TEXT:  
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  Bloodline Feats 
  Credits 
   
  Design and Development by: L. J. Ogre 
  Editing by: Les Moore 
  Graphic Design and Layout by: Joel Grahn 
  Some Graphic Elements by Lord Zsezse Works 
  Creative Commons File Credit: Heracles and the Nemian Lion by 
  Peter Paul Rubens: ISailko 
  Art by: Peter Nicolai Arbo, Federico Barocci, John Baur, Knud Bergslien, Nils 
  Blommer, William-Adolphe Bouguereau, Gustave Boulanger, Jan de Bray, Jacques 
  Louis David, Carl Emil Doepler, Michel Martin Drolling, John Collier, John Charles 
  Dollman, Johannes Gehrts, Orazio Gentileschi, Jean-Léon Gerome, Luca Giordano, 
  Francisco Goya, Charles François Jalabert, Lord Frederic Leighton, jules eugène 
  Lenepveu, Franz Matsch, Sir Edward John Poynter, Arthur Rackham, Guido Reni, 
  Orazio Riminaldi, Peter Paul Rubens, Cesare da Sesto, Herbert Schmalz, Francesco 
  Solimena, Franz Stuck, il Tanzio, Domenico Tiepolo, Titian, Giovanni Ernest 
  Wallcousins, John Williams Waterhouse, Marten Eskil Winge, and William Clarke 
  Wontner.  
   
  
   
  3 
   
  Contents  
   
  INTRODUCTION 
   
  The World 
  The Conflict  
  But I Don’t Want to Play a Chick! 
  Bloodlines as Adventure Hooks 
  Origins  
  Other Bloodlines 
  Random Bloodlines  
  Alignment Tendency  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BLOODLINES 
   
  Achaemenes 
  Achilles  
  Aeneas  
  Anteus 
  Asclepius 
  Atalanta  
  Autolycus 
  Boreads 
  Dioskouri 
  Halfdan 
  Hercules 
  Hippolyta 
  Myrmidon 
  Orpheus 
  Perseus 
  Saeming 
  Skjold 
  Tantalus 
  Theseus 
  Volsungs 
  Wayland 
  Yngvi  
  Zal 
   
   
  APPENDIX  
  (Links to only the first feat of each letter) 
  Adaptive Laborer 
  Beast Companion 
   Charming Smile 
  Demoralizing Strike 
   Endurance 
  Favored of the Gods 
  Grappling Expertise 
  Healing Hands 
  Ignore Pain 
  Lightning Reflexes 
  Magical Aptitude 
  Natural Armor  
  Parrying Style 
  Raging Strength 
  Savage Warrior 
  Tactical Commander 
  Uncanny Dodge 
   War Child 
   
   
    
    
   
  
   
  4 
   
  OPEN GAME CONTENT 
   
  Only the Game Rule Information for the feats is 
  hereby declared Open Game Content. All other content of 
  this document is protected under the copyright and 
  trademark laws of the United States of America.  
   
  PRODUCT IDENTITY 
   
  The following material is hereby defined as product 
  identity, as defined in the Open Gaming License version 
  1.0a, Section 1(E), and is not Open Content: The term 
  Amazons Vs Valkyries, all trademarks, registered 
  trademarks, proper names (characters, deities, heroes, 
  etc.), dialogue, plot, storylines, setting information, 
  locations, and characters. 
   
  COMPATIBILITY 
   
  These game rules require the use of the 5th edition of 
  the d20 core rules. A free online version of those rules 
  can be found right here.  
   
   
   
   
  COPYRIGHTS AND TRADEMARKS 
   
  Bloodstone Press, Amazons Vs Valkyries, and the 
  Bloodstone Press logo are trademarks owned by 
  Bloodstone Press. Some portions of this book which are 
  Open Game Content originate from the System 
  Reference Document and are ©1999–2020 Wizards of 
  the Coast, Inc. The remainder of this material is 
  protected under the copyright laws of the United States 
  of America (copyright 2020). Any reproduction or 
  unauthorized use of the material or artwork contained 
  herein is prohibited without the express written 
  permission of Bloodstone Press. 
   
  The watermarked page background is owned by Lord 
  Zsezse Works and used in accordance with their license. 
   
  This product is a work of fiction. Any similarity to 
  actual people, places, organizations or events is purely 
  coincidental. 
   
   
   
   
   
   
   
   
  
   
  5 
   
  Introduction  
   
   Welcome to Amazons Vs Valkyries: Bloodline Feats. 
  This file includes twenty three bloodlines, an overview of 
  the Amazons Vs Valkyries setting, and plenty of 
  background information for your games.  The story of 
  the House of Atreus and the beginning of the Trojan War 
  are outlined. The Volsung Saga and the story of the 
  legendary kings of Sweden are covered along with 
  dozens of other tales. Many of these stories can be used 
  as springboards and inspiration for further adventures in 
  this setting.  
   
  Bloodlines are a central theme in the Amazons Vs 
  Valkyries campaign setting.  While all players are not 
  required to select a bloodline for their characters, it is 
  recommended that at least a few do so, as it will likely 
  come into play. Some bloodlines carry specific qualities 
  such as a unique appearance, an affinity with an 
  ancestral weapon, or a taint of good or evil. Game 
  masters may also use bloodlines to introduce family 
  members, backgrounds, and adventure hooks for the 
  characters.  
   
  Because this setting exists in an isolated demi-plane 
  that is locked in an extended time loop, reading over any 
  of these stories can provide plenty of inspiration for your 
  own games. While these are all stories that have 
  happened in the past and constitute a mythological 
  history, they are also stories that will be repeated in the 
  future. Although the details of the stories change from 
  one generation to the next, the fundamental elements 
  remain the same.  
   
  Players are also encouraged to play historical games 
  and set their campaigns in a time period pervious to the 
  assumed current time period (323 - 204 BCE).  
   
  Reading through these stories you will find tales of 
  revenge, jealously, paranoia, greed, infanticide, 
  cannibalism, incest, polygamy, suicide, and war. This is a 
  world of harsh brutality and amazing debauchery; make 
  sure the players know it.  
   
  
   
  6 
   
  THE WORLD 
   
  The world of Amazons Vs Valkyries resembles our 
  own world, but is not a historical analog. Rather, it is a 
  mythological world created by the collective psychic 
  energies of people in our world; a physical manifestation 
  of ancient legends, myths, and beliefs.  
   
  This world exists in an isolated demi-plane and is not 
  a complete planet. The three continents (Europe, Asia, 
  and Africa) are surrounded by the Ocean and anyone 
  who sails too far out encounters storms, whirlpools, sea 
  monsters, deities, and an impenetrable stone wall that 
  supports the vaulted sky.  
    
  This is a land of chimeras and dwarves, pharaohs and 
  druids, Romans and dragons, where entrances to the 
  Underworld can be found and the dead can be brought 
  back to life. Apollo crosses the sky on his chariot of the 
  Sun and Thor battles giants within the thunderstorms. 
   
  Matter is created in time-space by the subconscious 
  psychic forces of people in our world. This world exists 
  because we, in our world, study ancient myths and 
  legends. We read about them, write about them, play 
  games about them, daydream about them, and make 
  movies about them. The energy of our thoughts creates 
  these imaginary places, fictional people, and unreal 
  events.   
   
  THE CONFLICT 
   
  An ancient feud exists between the daughters of Ares 
  and the daughters of Odin. The hatred between these 
  two warrior cults is rooted in the founding of the Amazon 
  nation. As the Amazons built settlements, claimed 
  territory, and attracted women from other tribes, they 
  came into conflict with the people of the Aesir.  
   
  While most of the Aesir’s warriors were men whom 
  the Amazons easily fooled, manipulated, and defeated, 
  the Aesir also had a small force of warrior women. These 
  shield maidens and their leaders, the Valkyries, were the 
  Amazons’ equals in combat and cunning. However, the 
  Amazons vastly outnumbered the Valkyries and they 
  eventually drove the followers of the Aesir off their land.   
   
  Amazons and Valkyries have been feuding for more 
  than a thousand years. Revenge killings, vendettas, and 
  war follow after each other in an endless cycle. Both 
  warrior cults also maintain a high level of negative 
  propaganda about each other, some of it founded in 
  reality, most of it based on lies.  
   
  Amazons also tend toward evil. They are hyper-
  violent, misandric, and xenophobic. Valkyries, with their 
  dedication to protecting and serving, tend toward good. 
  However, there are many exceptions in both groups.  
   
  
   
  7 
   
   
  
   
  8 
   
  BUT I DON’T WANT TO PLAY A CHICK! 
   
  Some players will be interested in playing something 
  other than an Amazon or a Valkyrie. Fortunately, the 
  conflict is a central theme in this setting and it touches all 
  nations, cultures, and genders. Besides warrior women, 
  players may enjoy being a Roman legionnaire, Spartan 
  warrior, Persian Immortal, Gallic gladiator, Scandinavia 
  berserker, Egyptian ranger, or a Berber scout. Although 
  this setting is mostly about warriors, players are not 
  limited to fighter types. Witches, druids, skalds, 
  shamans, healers, pirates, and other non-warriors are 
  common too.  
   
  However, anyone playing a male character may find 
  themselves wishing they had chosen otherwise. 
  Castration is a common practice for criminal punishment, 
  prisoners of war, and slaves. It is also a requirement for 
  many high ranking government positions in Persia, Egypt, 
  and other kingdoms. Self castration is required in many 
  religious cults including the Great Mother and Artemis. 
  Castration is also a common form of torture. It is also 
  common to castrate young boys to preserve their singing 
  voices. Therefore, male characters in this setting have a 
  significant chance of becoming eunuchs.  
   
  Furthermore, castration often means removing the 
  testicles and the penis. Constitution save DC 10 for 
  partial castration or DC 13 if the penis is removed as 
  well. Failing the saving throw indicates the character 
  develops a deadly infection.  
  Lastly, magic allows for transgender characters to 
  transition, and both nonbinary genders and intersex 
  physiology are also possible for players. These are often 
  related to the Olympian deity Hermaphrodites or the 
  Phrygian deity Agdistis.  
  
   
  9 
   
  BLOODLINES AS ADVENTURE HOOKS 
   
  Bloodlines can help flesh out a hero’s background and 
  provide the game master with adventure hooks and 
  sources of conflict. Some examples are:  
   
  • Ancestor spirits warn the hero of impending doom 
  • Family and clan relationships (good and bad) 
  • Ancestral items such as jewelry, cookware, armor, 
  weapons, estates, and titles. 
  • Weddings, funerals, and celebrations to attend  
  • Tombs or sanctuaries that only people with the 
  bloodline may enter 
  • Organizations that only allow certain bloodlines to 
  be members 
  • Ancient feuds and 
  vendettas still exist 
  and may be visited 
  upon the heroes, or 
  may be useful to 
  them. For example, 
  Hera may require 
  the sacrifice of a 
  Heraclid before she 
  will help the 
  heroes.  
   
   
   
   
   
  ORIGINS 
   
  Aphrodite played a cruel and disastrous game with 
  the hearts of the male Olympians, filling them with desire 
  for mortal women. While many gods, including Ares and 
  Apollo, fell under her spell, her primary focus was Zeus. 
  He fathered dozens of illegitimate demigods and when he 
  discovered what she had done he was angered. In 
  revenge he filled her heart with lust for a mortal man 
  (Prince Anchises). This set in motion a series of events 
  that would lead to the Trojan War and the founding of 
  Rome. 
   
  Aphrodite’s spell affected Ares as well and he fell in 
  love with a nymph named Otrera. They had four 
  daughters who would later become the first Amazons. 
  After Otrera’s relationship with Ares ended, she took her 
  daughters into the wilderness east of the Tanais River 
  and they cleared the land of beasts and men.  They 
  attracted warrior women, huntresses, and craftswomen 
  from nearby tribes and they founded a nation. This 
  brought them into conflict with a local tribe who 
  followed a pantheon of warrior gods known as the Aesir.  
   
  Odin, king of the Aesir, had fathered three daughters 
  with Gaea. These girls were Thor’s full sisters. Thor also 
  had a daughter, Tori, who became a Valkyrie along with 
  her aunts. The Valkyries raised a small force of shield 
  maidens for support in battle, but their numbers were 
  far fewer than the army of Amazons that Hippolyta 
  organized.  
  
   
  10 
   
  Through duplicity and cunning, the Amazons 
  discovered the hidden entrance to the Aesir’s home 
  dimension of Asaland and with Ares leading them, they 
  invaded. These were the days before Mjolnir, 
  Gullinbursti, and other powerful artifacts of the Aesir had 
  been forged and they had little 
  hope of repelling the invasion. 
  Rather than let Asaland fall to 
  the Greeks, Odin destroyed the 
  entire dimension.  
   
  With the Aesir routed and 
  Asaland destroyed, their 
  followers in Midgard became 
  refugees as the Amazons pushed 
  them off their land. Their people 
  migrated northwest, further into 
  Germania, and began settling 
  new lands.  
   
  To create a new homeland 
  for himself and his court, Odin 
  traveled far north into the 
  remote reaches of Scandinavia. 
  He forged a new dimension 
  called Asgard and he hid the 
  entrance in the sky over Lake 
  Malaren. He then commanded a new hall to be built 
  within Asgard and he dubbed it Valhalla.  
   
   
  Soon, however, his people encountered the followers 
  of a fertility cult known as the Vanir. The king of the 
  Vanir was Freyr and his sister was Freyja (also known as 
  Frigg, Friga, or Gullveig). After several disputes over 
  land, resources, and tribute, Odin married Freyja in an 
  effort to establish peace between 
  the tribes. She dwelt with him in 
  Valhalla for seven years and they 
  had one son, Baldur, who was later 
  murdered.  
   
  The Aesir eventually discovered 
  that Freyja was a witch and they 
  burned her to death three times. 
  After the third time, a new being 
  called Heidi emerged from the 
  flames. Heidi rescued Freyja from 
  the fire, escaped Valhalla, and now 
  roams Scandinavia as a seer, 
  sorceress, and witch, famous for 
  her evil deeds.   
   
