | Squirrel | Cheek Pouches (store 3 small items) | Twitchy Reflexes (spend 1 Hope to force enemy to reroll melee attack) |
| Tigerian | Tiger | Striped Camouflage (advantage to hide in tall grass/jungle) | Ambush Predator (attack enemy without spotlight yet, +1d8 damage) |
| Tortoisian | Tortoise | Heavy Shell (+2 Armor, -1 Evasion) | Withdraw (spend 1 Hope to gain physical resistance until next spotlight) |
| Turkeyan | Turkey | Nature’s Bond (spend 1 Stress to speak with plants about local events) | Wilderness Guide (spend 1 Hope to grant party +2 to next travel reaction roll) |
| Wolfkin | Wolf | Keen Smell (advantage to track by scent) | Pack Hunter (attack enemy that ally attacked since last spotlight, +1d4 damage) |
| Wolverite | Wolverine | Stubborn Vitality (mark 2 Stress to reduce Severe to Major damage) | Ferocious Assault (below half max HP, +1 to attack rolls) |