Ancestries

All 60 playable animal-based ancestries for Skyborne characters

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 – the full list is below; no others are available for playable characters.
  • No mixing ancestries – biological isolation means every character is purely one ancestry.
  • No ancestral flight – even bird- and bat-like ancestries cannot fly; they can glide at most.
  • Animals with legs only – 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).

Armadillan
Armadillan
Badgerkin
Badgerkin
Batling
Batling
Bearfolk
Bearfolk
Beaverling
Beaverling
Camelari
Camelari
Capybaran
Capybaran
Catkin
Catkin
Chameleoni
Chameleoni
Chickenkin
Chickenkin
Chinchillan
Chinchillan
Cowfolk
Cowfolk
Crocodilin
Crocodilin
Crowkin
Crowkin
Deerling
Deerling
Dogfolk
Dogfolk
Doveling
Doveling
Eaglekin
Eaglekin
Elephantan
Elephantan
Falconari
Falconari
Ferretari
Ferretari
Foxling
Foxling
Frogling
Frogling
Geckan
Geckan
Giraffite
Giraffite
Goatkin
Goatkin
Gorillan
Gorillan
Hawkin
Hawkin
Hedgekin
Hedgekin
Hippotian
Hippotian
Horsekin
Horsekin
Hummer
Hummer
Kangarite
Kangarite
Lionite
Lionite
Lizardfolk
Lizardfolk
Monkeykin
Monkeykin
Moosekin
Moosekin
Mousekin
Mousekin
Otterkin
Otterkin
Owlite
Owlite
Pandari
Pandari
Parrotite
Parrotite
Penguinite
Penguinite
Pigeonite
Pigeonite
Pigfolk
Pigfolk
Platypusan
Platypusan
Porcupinian
Porcupinian
Rabbitfolk
Rabbitfolk
Raccoonite
Raccoonite
Ravenite
Ravenite
Rhinokin
Rhinokin
Sheepling
Sheepling
Skunkling
Skunkling
Slothian
Slothian
Squirrelkin
Squirrelkin
Tigerian
Tigerian
Tortoisian
Tortoisian
Turkeyan
Turkeyan
Wolfkin
Wolfkin
Wolverite
Wolverite
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)