  Freyr was incensed over this 
  treatment of his sister and sent his 
  army of giants and deities against 
  the Aesir.  A fierce war raged for a 
  generation before both sides grew 
  weary of the bloodshed. Odin and Freyr finally agreed to 
  a truce and exchanged four chieftains with each other as 
  good-faith hostages to solidify the treaty. They then set 
  out to conquer all of Scandinavia for their peoples.   
  
   
  11 
   
  Freyr assumed the role of the first king of Sweden 
  and fathered a mortal son to begin a royal bloodline (the 
  Yngvis). Likewise, Odin fathered a mortal son named 
  Skjold and sent him to Denmark to lead a rebellion and 
  take control of the kingdom. Odin also fathered another 
  son (Sigi) and planned to grant him the lands beyond the 
  Kjölen Mountains. But Sigi never received the lands he 
  was promised. Instead, he murdered Baldur, was 
  deposed, and fled east where he forged his own 
  kingdom.  
   
  Years later another mortal son of Odin, Saeming, was 
  sent to rule the wild lands west the Kjölen Mountains. By 
  then the sons of Norr had already settled in the rugged 
  territory, leading to tribal warfare that continues to this 
  day.  
   
  Long ago the Vanir had foreseen Ragnarok. After the 
  truce with the Aesir, Freyr told Odin about the coming 
  cataclysmic battle. To prepare, Odin commanded the 
  Valkyries to gather the souls of all the greatest fallen 
  warriors and create an army of champions. The 
  einherjar, as they are called, wait in Valhalla, training for 
  the final fight.  
   
  While these stories cover the origins of most 
  bloodlines, there are exceptions and special cases 
  discussed separately below.  
   
   
   
   
  OTHER BLOODLINES 
   
  There are dozens of others bloodlines available to 
  players besides the ones outlined in this file. In the west 
  there are bloodlines spawned by the fey, and giants, and 
  Celtic heroes, and in the east there are bloodlines of 
  heroes and demigods such as Gilgamesh and Karna.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  12 
   
  RANDOM BLOODLINES  
   
  Players may use table 1:1 Random Bloodlines to help 
  flesh out their character’s origin.  Alternatively, Players 
  may also simply choose one, with DM’s approval.   
   
   Only about 2% of the total population carries a 
  heroic bloodline. Among adventuring characters, the rate 
  is 20%. Game masters should have players make a 
  bloodline check at 20% upon creation. If the check 
  succeeds, the character carries a heroic bloodline and 
  may roll on Table 1:1 Random Bloodlines (or simply 
  choose from the table). If the check fails, the character 
  has no particular heroic bloodline. Alternatively, game 
  masters may choose to run a campaign where all the 
  characters carry a bloodline. In that case, go directly to 
  Table 1:1 Random Bloodlines.  
   
   
   
   
   
   
  Table 1:1 Random Bloodlines 
  D100 
  Bloodline 
  01-03 
  Achaemenes 
  04-07 
  Achilles 
  08-14 
  Aeneas 
  15-17 
  Anteus 
  18-19 
  Asclepius 
  20-21 
  Atalanta 
  22-25 
  Autolycus 
  26-27 
  Boreades 
  28-29 
  Dioskouri 
  30-35 
  Halfdan 
  36-44 
  Hercules 
  45-47 
  Hippolyta 
  48-51 
  Myrmidon 
  52 
  Orpheus 
  53-59 
  Perseus 
  60-64 
  Saeming 
  65-69 
  Skjold 
  70-77 
  Tantalus 
  78-83 
  Theseus 
  84-90 
  Volsung 
  91 
  Wayland 
  92-98 
  Yngvi 
  99-100 
  Zal 
   
   
   
   
   
   
   
   
   
  
   
  13 
   
  ALIGNMENT TENDENCY  
   
  Some families have a tendency to favor one 
  alignment or another. While players are always free to 
  choose any alignment for their characters, Table 1:2 can 
  serve as a guideline. GMs may also find it useful to know 
  the alignment tendencies of certain NPCs. For these 
  purposes, “Rarely” means only a 10% chance, “Usually” 
  is a 75% chance, and “Often” indicates a 90% chance.  
   
  For example, “rarely evil” indicates someone more 
  likely to be neutral 
  or good than evil. 
  Conversely, “usually 
  good” indicates a 
  character that is 
  more likely to be 
  good than neutral 
  or evil.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Table 1:2 Alignment Tendency 
  Bloodline 
  Alignment 
  Achaemenes 
  Any 
  Achilles 
  Any 
  Aeneas 
  Usually good 
  Anteus 
  Usually evil 
  Asclepius 
  Rarely evil 
  Atalanta 
  Usually neutral 
  Autolycus 
  Rarely lawful 
  Boreades 
  Any 
  Dioskouri 
  Any 
  Halfdan 
  Any 
  Hercules 
  Often chaotic 
  Hippolyta 
  Rarely good 
  Myrmidon 
  Usually lawful 
  Orpheus 
  Any 
  Perseus 
  Any 
  Saeming 
  Any 
  Skjold 
  Usually good 
  Tantalus 
  Often evil 
  Theseus 
  Any 
  Volsung 
  Rarely evil 
  Wayland 
  Any 
  Yngvi 
  Any 
  Zal 
  Rarely good 
  
   
  14 
   
  Achaemenes  
   
  Achaemenes was a legendary warrior king and 
  founder of the first Persian Empire. The most famous 
  member of the Achaemenes bloodline was Cyrus the 
  Great, who ruled the Persians two hundred years ago. 
  Cyrus was a scholar and academician and during his 
  thirty year reign he initiated countless reforms in 
  government, education, and civics. 
   
  Cyrus’ son was Cambyses II who ruled only seven 
  months, but managed to conquer Egypt in that time. He 
  was overthrown by an imposter, the Magus known as 
  Gaumata, who was posing as Cambyses’ brother.  
   
  Darius I was the son of Vishtaspa, an Achaemenid 
  satrap of Bactria, and he served Cambyses II as a lance 
  bearer. To save the empire from the imposter, he 
  organized a revolt with six other noble families and killed 
  Gaumata at the Fortress of 
  Sikayauvati. Darius became 
  emperor the following day.  
   
  Darius’ son was Xerxes, the 
  Persian emperor who sent his 
  army against the Spartans at 
  Thermopylae. Like his 
  forefathers, he treasured 
  knowledge and dabbled in 
  esoteric lore.  
   
  The achaemenids 
  continued to rule Persia for 
  the next one hundred-thirty 
  years. Their dynastic rule 
  came to an abrupt end when 
  Alexander overran the 
  empire, slaying many 
  achaemenids and scattering 
  the survivors.   
   
  Today, many who carry 
  this bloodline see themselves 
  as the rightful rulers of 
  Persia, and they see the 
  Greek Seleucids as foreign 
  usurpers who must be 
  removed.  
   
  Recommended Feats. Arcane Strike, Arcane Smite, 
  Augmented Conjuring, Brilliant Mind, Iron Will, Major 
  Magic, Minor Magic, Prescience, Strong Personality.    
   
  Bloodline Feats. Magical Aptitude, Magic 
  Resistance, Master of Magics, Spell Endurance.  
   
    
   
   
   
   
  
   
  15 
   
  Achilles  
   
  Achilles, Prince of Phthia, was the son of King Peleus 
  and the sea nymph Thetis. They had six children before 
  Achilles, all died shortly after birth. A prophecy warned 
  that although Achilles had survived birth, he would still 
  meet an early death. Determined to prevent his death, 
  Thetis took the newborn to the river Styx and dipped him 
  in. The magical waters rendered his flesh invulnerable to 
  weapons, save the now famous spot on his ankle.   
   
  Achilles’ youth was spent on Mt. Pelion with Chiron, 
  the legendary centaur, who trained him in the ways of 
  warfare and survival. After ten years he returned from 
  Mt. Pelion a young man, full of strength and skill.  
   
  His mother learned of the impending Trojan War 
  shortly after Achilles’ return. To keep him safe, she sent 
  him to the court of King Lycomedes, in Skyros, to live in 
  hiding, disguised as a woman. While there he had an 
  affair with Deidamia and fathered two sons.  
   
  Odysseus famously found Achilles among the women 
  in Lycomedes’ court. Once he was divulged, Achilles 
  willingly sailed for Troy with 2,500 myrmidons.  
   
  When his close friend Patroclus was killed, Achilles 
  flew into an epic wrath that has inspired songs and 
  stories for a thousand years.  
   
  Before Paris killed him with a poisoned arrow, Achilles 
  fathered several more illegitimate children who carried 
  his bloodline into future generations.  
   
  Recommended Feats. Alertness, Athletic, Extra 
  Fighting Style, Great Fortitude, Mounted Warrior, Shield 
  Expertise, Spirited Charge, Strong Personality, 
  Toughness, Inspiring Leadership 
   
  Bloodline Feats. Iron Skin, Natural Armor, Wrath of 
  Achilles. 
   
   
   
  
   
  16 
   
  Aeneas  
   
   
  Aeneas was the son of Prince Anchises of Dardania 
  (near Troy) and the goddess Aphrodite. He was raised by 
  the nymphs on Mt. Ida until his fifth birthday, when he 
  was taken to his father to finish his upbringing as a 
  Trojan prince trained in the art of war, the craft of 
  diplomacy, and the truth of noble honor.  
   
   
   
  He valiantly defended Troy for ten years. Not only did 
  he prove himself a great warrior, the gods (Apollo and 
  Aphrodite) saved him from certain death on two separate 
  occasions, preserving his destiny.  
   
  Amid the burning chaos of the Greek victory at Troy, 
  Aeneas led a small group of survivors away from the city, 
  carrying his elderly father on his back. They sailed from 
  Troy and embarked on an epic journey that took them to 
  Sicily, North Africa, the Underworld, and finally to Italy 
  where Aeneas became the father of the Roman people.  
   
  Along the way Aeneas encountered sea monsters, a 
  Cyclops, and an ill-fated love affair that would spawn a 
  war between Rome and Carthage.  
   
  Like many heroes Aeneas was an elite warrior of 
  superior strength, skill, and fortitude. He also possessed 
  superhuman charisma and an inner strength inherited 
  from his mother. However, Aeneas is most famous for his 
  virtues of loyalty, piety, duty, and honor.  
   
  Recommended Feats. Adventuring Companion, 
  Athletic, Bodyguard, Inspiring Leadership, Iron Will, 
  Protection, Strong Personality.   
   
  Bloodline Feats. Divine Health, Spell Endurance, 
  Heroic Surge, Heroic Defiance, Soul Power, Favored of 
  the Gods. 
   
   
  
   
  17 
   
  Anteus  
   
  Anteus was a giant 
  born of Poseidon and 
  Gia. A huge, powerful 
  man known for his 
  strength and close 
  bond with his mother, 
  the Earth, he would 
  challenge travelers to 
  wrestling matches and 
  fight them to the 
  death. He was building 
  a temple to his father 
  with the skulls of his 
  slain opponents when 
  he encountered 
  Hercules and was killed 
  in a famous dual.  
   
  Anteus’ strength 
  and healing powers 
  stemmed from being in 
  contact with the earth. If he was ever kept from touching 
  the earth for more than a few seconds, his strength and 
  healing powers faded.  
   
  Before he was killed he had a daughter, Alcesis, who 
  had several children of her own, nearly all of whom 
  turned out to be villainous.  
   
  Anteus lived in North Africa and members of his 
  bloodline today are found among the Carthaginians, 
  Mauretanians, Berbers, and Libyan nomads.  
   
  Recommended Feats. Athletic, Brutal Pugilist, 
  Grappler, Grappling Expertise, Great Fortitude, Great 
  Strength, Savage Attacker, Toughness, Unarmed Fighting 
   
  Bloodline Feats. Iron Skin, Natural Armor, Strength 
  Surge.   
   
   
   
   
   
   
  
   
  18 
   
  Asclepius 
   
  Asclepius was the son of Apollo and a mortal woman 
  named Coronis. She died giving birth to Asclepius and he 
  would have died as well had Apollo not cut him from his 
  mother’s womb. Apollo took the infant to Chiron, the 
  legendary centaur who lived on Mt. Pelion, to be raised. 
  According to Apollo’s instructions, Chiron trained 
  Asclepius in the arts of medicine and healing.  
   
  By the time he reached adulthood, Asclepius’ healing 
  skills surpassed those of his teacher and his father. He 
  often received insights in his dreams that enabled him to 
  cure diseases that others could not remedy. Asclepius’ 
  powers of healing and restoration grew until he was able 
  to revive people even from the grave. 
   
  Asclepius spent his youth adventuring and took part 
  in the Hunt for the Calydonian Boar and many other 
  quests. He eventually married Epione, the goddess of 
  medicine and they had eight children; five daughters and 
  three sons. All of their children became famous healers 
  and experts in various fields of medicine.  
   
  Zeus became angry with Asclepius when he accepted 
  gold from Phaedra to resurrect Hippolatus. Hades was 
  also angered by the dead leaving his realm and returning 
  to life. To punish Asclepius and to ensure that this 
  wouldn’t become a common occurrence, Zeus struck him 
  down with a thunderbolt.  
  Asclepius’ memory and his work were not so easily 
  erased, however. Soon, temples and shrines were built in 
  his honor and they attracted thousands of people seeking 
  relief from their ailments. Asclepius’ cult grew until there 
  were temples throughout Greece, Thrace, and beyond. 
  One of the most famous is on the island of Kos, where 
  Hippocrates studied.  
   
  Visitors to the temples are evaluated and ritually 
  purified. If their ailments are not easily treated with 
  herbs and potions, the patient is invited to stay at the 
  temple for a time. The priests carefully analyze any 
  dreams the patient has while sleeping in the temple, 
  seeking clues to a cure.  
  
   
  19 
   
  The symbol of Asclepius is a snake entwining a rod, 
  sometimes confused with the caduceus carried by his 
  father, Apollo. Non-venomous snakes are also found in 
  his temples, slithering freely on the floors where the sick 
  are convalescing. These snakes are regarded as wise 
  creatures, learned in the ways of healing and medicine.   
   
  Zeus later regretted killing Asclepius and decided to 
  bring him to Mt. Olympus and anoint him, making him a 
  deity of healing. A constellation was added to the night 
  sky in his name.   
   
  Recommend Feats. Adaptive Laborer, Brilliant Mind, 
  Iron Will, Prescience, Strong Personality, Highly Skilled, 
  Skill Focus. 
   
  Bloodline Feats. Divine Health, Healing Hands, 
  Herbal Healer, Master Physician.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  20 
   
  Atalanta  
   
  The famed huntress Atalanta was born a Royal 
  Princess of Arcadia, the daughter of King Iasus.  But the 
  king had wanted a son, so the baby girl was taken into 
  the mountains and left to die.  
   
  Artemis, the goddess of the Hunt, heard the baby’s 
  cries and sent a ferocious sow bear to suckle the 
  newborn, keeping her alive and nurturing her. When the 
  child was old enough to be weaned, Artemis guided a 
  hunter to the bear’s den. The hunter slew the bear and 
  took Atalanta home and raised her as his own daughter.  
   
  Atalanta’s youth was spent 
  hunting and exploring the 
  wilderness of Mount Mainalo, 
  learning from her adopted 
  father and, unknowingly, from 
  Artemis as well. The goddess 
  sent several teachers, guides, 
  and mentors to help the young 
  girl grow, and even appeared 
  herself, sometimes disguised 
  as an animal to be stalked, or 
  a wise, traveling mentor. 
  Through subtle magic and 
  disguise, the goddess molded 
  the young girl into a legendary 
  huntress and survivalist.  
   Atalanta later learned of her royal heritage and met 
  her estranged father, but she never lost her feral nature 
  and remained a devoted follower of Artemis her whole 
  life. She joined Jason and the Argonauts on the Quest for 
  the Golden Fleece and she had numerous adventures of 
  her own, including the Hunt for the Calydonian Boar. She 
  eventually married Hippomenes and had a son, 
  Parthenopaios, who became a famous hero as well.  
   
  Recommended Feats. Athletic, Alertness, Combat 
  Expertise, Endurance, Fleet-Footed, Great Fortitude, Iron 
  Will, Toughness, Lightning Reflexes, Mobility, Parrying 
  Style, Point-Blank Shot, Survivor, Two-Weapon Fighter.  
   
  Bloodline Feats. Beast Companion, Beast Trainer.  
   
   
   
  
   
  21 
   
  Autolycus  
   
  Autolycus was a legendary thief, prankster, and 
  charlatan of ancient Greece. He was the son of Hermes, 
  the Olympian god of messengers, travelers, merchants, 
  and rogues. His mother was Chione, the granddaughter 
  of Hesphos, the Evening Star.   
   
  Autolycus was a jack-of-all-trades; a warrior, a 
  minstrel, a currier, and a cad. He taught Hercules how to 
  wrestle, yet was not known as a grappler. He played the 
  lyre and sang bawdy songs, but was not a particularly 
  famous bard. The only thing he excelled at was causing 
  mischief and mayhem. 
   
  The most famous member of this bloodline was 
  Autolycus’ grandson—Odysseus of Ithica, who epitomized 
  many of the line’s salient traits of cunning, duplicity, and 
  a thirst for adventure.  
   
  Recommended Feats. Adaptive Laborer, Fleet-
  Footed,  Highly Skilled, Parrying Style, Prescience, Skill 
  Focus, Stealthy, Lightning Reflexes, Strong Personality, 
  Evasion, Uncanny Dodge.  
   
  Bloodline Feats. Favored of the Gods, Foil Scrutiny, 
  Fortuitous, Heroic Surge,Thespian.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  22 
   
  Boreads  
   
  The Boreads bloodline began when Boras, the North 
  Wind, and an Athenian princess named Oreithyia 
  conceived the twin brothers Zetes and Calais. They later 
  had a pair of twin daughters as well, Chione, and 
  Cleopatra. 
   
  Known for their swiftness and ability to fly, the 
  brothers were heroes and Argonauts. In their teens they 
  both grew feathered wings and by the time they were 
  adults they could fly like birds.  
   
  The twins survived several harrowing adventures and 
  they founded the cities of Campania and Calais. When 
  the Argonauts encountered the harpies tormenting King 
  Phineus, the twins famously chased the harpies away 
  and killed them near the island of Strophades.  
   
  Heracles later killed the twins in revenge for leaving 
  him behind on the island of Tenos during the Quest for 
  the Golden Fleece.  
   
  Though they may not have had any children, the 
  bloodline survived through their sisters.  
   
   
   
  Recommended Feats. Alertness, Athletic, Combat 
  Expertise, Evasion, Lightning Reflexes, Parrying Style, 
  Prescience, Uncanny Dodge. 
   
  Bloodline Feats. Wind Magic, Greater Wind Magic.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  23 
   
  Dioskouri 
   
  The Dioskouri were a 
  set of four siblings, 
  famously conceived 
  when Zeus took the 
  shape of a swan and 
  seduced Leda, the queen 
  of Sparta.  She later 
  produced four eggs, and 
  from them hatched two 
  daughters and two sons. 
  They are sometimes 
  referred to as twins, 
  since they were born at 
  the same time, but they 
  are more accurately 
  understood to be 
  siblings, or fraternal 
  twins (not identical).  In 
  legend, “Dioskouri” often 
  refers specifically to the brothers, but in terms of 
  bloodlines, it applies to the daughters as well.  
   
  The sons, Castor and Pollux, became legendary 
  heroes, famous for their horsemanship and their mastery 
  of unarmed combat. They traveled across the known 
  world and joined in many epic adventures including the 
  Hunt for the Calydonian Boar and the Quest for the 
  Golden Fleece.  
  They eventually married the daughters of Leucippus, 
  which provoked a feud with their cousins, who had 
  intended to marry the sisters. Castor was killed in the 
  fight with his cousins, but Pollux survived. He begged 
  Zeus to allowed Castor to live, and offered to share his 
  life with his slain brother. Zeus allowed Pollux to trade 
  places with his dead brother each day, one of them living 
  while the other was dead. The cycle continued until 
  Pollux was killed in battle at Troy.  
   
  The daughters of Leda and Zeus also became well 
  known to historians. Clytemnestra married Agamemnon 
  and was the mother of Iphigenia. Her sister, Helen, 
  married Menelaus, but was seduced away from him in a 
  romance that spawned the Trojan War.   
   
   However, that was not the first time Helen had run 
  away with a man. When she was very young, Theseus, 
  who was much older than her, had heard stories of her 
  beauty and came to her with promises of undying love. 
  Her father refused, saying she was too young to marry, 
  so she ran away with Theseus and stayed with his 
  mother in Troezen while he went on a quest to the 
  Underworld.  
   
  Castor and Pollux found her and returned her to 
  Sparta. Since Theseus was away at the time, the 
  brothers kidnapped his mother, Aethra, as well. They 
  took her back to Sparta and made her Helen’s slave. 
  Aethra later went to Troy with Helen and continued to 
  serve until her grandchildren (Acamas and Demophon) 
  rescued her after the war.  
  
   
  24 
   
  Although much has been made of Helen’s beauty, she 
  was also a highly skilled warrior. Being a Spartan 
  princess, she was trained in unarmed combat, hunting, 
  and riding, just like her brothers. Her sister, 
  Clytemnestra, was also a capable fighter, having stabbed 
  Agamemnon to death.   
   
  Helen had no sons with Menelaus, but they had a 
  daughter, Hermione.  Castor and Pollux each had a son 
  before they died, Mnesileos and Anogon. Today the 
  Dioskouri line is among the rarest heroic lineages in 
  Greece.  
   
   
  Recommended Feats. Athletic, Brawling, Combat 
  Expertise, Extra Fighting Style, Grappler, Grappling 
  Expertise, Great Fortitude, Mounted Warrior, Strong 
  Personality, Unarmed Fighting.  
   
  Bloodline Feats. Charming Smile, Social Proficiency. 
   
   
   
   
   
   
   
   
   
   
  
   
  25 
   
  Halfdan  
   
  Halfdan the Old was the great grandson of Norr, a 
  legendary king descended from Snaer, the Aesir deity of 
  Ice and Snow. Norr and his people settled the lands 
  beyond the Kjölen Mountains, which became known as 
  Norway. Halfdan was also a descendant of the Yngvi 
  bloodline (on his mother’s side) and a powerful warlord 
  among the first Norwegians. 
   
  Halfdan sought to unite all the tribes of Norway under 
  his rule, but he knew it would take more than a lifetime 
  to achieve such a feat. He petitioned the Aesir to extend 
  his life to 300 years, so that he might live long enough to 
  achieve his dream. The Aesir denied his request, but 
  made him a different offer. They guaranteed that all of 
  his children for the next 300 years would be strong, 
  virtuous, and noble leaders, and that they would build 
  the kingdom he envisioned.  
   
  Halfdan and his wife then produced eighteen sons, 
  the first nine of which were born at the same time. All of 
  their sons became famous heroes and kings and gave 
  rise to the earliest royal families of Norway. All of their 
  names became synonymous with “king” or “lord.”  
   
  Among the brothers were the war-kings Hildir, Sigar, 
  and Lofdi and the sea-kings Gram, Gylfi, Audi, and Dag.  
   
  Halfdan also had several daughters including one 
  named Kara, who became a famous Valkyrie.  
   
  A thousand years from now, the first true king of 
  Norway, Harald “Fairhair” Halfdanerson, will be born to 
  this line.   
   
  Recommend Feats. Adventuring Companion, Great 
  Fortitude, Great Weapon Expertise, Inspiring Leadership, 
  Iron Will, Prescience, Strong Personality, Tactical 
  Commander, Toughness. 
   
  Bloodline Feats. Cold Born, Demoralizing Strike, 
  Heroic Surge. 
  
   
  26 
   
  Hercules  
   
  Not only was Hercules a son of Zeus, his mother, 
  Alcmene, also carried a divine bloodline, being the 
  granddaughter of Perseus. Shortly after his birth, 
  Hercules was recognized as superhuman and his mother 
  turned to the gods for guidance.  Athena took the baby 
  to Mt. Olympus and presented him to Hera as a foundling 
  god-child. Not recognizing that the baby was half-mortal, 
  or even who it actually was, Hera nursed him. The divine 
  milk filled Hercules with even more power. So fierce and 
  insatiable was his hunger that Hera pulled him away in 
  pain and flung him back to Thebes; her breast spraying 
  milk across the sky.  
  While he is 
  most well known 
  for his incredible 
  strength, Heracles 
  is also famous for 
  his murderously 
  violent temper. 
  When enraged he 
  was capable of 
  unthinkable 
  brutality, even 
  killing his own 
  friends and family.  
   
  His first wife 
  was Megara, the 
  daughter of King 
  Kreo of Thebes. As 
  a prince of Thebes, Hercules was a contender for the 
  throne of Mycenae, as was his cousin, Prince Eurystheus.  
   
  After Hercules murdered Megara and their children in 
  a fit of rage, he lost his bid for the throne and went to 
  the Oracle at Delphi to seek atonement. He was told that 
  Eurystheus would become King of Mycenea, and he 
  (Hercules) must serve him for ten years.  
   
  Eurystheus sent Hercules on twelve impossible 
  missions to slay ancient monsters and obtain powerful 
  artifacts. Every time Hercules returned from a quest, the 
  cowardly king hid inside a giant vase and left his servant 
  to talk with the mighty hero.  
  
   
  27 
   
   After completing 
  his twelve labors of 
  atonement, Hercules 
  embarked on 
  dozens of other 
  famous adventures 
  all across the known 
  world, from Scythia 
  to the Underworld. 
  He married three 
  more times and had 
  dozens of affairs 
  and romances, 
  fathering scores of 
  children.  
   
  In the end 
  Hercules was 
  brought down by the poison of his own arrows, which 
  Deianria had been tricked into smearing on his tunic. 
  When he put the tunic on, the caustic venom burned his 
  flesh until he begged to be put to death.  
   
   
   
   
   
   
   
   
   
  THE HERACLIDS  
   
  Heracles’ sexual exploits are literally legendary. He 
  once impregnated all fifty daughters of Thespius in a 
  single night. Besides that herculean feat, he frequently 
  consorted with other random mortal women as well as 
  the occasional heroic woman and even a few deities. 
  These encounters have spawned a scattered and diverse 
  family tree known as the Heraclids.  
   
  Although the term ‘Heraclids’ sometimes refers 
  specifically to Hyllus, Hercules’ eldest son with Deianira, 
  and his clan of warriors, it more often is applied to all of 
  the descendants of Hercules.   
   
  Among his children were Hyllus, Agelaus, Ctesippus, 
  Macaria, and Tlepolemus, a hero of the Trojan War. 
  Several Heraclids became kings including Telephus 
  of Mysia and Agron of Lydia.  
   
  In the years after Hercules’ death, his nemesis, King 
  Eurystheus, continued his vendetta; hunting and killing 
  all of the children of Hercules. A band of Heraclids, led by 
  Hyllus, had taken refuge in Athens under King 
  Demophon. Eurystheus learned the Heraclids were in 
  Athens and demanded that they be delivered to him. 
  When Demophon refused, Eurystheus declared war and 
  marched his army to Athens. The Athenians and the 
  Heraclids intercepted his forces on the plains of Attica 
  and defeated them. Eurystheus and his sons were all 
  killed in the battle.   
  
   
  28 
   
  The following year Hyllus marched a small army 
  across the Isthmus of Corinth and attacked Eurystheus’ 
  successor, Atreus, attempting to seize the Mycenae 
  throne, but was defeated.  
   
  Over the following generations many Heraclids 
  became legendary heroes and kings throughout Greece, 
  Thrace, and Macedonia. Today the Heraclid bloodline is 
  one of the most common.  
   
   
   
   
  Recommended Feats. Athletic, Brawling, Breaker, 
  Cleave, Grappler, Great Fortitude, Great Strength, Power 
  Attack, Raging Strength, Raging Vitality, Savage Attacker, 
  Toughness, Unarmed Fighting. 
   
   Bloodline Feats. Heroic Defiance, Load Bearing, 
  Strength Surge. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  29 
   
  Hippolyta 
   
  Otrera was a priestess of Artemis and the daughter of 
  Eurus, the East Wind. She fell in love with Ares, the God 
  of War, and together they had four daughters.  
   
  Like their father, the girls were strong-willed, fierce, 
  and violent. They resented the traditional roles of women 
  and they were eager for war. When Otrera’s relationship 
  with Ares ended (badly) she took the girls east of the 
  Tanais River and hide in the wilderness. As the four 
  sisters reached adulthood they cleared the wild lands of 
  beasts and men; establishing the Amazon Nation.  
   
  Otrera became the first queen of the Amazons, but it 
  was her eldest daughter, Hippolyta, who would become 
  the most famous. Hippolyta was later accidentally killed 
  by her younger sister Penthesilea, who in turn was slain 
  by Achilles at the siege of Troy. 
   
  Although the bloodline is named for Hippolyta, all four 
  sisters carried the bloodline and passed it on to their 
  daughters. This bloodline is only passed from mother to 
  daughter. Male children never exhibit the bloodline traits.   
   
   
   
   
   
  Recommended Feats. Alertness, Combat Expertise, 
  Die Hard, Extra Fighting Style, Grappling Expertise, Great 
  Fortitude, Great Strength, Great Weapon Expertise, 
  Mounted Warrior, Parrying Style, Parting Shot, 
  Prescience, Spirited Charge, Tactical Commander, 
  Toughness.   
   
  Bloodline Feats. Heroic Defiance, War Child.  
   
   
   
   
   
   
   
  
   
  30 
   
  Myrmidon 
   
  When Hera learned that King Aeacus of Aegina was 
  actually one of Zeus’ illegitimate children, she sent a 
  plague to kill all of his subjects. Having a divine heritage, 
  Aeacus and his son Phokis survived the plague, but all 
  other inhabitants of Aegina perished.  
   
  Aeacus prayed to his father for a means to repopulate 
  his island kingdom. Zeus responded by instantly 
  transformed a large colony of industrious ants into 
  humans who became Aeacus’ new subjects and the first 
  myrmidons.  
   
  Like any colony of ants, the vast majority of the 
  transformed myrmidons were female. They had 
  a queen named Endeis, whom Zeus wed to 
  Aeacus.  King Aeacus continued to rule over 
  the myrmidons for a time, but he was 
  slowly brought under the controlling 
  influence of his new wife. 
   
  Aeacus and Endeis had several 
  daughters and two sons, Peleus and 
  Telamon. As the boys grew, Endeis 
  infected them with a hatred for their 
  elder half brother, Phokis. Eventually, 
  Phokis was murdered. 
    
   
  Peleus and Telamon were implicated in the murder 
  and at Endeis’ urging, Aeacus exiled them. King Aeacus 
  then disappeared from the historical record and all 
  subsequent rulers of Aegina have been unwed myrmidon 
  queens.  
   
  A contingent of Myrmidons remained loyal to Peleus 
  and followed him to Phthia in Thessaly. Peleus later had 
  a son named Achilles who led his father’s Myrmidons at 
  Troy.  
   
  Today the Myrmidons of Aegina live peacefully under 
  their young queen, Airla. Myrmidon mothers give birth to 
  daughters 98% of the time. When males are born, they 
  are raised and kept for breeding until they are no 
  longer useful. They are then cast out from the 
  island to fend for themselves.  
   
  Anyone born of Myrmidon 
  ancestry, either on Aegina or elsewhere in 
  the world, is considered a member of this 
  very large, extended family.  
   
  Recommended Feats. Alertness, Extra Fighting 
  Style, Great Fortitude, Great Strength, Iron Will, 
  Lightning Reflexes, Mounted Warrior, Parrying Style, 
  Toughness. 
   
  Bloodline Feats. Iron Skin, Load Bearing, 
  Natural Armor.  
   
   
  
   
  31 
   
  Orpheus  
   
  Orpheus was the son of King Oeagrus of Thrace and 
  the muse Calliope. He was the quintessential traveling 
  minstrel, bard, and trickster. He was a rogue, a cad, and 
  a free spirited dilettante. In his youth he was very 
  popular with the ladies, but that changed when tragedy 
  entered his life.  
   
  Besides being a famous 
  musician Orpheus was also a 
  legendary hero, skilled in the 
  arts of skullduggery, 
  prestidigitation, and athletics. 
  His most effective weapons, 
  however, were his music and 
  lyrical poetry, which he used 
  to overcome most situations. 
  He could charm deadly 
  animals and calm angry mobs 
  with his melodies. He joined 
  the Argonauts and helped the 
  adventurers survive their 
  encounter with the sirens by 
  playing music that countered 
  their deadly song.  
   
   
   
  He married a river nymph named Eurydice, but their 
  marriage was tragically short. A satyr attending their 
  wedding became lustful (or merely playful, as he later 
  claimed) and accosted her. She fled into an adjacent field 
  where a snake bit her leg. A short time later she died 
  from the venom.  
   
  Orpheus was devastated and wrote such mournful 
  eulogies that even the gods wept. Eventually Zeus told 
  Orpheus where to find an entrance to the Underworld 
  and suggested that he rescue 
  her.   
   
  Using his enchanted music to 
  subdue every adversary he 
  encountered, Orpheus searched 
  the Underworld until he found 
  Eurydice. He convinced Hades to 
  let her follow him back to the 
  sunlit world, so long as he did 
  not look back at her until they 
  reach the surface.  
   
  Tragically, when they 
  reached the surface Orpheus 
  turned to see her, but she was 
  further behind than he thought 
  and was still within the cave. He 
  watched helplessly as she was 
  drawn back to the Underworld, 
  like seeing her die a second 
  time.  
  
   
  32 
   
   
  Orpheus fell into a deep remorse from which he never 
  recovered. He lost all interest in women, which caused 
  tremendous frustration among his female admirers. They 
  eventually became spiteful and spread slanderous rumors 
  about him, destroying his reputation.  In time, they 
  worked themselves into a murderous frenzy and killed 
  him. They dismembered his body and threw his severed 
  head in the river, where it floated downstream until the 
  nymphs found it. 
   
  Although Orpheus had no children with Eurydice, he 
  fathered a few illegitimate offspring in his wild youth.  
  Today his bloodline is among the rarest heroic lines in 
  Greece.  
   
  Recommended Feats. Adaptive Laborer, 
  Adventuring Companion, Athletic, Highly Skilled, Inspiring 
  Leadership, Parrying Style, Prescience, Skill Focus, Strong 
  Personality.   
   
  Bloodline Feats. Foil Scrutiny, Persuasive, Rousing 
  Performance, Social Proficiency, Taunt, Thespian.   
   
   
   
   
   
   
   
  
   
  33 
   
  Perseus  
   
  Perseus was one of the original heroes of ancient 
  Greece, having lived three generations before Hercules 
  and Theseus. Like other Greek heroes, his father was a 
  god (Zeus) and his mother was a mortal (Princess Danae 
  of Argos).   
   
  When King Polydectes held a banquet to honor 
  Hippodamia, he asked all the guests to bring horses as 
  gifts. Perseus had no horses, so he offered to bring any 
  other gift the king might request. In an attempt to get 
  Perseus killed, Polydectes asked for the head of Medusa.   
   
  With the help of the gods, Perseus slew Medusa. He 
  then returned to Seriphos, where he killed Polydectes 
  with the power of Medusa’s severed head.  
   
  Perseus also saved Andromeda from being sacrificed 
  to a sea monster. He later married her and became the 
  first king of Mycenae. They had nine children together; 
  seven boys and two girls. Most of their children founded 
  dynasties in Persia and Ethiopia. Today, Perseus’ 
  bloodline is among the most common in the world.  
   
   
   
   
   
  Recommended Feats. Athletic, Extra Fighting Style, 
  Great Fortitude, Iron Will, Lightning Reflexes, Mounted 
  Warrior, Parrying Style, Shield Expertise, Toughness.  
   
  Bloodline Feats. Favored of the Gods, Fated Hero, 
  Spell Endurance.  
   
   
   
   
  
   
  34 
   
  Saeming 
   
  Saeming was the son of Odin and the giantess Skadi. 
  When Saeming reached adulthood, Odin granted him 
  lordship over the lands beyond the Kjölen Mountains. 
   
  However, Norr, the Aesir lord of Ice and Snow, had 
  already sent his own people to explore the rugged 
  territory. They had spent generations building 
  settlements in the valleys and fjords; hunting, fishing, 
  and farming the land they were now calling Norway.  
   
  When Saeming arrived to take possession of the 
  territory, he found it already inhabited by the tribes of 
  Norr (the Halfdans). However, the rough, dangerous land 
  was far from tamed. The Halfdans only controlled small 
  areas and limited enclaves. Vast stretches of the territory 
  were still savage and primeval, filled with thick forests, 
  wild animals, and deadly monsters. So Saeming claimed 
  the rocky western coastal region for his kingdom and 
  called it Halogaland.  
   
  Saeming began expanding his borders and 
  subjugating neighboring clans. He later married a woman 
  named Nauma and they had a son called Trand, who 
  ruled Halogaland after him.  
   
   
   
   
   
  Today, tribal warfare between the sons of Halfdan 
  and the sons of Saeming rages across Norway as the 
  families vie for control of the land.  
   
  Recommended Feats. Athletic, Alertness, Combat 
  Expertise, Endurance, Fleet-Footed, Great Fortitude, 
  Great Weapon Expertise, Iron Will, Toughness, Lightning 
  Reflexes, Point-Blank Shot, Power Attack, Survivor, Two-
  Weapon Fighter.  
   
  Bloodline Feats. Beast Companion, Beast Trainer, 
  War Child. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  
   
  35 
   
  Skjold  
   
  King Dan “the Arrogant” 
  of Denmark was little more 
  than a tribal chieftain ruling 
  a small area around Tonder.  
  When he died the other 
  chieftains elected his eldest 
  son, Humblus, king. Dan’s 
  second son, Lothar, 
  resented this and sent his 
  army against his brother. 
  He took the crown from Humblus and become a tyrant 
  over Denmark. Paranoid and murderous, Lothar abused 
  his subjects until they rebelled; led by a powerful, 
  charismatic young man named Skjold, son of Odin.  
   
  Skjold literally means “shield” and he lived up to his 
  name, being resolute, tough, and dedicated to protecting 
  his people. After Skjold defeated Lothar and became king 
  he expanded Denmark, rapidly growing it into the 
  kingdom we know today. 
   
  Skjold’s son was Grahm the Giant Slayer, and his son 
  was Svipdag, a champion of several sagas. Today the 
  Skjold bloodline is widespread among the lords of 
  Denmark. Seven hundred years from now Beowulf will be 
  born to this line.  
   
  Recommended Feats. Athletic, Blocking Expertise, 
  Bodyguard, Diehard, Extra Fighting Style, Great 
  Fortitude, Great Strength, Iron Will, Shield Assault, Shield 
  Expertise.  
   
  Bloodline Feats. Protection, Spell Endurance, War 
  Child. 
   
   
   
   
   
   
   
   
   
   
  
   
  36 
   
  Tantalus 
   
  Tantalus was a son of Zeus and a nymph named 
  Pluoto. He was also one of the most evil men in history. 
  He is infamous for killing his own infant son, Pelops, and 
  attempting to feed the cooked remains to the Olympians. 
  For this heinous deed he was sentenced to an eternity 
  chained to a rock in the Underworld and tormented with 
  food he can never eat and water he can never drink.   
   
  Tantalus committed many other crimes including 
  stealing ambrosia from the Olympians and sharing 
  secrets of the gods with mankind. He also stole the 
  golden dog from Hephaestus and framed his friend 
  Pandareus for the theft.  When he was not busy 
  committing villainous acts, Tantalus found time to 
  establish a small city in Anatolia, near Mount Sipylus, and 
  named it after himself.  
  He is the ancestor of the cursed House of Atreus, the 
  family that was central to the beginning of the Trojan 
  War. His daughter was Niobe. Apollo and Artemis killed 
  all fourteen of Niobe’s children when she displayed gross 
  hubris and claimed to be greater than the gods. She fled 
  to her home on the slopes of Mt. Sipylus and cried until 
  the gods turned her into stone with water still pouring 
  from her eyes to this day.  
   
  PELOPS AND THE CURSE OF MISFORTUNE 
   
  After imprisoning Tantalus in the Underworld the 
  Olympians restored his son, Pelops, to life. They raised 
  the child to adulthood on Mt. Olympus themselves and 
  taught him their secrets, including how to drive the 
  chariot of the Sun. But when Zeus learned of Tantalus’ 
  other crimes, he banished Pelops from Olympus. 
   
  King Oenomaus of Olympia, fearing a prophecy that 
  his future son-in-law would murder him, had decreed 
  that no one shall marry his daughter, Hippodamia, unless 
  they first defeated him in a chariot race to the death. 
  When Pelops arrived in Greece eighteen other heroes 
  had already tried and failed to win the race against 
  Oenomaus. Their heads had been put on pikes in front of 
  his palace as a testament to their failures.  
   
  Pelops cheated to win, sabotaging the king’s chariot 
  and causing the axle to break during the race. He also 
  bought the assistance of Oenomaus’ servant, Myrtilus, 
  
   
  37 
   
  with promises of gold. But when the king was dead and 
  Myrtilus came to collect his money, Pelops refused to pay 
  him. Myrtilus flew into a rage and attacked Pelops, but 
  Pelops killed him. Before Myrtilus died, he cursed Pelops 
  and all of his children to be plagued with tragic 
  misfortune.  
   
  Pelops took the throne of Olympia and married 
  Hippodamia. They had at least sixteen children, among 
  them were the twin brothers Atreus and Thyestes.  
   
  King Pelops also had several children with his 
  consorts, including his favorite child of all, Chrysippus. 
  When the twins murdered Chrysippus, Pelops exiled 
  them. Hippodamia was exposed as a coconspirator and 
  was exiled as well. The three traveled to Mycenae and 
  took refuge at the court of King Eurystheus, where 
  Hippodamia hanged herself in despair. When Eurystheus 
  went to fight the Heraclids in Athens, he left the twins in 
  charge of Mycenae until his return, but he was killed in 
  battle and their rule became permanent. 
   
  The twins agreed to share power equally, but 
  Thyestes soon began an affair with Atreus’ wife, Aerope, 
  and the lovers plotted to take control of the kingdom.  
   
  At the harvest festival Atreus vowed to sacrifice his 
  best lamb to the goddess Artemis. However, when he 
  searched his herds, he found a magnificent white lamb 
  that he could not bring himself to slaughter. So he gave 
  it to Aerope to hide from Artemis. Instead, she gave the 
  lamb to Thyestes, her lover.  
  Thyestes convinced Atreus that Mycenae needed a 
  single ruler, that the power sharing should end, and 
  whoever had the white lamb should be the only king. 
  Atreus agreed, but was shocked to find that his own 
  brother now had the lamb.  
   
  Atreus honored his word and relinquished his crown, 
  but immediately began working to get it back. With the 
  help of Hermes and Zeus, Atreus caused the Sun to 
  move backward in the sky, terrifying Thyestes and 
  convincing him to give up the crown.   
   
  To punish him for his betrayal and adultery, Atreus 
  killed Thyestes’ two sons and tricked him into eating their 
  cooked remains. He then revealed what Thyestes had 
  eaten and banished him for committing cannibalism.  
   
  Sickened and enraged by his brother’s actions, 
  Thyestes vowed to kill Atreus. Acting upon the advice of 
  an oracle, Thyestes disguised himself as a soldier and 
  raped his own daughter, Pelopia. The resulting child was 
  a son named Aegisthus. Pelopia was ashamed of him and 
  left him in the wilderness to die, but a shepherd found 
  the child and took him to King Atreus who raised him as 
  his own. When Aegisthus reached adulthood, Thyestes 
  returned to Mycenae in secret, found Aegisthus, and told 
  him the truth of his origins.  Thyestes and Aegisthus then 
  killed Aetrus and Thyestes became king of Mycenae.  
   
   
   
  
   
  38 
   
  MENELAUS AND AGAMEMNON 
   
  Aetrus’ sons, Menelaus and Agamemnon, fled first to 
  Calydon then to Sparta where they lived as guests of 
  King Tyndarius.  After three years of preparations, they 
  returned to Mycenae and overthrew Thyestes. Menelaus 
  stayed in Mycenae as the new king and Agamemnon 
  returned Sparta. 
   
  Agamemnon married Clytemnestra, one of Tyndarius’ 
  daughters. They had three daughters named 
  Chrysothemis, Iphigenia, and Electra, and a son named 
  Orestes.  
   
  Tyndarius had a much more difficult time finding a 
  husband for his other daughter, Helen. She was so 
  beautiful that dozens of princes and kings had come 
  seeking her hand in marriage. Among them were 
  Odysseus, Ajax, and Menelaus.   
   
  Helen had 
  previously run off 
  with Theseus, and 
  her brothers had 
  sought her out and 
  brought her back 
  to Sparta. 
  Tyndarius feared 
  that she might run 
  off again with one 
  of these suitors. 
  And he worried that choosing one would upset the others 
  and provoke a feud, so he hesitated and could not select 
  a husband for her.  
   
  Odysseus, who was actually more interested in 
  Tyndarius’ niece (Penelope), offered a solution to the 
  problem; all of Helen’s suitors must swear an oath to 
  accept whoever is chosen as her husband and agree to 
  support him in the event of any kidnapping, treachery, or 
  feud concerning Helen.  
   
  All the suitors agreed to the Oath of Tyndarius and 
  Menelaus was chosen to be her husband. Tyndarius 
  thanked Odysseus for the brilliant idea and in gratitude, 
  helped him win the hand of Penelope.  
   
  Menelaus and Helen had been married for ten years 
  when Paris, a diplomat from Troy, visited them. He was 
  charming and handsome and easily seduced Helen. 
  When his ships sailed for Troy, she was on board.  
   
  To get her 
  back, Menelaus 
  called upon those 
  who had taken the 
  Oath of Tyndarius. 
  He also called 
  upon his brother, 
  Agamemnon, to be 
  the commanding 
  general in charge 
  of all the forces. 
  
   
  39 
   
  Years earlier, 
  Agamemnon had slain 
  a sacred deer and 
  bragged that his 
  hunting skills surpassed 
  even those of Artemis. 
  Now, when he 
  assembled his fleet to 
  answer his brother’s 
  call, Artemis made the 
  winds stop blowing and 
  Agamemnon’s ships were stranded in port. After 
  consulting an oracle, he learned that to appease Artemis 
  he must sacrifice his first born child, Iphigenia.  
   
  Iphigenia willingly submitted to her fate and was 
  happy to give her life to the cause. Her mother, 
  Clytemnestra, however, was furious and tried desperately 
  to stop her daughter’s sacrifice, but her efforts were 
  futile. When it was done and the winds carried 
  Agamemnon’s fleet away, Clytemnestra began a spiteful 
  affair with Aegisthus.  
   
  After the war, Agamemnon returned to Mycenae with 
  a Trojan consort named Cassandra. In revenge for 
  sacrificing Iphigenia, Clytemnestra entangled him in his 
  robe and stabbed him to death. She also murdered 
  Cassandra out of jealously and hatred. She and Aegisthus 
  then ruled Mycenae for several years.  
   
   
  ORESTES AND ELECTRA  
   
  Orestes was barely ten years old when his mother 
  killed his father. Elektra, his eldest sister, escaped 
  Mycenae with him and lived in hiding for several years 
  while he reached maturity. As he grew, Electra urged her 
  brother to avenge the death of their father, reminding 
  him that it was his duty as Agamemnon’s son. But to do 
  so he had to kill his mother, which was among the worst 
  crimes to imagine. After consulting oracles and wrestling 
  with despair, Orestes finally agreed and exacted the 
  revenge his sister desired, slaying both Clytemnestra and 
  Aegisthus.  
   
   The furies punished Orestes, driving him insane with 
  despair and self-loathing. He spent the rest of his life 
  wandering the countryside, insane and tormented. The 
  gods, however, had grown weary of the bloodshed and 
  tragedy and lifted the curse that had plagued the family 
  for so many years.  
   
   
   
  
   
  40 
   
  Nevertheless, the evil blood of Tantalus still flows in 
  their veins. Even a thousand years after the curse was 
  lifted, many descendants have been unable to avoid 
  crime and tragedy.  
   
  Menalus and Agamemnon had more than a dozen 
  aunts and uncles on their father’s side, and scores of 
  cousins. Today, some fifty generations later, there are 
  hundreds and hundreds of people with this bloodline 
  throughout Greece, Thrace, Macedonia, and beyond. 
   
  Recommend Feats. Adaptive Laborer, Evasion, 
  Lightning Reflexes, Parrying Style, Persuasive, Skill 
  Focus, Stealthy, Strong Personality, Taunt, Uncanny 
  Dodge. 
   
  Bloodline Feats. Ignore Pain, Inherited Madness,  
  Warped Mind. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  41 
   
  Theseus  
   
  Theseus had two fathers, King Aegeus of Athens, and 
  Poseidon, god of the Sea. His mother was Aethra, 
  daughter of King Pitthius. Theseus was raised in Troezen 
  with his mother’s family. When he reached adulthood he 
  traveled to Athens to meet his mortal father. Along the 
  way he had a series of harrowing adventures.  
   
  Theseus is famous for defeating dozens of monsters 
  and villains including the Minotaur of Crete, the 
  monstrous Crommyonian Sow, several centaurs, dozens 
  of Amazons, and even a few demi-gods. He was a friend 
  of Hercules and accompanied him on many adventures. 
  His best friend, however, was Pirithous, Prince of the 
  Lapiths, whose arrogant ambitions led them on a 
  disastrous quest to the Underworld where Theseus was 
  nearly trapped forever. 
   
  When Helen was very young Theseus seduced her 
  into running away with him. He took her to his mother in 
  Troezen for safekeeping while he went adventuring. The 
  Dioskouri found her and brought her back to Sparta, 
  kidnapping Aethra in the process and forcing her to 
  become Helen’s slave.  
   
  While helping Hercules on his mission to steal 
  Hippolyta’s girdle, Theseus fell in love with Hippolyta’s 
  sister, Antiope. He brought her back to Athens to live and 
  she bore him a son, Hippolytus. Their relationship soon 
  
   
  42 
   
  ended, however, and Antiope returned to Amazonia, 
  leaving Hippolytus in Athens. Theseus later decided to 
  marry Phaedra, but Antoipe arrived at the wedding and, 
  in a rage, began murdering all the guests.  
   
  Theseus slew Antiope to protect his guests, but in 
  doing so he discovered she had been pregnant with his 
  second child.  
   
  To punish Theseus for killing Antiope, the Amazons 
  declared war on Athens. They besieged the city for two 
  years and inflicted severe damage before Theseus 
  defeated them.  
   
  Phaedra later fell in love with Hippolytus and had an 
  affair with him. When Theseus discovered them, Phaedra 
  accused Hippolytus of rape. Enraged, Theseus killed his 
  son. Phaedra, stricken with grief, paid Asclepius to 
  resurrect Hippolytus. Upon returning from the dead, the 
  young man fled from Athens and spent the rest of his life 
  in the forests of Latium.   
   
  Theseus also had two sons with Phaedra. The boys, 
  Acamas and Demophon, both became heroes of the 
  Trojan War. They were among the Greeks who hid inside 
  the Trojan Horse and helped open the city gates. After 
  the war they embarked on several adventures including 
  rescuing their grandmother (Aethra) from enslavement 
  and stealing the Trojan’s Palladium. Demophon later 
  became king of Athens and married Phyllis, with whom 
  he had two sons. Theytus, the eldest son, would be the 
  last of Thesus’ line to rule Athens.  
  Theseus eventually lost favor in Athens and was 
  exiled. He traveled to Skyros and was killed when king 
  Lycomedes pushed him off a cliff. Lycomedes’ reasons 
  for murdering Theseus are unknown, but speculation 
  surrounds his fear of Theseus seizing his throne.  
   
  Recommended Feats. Alertness, Athletic, Combat 
  Expertise, Die Hard, Endurance, Extra Fighting Style, Iron 
  Will, Great Fortitude, Mounted Warrior, Parrying Style, 
  Toughness.  
   
  Bloodline Feats. Heroic Defiance, Spell Endurance. 
   
   
   
  
   
  43 
   
  Volsung 
   
  The Volsungs trace their lineage back to Sigi, one of 
  Odin’s mortal sons. Sigi was to inherit the lands of 
  Norway once they had been conquered. But before those 
  lands were reached, he murdered a thrall who had 
  beaten him in a hunting game. Rather than face justice, 
  he fled southward and began carving his own kingdom 
  out of the wilderness.  
   
  Sigi became a king of Hunaland and married a 
  Hugone princess. Her brothers eventually killed Sigi for 
  his gold. Sigi’s son, Rerir, later slew his uncles and 
  reclaimed the throne. 
   
  Rerir became a great king over Hunaland and 
  Frakland, but his wife produced no children. When she 
  petitioned the Aesir for aid, Odin sent a raven to deliver a 
  magical apple to Rerir that would help them conceive a 
  child. Rerir and his wife ate the apple and she soon 
  became pregnant. Shortly thereafter, Rerir fell ill and 
  died.  
   
  Rerir’s wife remained pregnant for six years. When 
  she could endure it no longer, she demanded the child 
  be cut from her womb. She died in the procedure, but 
  not before speaking with her newborn, six-year-old son.  
   
   
   
   The child was named Volsung and he grew into a 
  huge, powerful man. He married a giantess named Ljod 
  and together they had eleven children. The first two 
  were twins; a son named Sigmund and a daughter 
  named Sigy. Their next nine children were all sons. 
   
  
   
  44 
   
  When Sigy was betrothed to King Siggeir of Gautland, 
  a large wedding was planned.  Odin, disguised as an 
  elderly beggar, attended the wedding and brought a gift–
  the magical sword, Nothung. He stabbed the gleaming 
  sword deep into the trunk of an ancient elm and declared 
  that whoever could pull it free could keep it.   
   
  All the men tried to free the sword, but no one could 
  remove it except Sigmund, who freed it as easily as if it 
  were being pulled from a scabbard.  
   
  King Siggeir was completely overcome with desire for 
  the blade and offered Sigmund an unthinkable sum of 
  gold for it, but Sigmund refused. This rebuke deeply 
  offended the king and he vowed revenge on Sigmund 
  and his family.  
   
  Siggeir returned to Gautland 
  with his new bride and invited 
  Volsung and his sons to visit. 
  Sigy discovered Siggeir’s plan 
  to kill her family and she 
  warned them, but Volsung 
  ignored her. King Siggeir 
  ambushed them on the road to 
  Gautland and killed them all 
  except Sigmund, who escaped 
  with Sigy’s help.   
   
   
   
   Sigmund hid in the forest near Siggeir’s castle and 
  secretly remained in contact with his sister for many 
  years. In that time she bore King Siggeir two sons. She 
  and Sigmund tested the boys’ courage and found them 
  both insufficient, so Sigmund killed them.  
   
  Sigy then used sorcery to disguise herself as a light 
  elf and seduced Sigmund into fathering her third son. 
  The child was named Sinfljoti and he was exceptionally 
  strong and brave. Sigmund toughened the boy further 
  with ten years of harsh training in the wilderness, 
  teaching him to stalk and murder men.  
   
  Sigmund and Sinfljoti eventually hunted and killed 
  King Siggeir. Sinfljoti was made king of Gautland and 
  Sigmund returned to Hunaland where he ruled for many 
  more years.  
   
  Late in life Sigmund married 
  Hjordis, a daughter of King 
  Eylimi. This angered one of her 
  young suitors who brought an 
  army against Sigmund, hoping 
  to kill the venerable king and 
  capture Hjordis.  
   
   
   
   
   
   
  
   
  45 
   
  The invading army was driven back, but Sigmund was 
  mortally wounded in the battle and his sword, Nothung, 
  was broken. With his final breaths, Sigmund entrusted 
  the broken sword to Hjordis, telling her to pass it on to 
  their unborn son at the proper time.  
   
  Hjordis fled to the court of King Alf in Denmark. 
  Months later she gave birth to Sigurd, the hero who 
  would one day re-forge Nothung and slay the dragon 
  Fafnir.   
   
  Most descendants of this bloodline are Burgundians, 
  though some are found among the Finnish tribes and the 
  Ugrian Nomads.  
   
  Members of this bloodline are known for their 
  courage, toughness, and strength. The ancestral sword, 
  Nothung, is also associated with this line.   
   
  Recommended Feats. Athletic, Combat Expertise, 
  Breaker, Extra Fighting Style, Great Fortitude, Great 
  Strength, Great Weapon Expertise, Mounted Warrior, 
  Point-blank Shot, Power Attack.  
   
  Bloodline Feats. Favored of the Gods, War Child. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  46 
   
  Wayland  
   
  Wayland was a legendary smith who forged an 
  arsenal of magical weapons and armor that are still 
  carried today. Among his greatest achievements are 
  Nothung, the sword Sigurd will use to slay Fafnir, and 
  Excalibur, a sword destined for an Anglo-Saxon king in 
  the far future. Wayland also forged Curtana, the Sword 
  of Mercy, and he crafted the coat of mail that Beowulf 
  will wear when he faces Grendel. 
   
  Wayland had two older brothers, Egil and Slagfid. 
  One day, Wayland and his brothers were passing by a 
  lake and encountered three maidens bathing. The 
  maidens turned out to be Valkyries and the brothers 
  managed to seduce them into marriage. Wayland 
  married Hevor and they had a son named Heime.  
   
  After seven years of marriage, the Valkyrie-wives 
  were called away to war. Egil and Slagfid went searching 
  after them, but Wayland knew that following Valkyries 
  into battle was suicidal, so he stayed behind and focused 
  on his work. His brothers were never seen again, but 
  Wayland went on to become the most famous smith in 
  Scandinavian history.  
   
  Wayland became a victim of his own success when 
  his craftsmanship attracted the attention of King Nidhad 
  of Narke. The king invited Wayland to his court and 
  challenged him to a dual of craftsmanship against his 
  royal smith, a man named Amilias. Nidhad decreed that 
  Amilias would craft a suit of armor and Wayland would 
  craft a sword and the two would dual to determine who 
  the better craftsman was.  
   
  Anticipating Nidhad’s schemes, Wayland crafted two 
  swords; the blade Mimung, and a cheap replica. When he 
  faced Amilias in the dual, he used Mimung to slice him in 
  half so finely that no one even noticed until Amilias tried 
  to move and fell apart in dismembered pieces. 
  Impressed, King Nidhad demanded Wayland give him the 
  sword, Mimung. Instead, Wayland gave him the replica.  
   
  King Nidhad then offered to hire Wayland to replace 
  Amilias and be his new 
  court artisan. Wayland 
  refused, so the king had 
  him kidnapped, crippled (by 
  severing his hamstrings), 
  and forced into work.  
   
  Wayland was imprisoned 
  in King Nidhad’s armory on 
  the island of Sævarstöð 
  where he was forced to 
  craft hundreds of rings, 
  broaches, dinnerware, 
  trinkets, and—occasionally 
  weapons and armor.  
   
   
   
  
   
  47 
   
  After years of 
  forced labor and 
  abuse, Wayland finally 
  exacted a harsh 
  revenge on King 
  Nidhad by killing his 
  two sons and crafting 
  cursed magical items 
  from their remains. 
  From their skulls he 
  made drinking goblets 
  and from their bones 
  he made tableware 
  and gave them to the 
  king to use. 
   
  He also seduced Nidhad’s daughter, Princess Bodvild, 
  and together they planned their escape from her wicked 
  father. She helped Wayland collect bird feathers and with 
  them he built a winged device that he used to fly away 
  from the island. Rather than merely escaping, however, 
  Wayland flew to Nidhad’s castle and told the king what 
  had become of his two sons.  Wayland then swept 
  Bodvild up in his flying device and they escaped, 
  laughing as they left her father alone in his hall, stunned 
  with horror and disbelief.  
   
  They later had a son named Vidrik who became a 
  legendary hero in his own right and used a hammer and 
  pliers as his heraldic device to symbolize his family’s 
  legacy.   
   
  Recommended Feats. Adaptive Laborer, Brilliant 
  Mind, Great Fortitude, Great Strength, Highly Skilled, 
  Lightning Reflexes, Skill Focus. 
   
  Bloodline Feats.  Master Craftswoman  
   
   
   
   
  
   
  48 
   
  Yngvi  
   
  The Yngvi, or Yngling, bloodline is the oldest noble 
  line in Scandinavia and traces its lineage back to  
  Freyr, the fertility lord of the Vanir and the first king of 
  Sweden, appointed by Odin after the Aesir-Vanir War. 
  Yngvi is one of Freyr’s alternate names, and one he 
  commonly used when traveling in Midgard.    
   
  Freyr married Gertha and fathered Fjolnir, the first 
  mortal king of Sweden and the first human to carry the 
  Yngvi bloodline. Fjolnir married and had a son named 
  Swegde. Fjolnir later drowned in a vat of mead.  
   
  Swegde married Vana, a Vanir woman, and fathered 
  a son named Vanlandi. When an evil gray dwarf tricked 
  King Swedge and trapped him inside a boulder, Vanlandi 
  became the new king of Sweden.  
   
  Vanlandi married a princess from the Finnish tribes, a 
  member of the Volsung line, but he soon lost interest in 
  her. In revenge, she cursed him with nightmares until his 
  death.  
   
  Vanlandi’s son was Visbur, and he married the 
  daughter of Aude the Wealthy. They had two sons, Gisle 
  and Ond. Visbur soon left her, however, and had a son 
  named Domald with another woman.  
   
   
   
  
   
  49 
   
  Visbur’s scorned wife returned to her father’s kingdom 
  with her two sons and began plotting against her ex-
  husband. She used sorcery to curse Domald with bad 
  luck and when Gisle and Ond became teenagers, she 
  sent them back to their father to claim their birthrights.  
   
  Visbur turned them away, vowing that his sole heir 
  would be Domald. In revenge the brothers locked Visbur 
  in his hall and burned it to the ground.   
   
  Domald became king, but the curse that was upon 
  him became a curse upon the whole land. When the 
  crops failed after his first year as king, the people 
  sacrificed animals to the Vanir. The following year the 
  harvest was worse, so they sacrificed men. The next year 
  the crops failed again, so the chieftains decided to 
  sacrifice Domald.  
   
  Domald’s son Domar 
  became king upon his father’s 
  sacrifice and the good 
  harvests returned. Domar had 
  a long, prosperous and 
  uneventful reign. He married 
  the sister of King Dan and had 
  a son named Dyggvi, who died 
  young and became a consort 
  to Hel, Loki’s daughter and the 
  ruler of the afterlife. 
   
  Dyggvi’s son was Dag the Wise, who could speak with 
  birds and had a sparrow companion that served him as a 
  spy. When the Geats killed the sparrow, Dag declared 
  war against Denmark. He was killed in battle and his son 
  Agne succeeded him.  
   
  Agne briefly conquered Finland, killed several giants, 
  and took a Finnish princess named Skjalf for his bride. 
  They had twin sons, Alrek and Eirik. However, Skjalf and 
  her bodyguards eventually murdered Agne and returned 
  to Finland.   
   
  Alrek and Eirik became co-rulers of Sweden, they 
  ruled cooperatively for many years until they apparently 
  killed each other in a mysterious fight. The twins were 
  both very competitive and highly skilled horsemen. They 
  fell into a conflict over their favorite steeds and rode off 
  in a furious race. They were both later found dead, 
  apparently having beaten each other to death with their 
  bridles.  
   
  Alrek’s sons Alf and Yngvi (named after his ancestor) 
  became co-rulers after the deaths of their father and 
  uncle. The brothers differed in many ways and they 
  frequently quarreled. They eventually killed each other in 
  a drunken sword dual, leaving Alf’s young son Huglik as 
  king.  
  
   
  50 
   
  Huglik was lazy, 
  gluttonous, and dull, 
  preferring to stay in his hall 
  with jesters and mystics. 
  He had no interest in 
  venturing abroad, raiding, 
  and making war. His 
  reputation for weakness 
  and passivity soon 
  attracted the attention of 
  two ambitious Volsung sea 
  kings, Haki and Hagbard, 
  who were half-brothers to 
  Sinfijolti and Sigurd.   
   
  The Volsungs attacked Huglik’s hall with two armies 
  and twelve champions, including the legendary hero 
  Starkad. Although Huglik’s army was small and quickly 
  overrun, he had two Danish champions at his side, 
  Geigad and his elder brother Svipdag. They each fought 
  like an entire army and slaughtered nearly all the 
  invaders before they were captured.   
   
  Haki became the king of Sweden. Confident in his 
  new position, he sent Starkad, Hagbard, and most of his 
  champions abroad to pillage and plunder.  
   
  Huglik had two cousins, Eric and Jorund. They were 
  raiding and pillaging in Denmark when they encountered 
  King Guglog of Halogaland, who was also plundering.  
  They defeated Guglog in battle and hung him at 
  Stromones, gaining fierce reputations in the process. 
  When Eric and Jorund learned that Haki had seized the 
  throne in Uppsala and sent his best warriors abroad, they 
  used their newfound fame to raise a huge army and 
  reclaim the throne of Sweden for the Yngvi dynasty.  
   
  Eric was killed in the battle, but Jorund slew Haki and 
  took the crown. He ruled from Uppsala during the 
  winters, but in the summers he continued to raid foreign 
  shores. He was pillaging in Jutland when he encountered 
  Gylung, son of Guglog. Seeking revenge for his father’s 
  murder, Gylung joined forces with the locals who wanted 
  to stop Jorund’s raids. The combined armies 
  overwhelmed Jorund’s raiding party. He was taken 
  captive and hung, leaving the throne to his young son 
  Edwin.   
   
  Edwin lived nearly two hundred years and sacrificed 
  nine of his own sons in the process. In that time he also 
  lost and regained the throne twice.   
   
  Prince Halfdan the Younger of Denmark (named after 
  the legendary hero) attacked Edwin and drove him into 
  exile in Västergötland. Edwin stayed with the Geats for 
  twenty five years until Halfdan died of old age. Edwin, 
  now sixty years old, returned to Uppsala and sacrificed 
  his first son to the Vanir, doubling his own life span. He 
  ruled Sweden for another twenty five years until Ale the 
  Strong, Halfdan’s nephew, attacked. Ale won several 
  ferocious battles and forced Edwin to flee to 
  Västergötland again, where he stayed for another twenty 
  five years until Starkad the champion came to Uppsala 
  and slew Ale.  
  
   
  51 
   
  Edwin returned to Sweden and sacrificed his second 
  son, but was told that his life would only be extended 
  another ten years. For each son he sacrificed thereafter, 
  he would be allowed to live another ten years, though he 
  continued to age. By the time he sacrificed his ninth son 
  he was bedridden and feeble. When he attempted to 
  arrange the sacrifice of his tenth son, the chieftains 
  discovered his scheme and intervened, preventing the 
  sacrifice and causing his death.  
   
  Edwin’s young son, Egil, became king. Like several of 
  his forefathers, he was not warlike, preferring to stay in 
  his hall and resolve problems peacefully. A naive and 
  trusting youth, Egil discovered too late that his thrall, 
  Tunni, had stolen gold from the royal treasury and raised 
  an army to depose him. Egil fled to Denmark and the 
  court of King Frodi, who helped him reclaim his throne 
  and slay Tunni. Egil was later killed by a bull during the 
  annual sacrifices at Uppsala, leaving the throne to his 
  eldest son, Othar.  
   
  Members of this line have 
  become known for their Vanir-
  like qualities of promiscuity and 
  fertility. They also tend to have 
  pleasant, calm, good-natured 
  personalities. Although there are 
  berserkers and war kings among 
  the family, Yngvis are usually 
  more peaceful and thoughtful 
  than bloodlines that flow from 
  the Aesir.  
  The Yngvi are characterized by their fair complexions, 
  their formidable size and strength, and their frequent 
  association with sorcery.  
   
  Recommended Feats. Arcane Smite, Arcane Strike, 
  Brilliant Mind, Great Fortitude, Great Weapon Expertise, 
  Inspiring Leadership, Iron Will, Major Magic, Minor Magic, 
  Prescience, Strong Personality. 
   
  Bloodline Feats. Magical Aptitude  Magic 
  Resistance, Master of Magics, Spell Endurance, 
  Fortuitous.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  52 
   
  Zal  
   
  Zal was a member of a long line of famous Parthian 
  warriors and generals who served in the Persian army. 
  His father was Sam, his grandfather was Nariman, and 
  his great grandfather was Gorshtasb. Zal’s son Rostam 
  became one of the greatest heroes of Persian history. 
   
  The source of the Zal bloodline is unknown. 
  Strangely, it is characterized by a high percentage of 
  albinism among its members. The word “zal” is Persian 
  for “white.” The hero Zal was so named for his white hair 
  and pale skin. Although Zal was not the first of this 
  bloodline, or the most famous, it is named for him and 
  the albino traits that are associated with the line. 
   
  Like his forefathers, Zal was a brilliant tactician with a 
  quick, curious mind. He enjoyed puzzles, riddles, and 
  games of strategy. He was a legendary military 
  commander and a formable warrior, able to slay 
  opponents with a single blow.   
   
  Zal’s life was marked by great success and great 
  tragedy. He lived three hundred years, but before he 
  died his descendants murdered each other and scattered 
  his dynasty into the wind.   
   
  Members of this bloodline have a 10% chance of 
  being albino.  
  Recommended Feats. Arcane Smite, Arcane Strike, 
  Extra Fighting Style, Great Fortitude, Iron Will, Mounted 
  Warrior, Parting Shot, Prescience.   
   
  Bloodline Feats. Master of Magics, Magic 
  Resistance, Spell Endurance, Strength Surge, Unusual 
  Anatomy. 
   
  
   
  53 
   
  Appendix: Feats  
   
  ADAPTIVE LABORER  
  By doing odd jobs, you have picked up some handy 
  skills throughout your life. You gain proficiency in five 
  artisan tools of your choice.  
   
  ADVENTURING COMPANION 
  With this feat you attract a squire, sidekick, cohort, 
  apprentice, bodyguard, or other sort of companion.  
  Chose one of the following from Appendix B of the 
  System Reference Document: Acolyte, Bandit, Cultist, 
  Guard, Noble, Scout, Thug, or Tribal Warrior. At your 
  DM’s discretion you may select some other customized 
  companion with a challenge rating of ¼ or lower.  
   
  The companion’s alignment is the same or very 
  similar to yours. The DM determines the companion’s 
  race, gender, age, background, and other characteristics. 
   
  In return for their service, you agree to train them 
  and provide for their basic needs (food, shelter, etc.). 
  The companion helps and serves you to the best of their 
  ability. They may perform many menial tasks such as 
  errands, portage, research, or donning armor. They may 
  also help in combat. They take their turns on your 
  initiative and obey your directions in combat. As long as 
  the companion is within 60 feet of you, they use your 
  proficiency bonus for attacks, saving throws, and skills 
  they are proficient in, as they are actively learning from 
  you. However, if you fall unconscious or move more than 
  60 feet away, they lose this bonus.  
   
  The companion will not tolerate abuse and will 
  abandon you or turn on you if they feel mistreated. 
  Companions do not gain experience points or advance in 
  level while they serve you. After studying under you for a 
  time, they eventually move on to pursue career 
  opportunities elsewhere and must be replaced with a 
  new recruit.   
   
  If a companion dies or leaves, you can spend 8 hours 
  recruiting a new one. You can also dismiss your current 
  companion and recruit a new one.  
   
  ALERTNESS 
  Prerequisite(s): Perception proficiency 
   
  • You are always cautious of danger, and are rarely 
  caught unaware. 
  • You have a +2 bonus to initiative checks. 
  • You are never surprised, so long as you are not 
  stunned or unconscious. 
  • Enemies never gain advantage when striking you 
  from stealth. 
   
  
   
  54 
   
  ARCANE SMITE  
  Prerequisite(s): Ability to cast arcane spells 
   
  With this feat, you can expend arcane spell slots to 
  inflict more damage with your melee attacks.  
   
  When you hit a creature with a melee weapon attack, 
  you can expend one arcane spell slot to deal force 
  damage to the target, in addition to the weapon’s 
  damage. The extra damage is 2d8 for a 1st-level spell 
  slot, plus 1d8 for each spell level higher than 1st, to a 
  maximum of 5d8. 
   
  ARCANE STRIKE 
  Prerequisite(s): Ability to cast arcane spells 
   
  You draw upon your arcane power to enhance your 
  weapons with magical energy. Weapons you hold glow 
  with arcane power and count as though they are magical 
  weapons. You gain a +1 bonus to attacks and damage 
  with these weapons as long as you are holding them. 
  Ranged weapons also grant these bonuses on attacks 
  and damage, but the magic fades after striking their 
  target. 
   
   
   
   
   
  ATHLETIC  
  Prerequisite(s): Strength and Constitution 13 or 
  higher, Athletics proficiency 
   
  You possess inherent physical prowess. 
  • You gain expertise with the Athletics skill. 
  • You can climb at your full movement rate 
  instead of halved. 
  • You can perform a running long jump or 
  running high jump after moving 5’ instead of 
  the usual 10’. 
  • Once per short rest you can gain advantage on 
  any Strength or Constitution-based skill check 
  or saving throw. 
   
  AUGMENTED CONJURING 
  Prerequisite(s): Achaemenes bloodline  
   
  Your conjured creatures are more powerful and 
  robust. 
  • Each creature you conjure with any summon 
  spell gains a +2 bonus to attacks and damage 
  and a bonus of +2 hit points per HD for the 
  duration of the spell that summoned it. 
   
   
   
   
   
  
   
  55 
   
  BEAST COMPANION 
  Prerequisite(s): Atalanta or Saeming bloodline 
   
  With this feat you attract a creature of the beast type 
  to be your companion. Choose a beast with a challenge 
  rating of ¼ or lower, such as a mastiff, panther, hawk, 
  riding horse, vulture, or wolf.  
   
  The beast companion serves you to the best of its 
  ability. It takes its turn on your initiative and obeys your 
  directions in combat. It can be instructed to take the 
  Attack, Dash, Disengage, or Help actions. You must use 
  an action to issue these commands. If you have more 
  than one attack per turn, you can use one of your 
  attacks to issue commands to the beast companion. 
  Lacking any command, the beast’s default action is to 
  dodge. 
   
  Your proficiency bonus is added to the beast’s attack 
  and damage rolls, saving throws, AC, and skill checks 
  that it is proficient with. Its maximum hit points are equal 
  to 4 times your character level.   
   
  The companion will use its reactions and bonus 
  actions without being instructed. If you are unconscious 
  or otherwise unable to issue commands to the beast, it 
  will act on its own and attempt to protect you and itself.  
   
  If a beast companion dies, you can spend 8 hours 
  recruiting a new one. You can also dismiss your current 
  companion and recruit a new one.  
  BEAST TRAINER  
  Prerequisite(s): The ability to acquire a beast companion 
   
  You are a natural when it comes to rearing animals as 
  companions, which grants you the following benefits: 
  • You can acquire a companion of up to CR 1. 
  Starting at 6th level, you can acquire a 
  companion with a challenge rating as high as 
  your character level divided by 3, rounded 
  down.  
  • Your companion is proficient with your saving 
  throws. 
  • Your companion’s hit point maximum equals its 
  normal maximum or five times your character 
  level, whichever is higher. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  56 
   
  BLOCKING EXPERTISE 
  Prerequisite(s): Shield proficiency 
   
  You turn away even the fiercest blows with your 
  shield. 
  • Your Strength score increases by +1. 
  • When you wield a shield and are dealt a critical 
  attack, you have a 50% chance to negate the 
  critical hit. 
   
  BODYGUARD 
  Prerequisite(s): Shield proficiency 
   
  You are adept at warding off enemies attacking 
  nearby allies. 
  • You may grant your shield bonus to a single 
  adjacent ally instead of yourself. 
  • When an adjacent ally is attacked, you may use 
  a reaction to redirect the attack to yourself. 
   
   
   
   
   
   
   
   
  BRAWLING 
  Prerequisite(s): Strength and Constitution 13 or higher 
   
  You are skilled at fighting while unarmed. 
  • Increase your Strength or Constitution score by 1, 
  to a maximum of 20.  
  • You gain proficiency with improvised weapons.  
  • Your unarmed strikes inflict 1d4 damage (1d3 for 
  small creatures and 1d6 for large). 
  • You can make a grapple attempt as a bonus action 
  when you hit a creature with an unarmed strike or 
  improvised weapon on your turn. 
   
  BREAKER 
  Prerequisite(s): Strength 13 or higher  
   
  You gain the following benefits: 
  • You gain a +5 bonus on attack rolls against 
  objects and Strength checks made to break 
  objects. 
  • When you attack a creature, you can take a -5 
  penalty to the attack roll and aim for its 
  extremities. If you hit, the creature suffers one 
  level of exhaustion unless it is immune to that 
  condition. A creature can’t die from exhaustion 
  in this way. 
   
   
   
  
   
  57 
   
  BRILLIANT MIND 
  Prerequisite(s): Intelligence 13 or higher 
   
  Your mind is extraordinarily keen, and your mental 
  defenses are nearly impossible to penetrate. 
  • Your Intelligence score increases by +1. 
  • You gain proficiency in Intelligence saves. 
   
  BRUTAL PUGILIST 
  You are an expert at hand-to-hand combat, which 
  grants you the following benefits: 
  • Your unarmed strike gains the versatile property, 
  allowing you to increase its damage die by 1 size if 
  you have both hands free when you make 
  the attack (d4, d6, d8, d10, d12). 
  • Your unarmed strike attack rolls do not have 
  disadvantage while you are restrained. 
  • When you use the Attack action to grapple or pin 
  and succeed, you also deal your unarmed strike 
  damage to the creature you are grappling. 
  • You count as one size larger when a creature tries 
  to swallow you. If it does, you can use your 
  reaction to make an opportunity attack against it. 
   
   
   
   
   
  CHARMING SMILE 
  Prerequisite(s): Charisma 13 or higher, Dioskouri 
  bloodline 
   
  • Your Charisma increase 1 point to a maximum of 
  20.  
  • By spending an action, you can cast the spell 
  charm person as a first level spell. This does not 
  require a spell slot. You can cast this spell one 
  time and regain the ability to do so after 
  completing a long rest. Charisma is your 
  spellcasting ability.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  58 
   
  CLEAVE 
  Prerequisite(s): Strength 13 or higher, Power Attack 
   
  You can strike two adjacent foes with a single blow. 
  You make an attack against a foe within reach. If you hit, 
  you deal damage normally and can make an additional 
  attack as a bonus action against a foe that is adjacent to 
  the previous foe and also within your reach. This cleave 
  attack only counts as one action (and your bonus action). 
  When you cleave, your movement is halved for your 
  current turn. 
   
  COLD BORN 
  Prerequisite(s): Halfdan bloodline 
   
  Your ancestry imbues you with resistance to cold 
  damage.  
   
  COMBAT EXPERTISE 
  Prerequisite(s): Dexterity 13 or higher 
   
  You can increase your defense at the expense of your 
  accuracy. 
  • Your Dexterity score increases by +1. 
  • You may choose to suffer disadvantage on all 
  attacks in a round in order to force all 
  opponents to suffer disadvantage on all attacks 
  against you. 
  DEMORALIZING STRIKE 
  Prerequisite(s): Charisma 13 or higher 
   
  When you inflict damage on an opponent with a 
  melee weapon, you can use your bonus action to cause 
  that creature to make a Wisdom saving throw or become 
  frightened of you for 1 round. The DC for the saving 
  throw is equal to 8 + your proficiency modifier + your 
  Charisma modifier. Whether the creature saves or not, it 
  cannot be affect again for 24 hours. After using this 
  ability, you cannot use it again until you complete a short 
  or long rest.  
   
  DIEHARD 
  Prerequisite(s): Endurance 
   
  You are especially hard to kill. 
  • Your Constitution increase by 1, to a maximum of 
  20. 
  • You do not die immediately until you reach an 
  amount of negative hit points equal to your 
  Constitution score plus your level. 
  • You gain a +2 bonus on death saves. 
   
   
   
   
   
  
   
  59 
   
  DIVINE HEALTH 
  Prerequisite(s): Aeneas bloodline 
   
  Your divine heritage has rendered you immune to 
  disease.  
   
  ENDURANCE 
  Prerequisite(s): Constitution 13 or higher 
   
  Harsh conditions or long exertions do not easily tire 
  you. 
  • Your Constitution score increases by +1. 
  • You have advantage on all saves made to 
  resist exhaustion, running out of breath, starvation 
  and thirst, heat and cold. 
  • You can sleep in armor that you are proficient in. 
   
  EVASION  
  Prerequisite(s): Dexterity 13 or higher, Perception 
  proficiency 
   
  You can nimbly dodge out of the way of certain area 
  effects, such as a red dragon’s fiery breath or a fireball 
  spell. When you are subjected to an effect that allows 
  you to make a Dexterity saving throw to take only half 
  damage, you instead take no damage if you succeed on 
  the saving throw, and only half damage if you fail. 
   
  EXTRA FIGHTING STYLE 
  Prerequisite(s): Fighting Style class feature 
   
  Your versatile training in combat allows you to gain 
  an additional fighting style. 
  • You may choose an extra combat style from your 
  class. 
   
  FAVORED OF THE GODS 
  You have drawn the attention of a benevolent 
  celestial being that protects you from harm. When you 
  fail a saving throw, you can choose to roll a new saving 
  throw with a single d20 regardless of any circumstances 
  that would otherwise impose advantage or disadvantage. 
  You can’t use this feat again until you finish a long rest. 
   
  FLEET-FOOTED 
  Prerequisite(s): Dexterity 13 or higher 
   
  You are faster than most. 
  • Your movement increases by 5 feet. 
  • While you are wearing light or no armor, your 
  base speed increases by an additional 5 feet. 
  • When you move at least 30 feet during your turn, 
  your AC increases by +1 
   
   
  
   
  60 
   
  FOIL SCRUTINY 
  Prerequisite(s): Charisma 13 or higher 
   
  You are skilled at concealing your thoughts and 
  intentions. You gain the following benefits.  
  • You add double your proficiency bonus whenever 
  making Charisma (deception) skill checks.  
  • You have advantage on all Wisdom saving throws 
  made to resist deep probing with the detect 
  thoughts spell.  
  • You also add your proficiency bonus to any 
  opposed Intelligence checks made to end a 
  probing detect thoughts spell.  
   
  FORTUITOUS 
  Prerequisite(s):  Autolycus or Yngvi bloodline 
   
  You have an uncanny amount of luck. 
  You gain four d4s you can use towards lucky 
  moments each day. 
  • You can add these dice to any attack, skill check 
  or saving throw, even after you see the results. 
  You may also use more than one die. 
  • You can use these dice to subtract from a 
  foe’s attack or skill check against you, or on their 
  save against one of your abilities. 
   
   
  GRAPPLING EXPERTISE 
  Prerequisite(s): Strength 13 or higher 
   
  You are adept at grappling and close-quarter physical 
  combat. 
  • If you have a creature grappled, you gain 
  advantage on all attacks against them. 
  • If you have a creature grappled, you can spend 
  a bonus action to attempt to pin the creature. 
  Make another grapple check. If you succeed, both 
  you and the creature are restrained and immobile. 
  • You can grapple creatures up to one size larger 
  than you without them escaping automatically. 
   
  GREATER WIND MAGIC 
  Prerequisite(s): Boreads bloodline, Wind Magic  
   
  With this feat you develop your inherent magical skills 
  to their full potential.  
   
  You learn the spell featherfall and can cast it at will. It 
  does not require a spell slot. You also learn the spells 
  gust of wind and fly. You may only cast fly on yourself, 
  and when you do, feathered wings sprout from your 
  back. Using these spells does not expend spell slots. 
  Charisma is your spellcasting ability for these spells. You 
  may cast each spell one time. After that, you must 
  complete a long rest before you can cast them again.  
  
   
  61 
   
  GREAT FORTITUDE 
  Prerequisite(s): Constitution 13 or higher 
   
  You are resistant to poisons, diseases, and other 
  maladies. 
  • Increase your Constitution score by +1. 
  • You gain proficiency in Constitution saves. 
   
  GREAT STRENGTH 
  Prerequisite(s): Strength 13 or higher 
   
  You are herculean in strength, capable of great feats 
  of physical might. 
   
  • Increase your Strength score by +1. 
  • You gain proficiency in Strength saves. 
   
  GREAT WEAPON EXPERTISE 
  You are a master of wielding heavy weapons 
  • When wielding a heavy weapon, you may reroll 
  damage once per turn, keeping the better result. 
  • When wielding a heavy weapon, you can take a 
  penalty of -5 on the attack roll to gain a +10 
  bonus to your damage roll. 
  • If you hit a foe with a heavy weapon, you may 
  spend a bonus action to attempt a 
  shove maneuver against that same creature. 
   
  HEALING HANDS  
  Prerequisite(s): Asclepius bloodline  
   
  You are a natural talent when 
  it comes to medicine and healing. 
  When you gain this feat you gain 
  the following abilities.  
  • You have advantage on all 
  Wisdom (medicine) checks.  
  • You learn the 1st level spell 
  cure wounds. You can cast 
  this spell once with this trait 
  and regain the ability to do 
  so when you complete a 
  long rest. Charisma is your spellcasting ability for 
  this spell.   
  HERBAL HEALER 
  Prerequisite(s): Wisdom 13 or higher, Nature proficiency 
   
  You know which plants and herbs to use to make 
  herbal poultices and unguents. 
  • You gain proficiency with the herbalist kit. 
  • You can spend one hour to create a number of 
  herbal healing salves equal to your proficiency 
  bonus. These salves add +1d6 hit points to a 
  target’s recovery dice during rest. Your salves are 
  only good for 24 hours. 
  • You can spend one hour to create a powerful 
  healing salve that functions as lesser restoration. 
  
   
  62 
   
  HEROIC DEFIANCE 
  Prerequisite(s): Diehard or Endurance 
   
  You struggle on when others would fall. 
  • Once per long rest as a reaction you can delay the 
  onset of one harmful condition or affliction (such 
  as frightened, paralyzed, stunned, and so on). 
  Activating this feat delays the onset of the 
  condition until the end of your next turn, after 
  which time the condition takes its normal effect. 
  This feat has no effect on hit point damage or 
  ability damage. 
  • You may reroll failed saving throws three times. 
  You may use the new result if it would benefit you 
  to do so. You can use this ability again after a long 
  rest. 
   
  HEROIC SURGE  
  Prerequisite(s): Aeneas, Autolycus, or Halfdan bloodline 
   
  With this feat you gain one bonus action that you can 
  use in combat on your turn. After using this feat, you 
  cannot use it again until you complete a short or long 
  rest. After reaching 17th level, you can use this feat twice 
  before resting.  
   
   
   
   
  HIGHLY SKILLED  
  You have a versatile skill set. Choose any combination 
  of three skills or tools that you are not already proficient 
  in. With this feat, you gain proficiency with those skills 
  and/or tools. 
   
  IGNORE PAIN  
  Prerequisite(s): Tantalus bloodline, Warped Mind  
   
  Your warped mind ignores and suppresses physical 
  pain. As a result, you gain resistance to all non-magical 
  bludgeoning, piercing, and slashing damage.  
   
  IMPROVED BEAST COMPANION 
  Prerequisite(s): Beast Companion, 
  Animal Handling proficiency 
   
  Your beast companion is of 
  greater power than most of its kind. 
  • Your beast companion may 
  be up to CR ½. 
  • Your beast companion’s 
  natural attacks count as 
  magical and silver for the 
  purposes of over-coming 
  resistance. 
   
  
   
  63 
   
  INHERITED MADNESS  
  Prerequisite(s): Tantalus bloodline 
   
  You gain an insanity of the GM’s choice (see 
  Madness). Your GM should work with you to ensure its 
  nature makes the game more fun for you and the group, 
  and it should generally fall into the category of a first-
  degree insanity. 
   
  As long as you have this insanity, you have advantage 
  on Constitution saving throws to concentrate on spells 
  and on all Wisdom saving throws. If your insanity is 
  cured, you may either gain a different insanity or choose 
  a new feat in place of this one. 
   
  Anyone using detect thoughts or other magic to hear 
  your thoughts must make a Wisdom save (DC 8 + your 
  proficiency bonus + your Charisma modifier) or suffer 
  from a randomly determined short term madness.  
   
   
   
   
   
   
   
   
   
   
   
   
  INSPIRING LEADERSHIP 
  Prerequisite(s): Charisma 13 or higher 
   
  You are capable of awe-inspiring leadership, and that 
  leadership gives your allies strength. 
   
  If you spend at least 5 minutes giving a rousing 
  speech you can make a Charisma (performance) check 
  with a DC of 15. If you succeed, all allies within 30’ gain 
  5 temporary hit points. If you succeed with a DC 20, this 
  bonus increases to 10 temporary hit points. If you 
  succeed with a DC 25 or better, this bonus increases to 
  15 temporary hit points. No creature can benefit from 
  these temporary hit points again until they have taken at  
  a short or long rest. 
   
  IRONSKIN 
  Prerequisite(s): Constitution 13 or higher 
   
  Through body hardening techniques, you can shrug 
  off some blows without the use of armor. 
  • Your Constitution score increases by +1. 
  • You may add your Constitution bonus to AC when 
  not wearing armor. 
   
   
   
   
   
  
   
  64 
   
  IRON WILL 
  Prerequisite(s): Wisdom 13 or higher 
   
  You are more resistant to mental effects. 
  • Increase your Wisdom score by +1. 
  • You gain proficiency in Wisdom saves. 
   
  LIGHTNING REFLEXES 
  Prerequisite(s): Dexterity 13 or higher 
   
  You have faster reflexes than normal. 
  • Increase your Dexterity score by +1. 
  • You gain proficiency in Dexterity saves. 
   
  LINGUISTICS EXPERT 
  Prerequisite(s): Intelligence 13 or higher 
   
  You are a scholar of languages, ancient tongues and 
  scripts. 
  • You learn three languages of your choice. 
  • You can get rough impressions of the meaning of 
  written and spoken languages you don’t know 
  with a DC 15 Intelligence check. 
  • You can also create secret codes. The DC to 
  understand your codes is equal to 
  your Intelligence score + your proficiency bonus. 
   
   
  LOAD BEARING  
  You can carry loads like a beast of burden. 
   
  • Your strength score increases by 1 to a maximum 
  of 20.  
  • The amount of weight you can carry, push, drag, 
  or lift is doubled.   
  MAGICAL APTITUDE 
  Prerequisite(s): Intelligence 13 or higher, Arcana 
  proficiency 
   
  You have a knack for magic. 
  • Your Intelligence, Wisdom, or Charisma score 
  (choose one) increases by +1, to a maximum of 
  20.  
  • You gain expertise in the Arcana skill. 
  • Once per short rest you can gain advantage on 
  any Arcana skill check. 
   
  MAGIC RESISTANCE  
  Prerequisite(s): Achaemenes, Yngvi, or Zal bloodline  
   
  You gain advantage on all Dexterity and Wisdom 
  saving throws against spells and magic. 
   
   
   
   
  
   
  65 
   
  MAJOR MAGIC 
  Perquisite(s): Intelligence 13 or higher, Minor Magic 
   
  With this feat you develop your spellcasting abilities 
  to their fullest potential. You learn the spell detect magic 
  and can cast it at will without expending a spell slot.   
   
  You also choose one spell from the following list: 
  detect thoughts, invisibility, see invisibility, suggestion, 
  spider climb, levitate,  mirror image, or minor illusion.  
   
  And also choose one spell from the follow list: 
  clairvoyance, dispel magic, fly, gaseous form, haste, 
  major image, tongues, water breathing, or water walk. 
   
  The spells you 
  chose cannot be 
  changed. You may cast 
  each of them once and 
  regain the ability to do 
  so after completing a 
  long rest. Casting 
  these spells does not 
  use a spell slot. 
  Charisma is your 
  spellcasting ability for 
  all of these spells.  
   
   
   
   
  MASTER CRAFTSWOMAN 
  Prerequisite(s): Intelligence 13 or higher 
   
  You are a master artisan, capable of crafting great 
  works of stunning beauty and effectiveness. 
  • You gain proficiency with any two tools of your 
  choice. 
  • You craft items at a rate of 50 gp per day instead 
  of 25 gp. 
  • You can craft weapons and armor that are 
  effectively a +1 enhancement bonus, but they do 
  not count as magical, nor radiate magic. 
   
  MASTER OF MAGICS  
  By interacting with the constant flow of arcane 
  energy, you have found a connection to these 
  otherworldly elements and drawn them into yourself. As 
  a result, you gain the following benefits:  
   
  • You have advantage on Intelligence (arcana) 
  checks when attempting to recall information and 
  lore about magical items. 
  • You can now be attuned to a maximum of four 
  magical items, rather than the normal limit of 
  three. Other attunement limitations still apply. 
   
   
   
  
   
  66 
   
  MASTER PHYSICIAN  
  Prerequisite(s): Asclepius bloodline, Healing Hands  
   
  You develop your innate healing skills to their fullest 
  potential. You can cast the spell detect poison and 
  disease at will. It does not use a spell slot. You also learn 
  the spells lesser restoration and revivify. You can cast 
  each of these spells once and regain the ability to do so 
  after completing a long rest. Charisma is your 
  spellcasting ability for these spells.  
   
  MINOR MAGIC  
  Choose a type of magic to specialize in, either divine 
  or arcane. If you choose divine magic, you can choose 
  spells from the cleric spell list. If you choose arcane 
  magic, you instead chose spells from the wizard spell list.  
   
  When you take this feat, you learn two cantrips and 
  one 1st-level spell of your choice from either the cleric 
  spell list or the wizard spell list. With this feat, you may 
  cast the 1st level spell once at its lowest level and regain 
  the ability to do so when you finish a long rest. Charisma 
  is your spell casting ability for these cantrips and spell.  
   
   
   
   
   
  MOBILITY 
  Prerequisite(s): Dexterity 13 or higher 
   
  You can easily move through a dangerous melee. 
  • If you take the Dash action, you are not 
  hindered by difficult terrain that turn. 
  • When you exit a creature’s threatened area, 
  you do not provoke attacks of opportunity. 
  This ability can be applied to a number of 
  enemy creatures each round equal to your 
  Dexterity modifier.  
  • Your speed increases by 5 feet. 
   
  MOUNTED WARRIOR 
  Prerequisite(s): Animal Handling proficiency 
   
  You are adept at warfare on the back of a mount. 
  • While mounted, you gain advantage on melee 
  attack rolls against unmounted foes that are 
  smaller than your mount. 
  • As a reaction to an attack on your mount, you can 
  make a Wisdom (animal handling) check (DC 15) 
  to impose disadvantage on that attack roll.  
  • While you are mounted, your mount gains the 
  benefits of the Evasion feat.  
   
   
   
   
  
   
  67 
   
  NATURAL ARMOR 
  Prerequisite(s): Achilles, Anteus, or Myrmidon bloodline 
   
  Your flesh and bones are thick and resistant to 
  damage.  
  • Your base armor class is 11 + your Dexterity 
  modifier.  
   
  PARRYING STYLE 
  Prerequisite(s): Dexterity 13 or higher 
   
  With this feat, you can use your reaction to parry 
  melee attacks that hit you, reducing the damage by an 
  amount equal to 1 + your Dexterity modifier. You must 
  be armed and aware of the attacker to use this feat.  
   
  PARTING SHOT 
  Prerequisite(s): Dexterity 13 or higher 
   
  You are an expert skirmisher, able to rain missiles upon 
  your enemies as you retreat. 
  • When you use the disengage action, you can 
  make a single ranged attack at any point during 
  your movement as a bonus action. 
   
   
   
   
  PERSUASIVE 
  Prerequisite(s): Charisma 13 or higher, Persuasion 
  proficiency 
   
  You are skilled at swaying attitudes and intimidating 
  others into your way of thinking. 
  • You gain expertise with the Persuasion skill. 
  • Once per short rest you can gain advantage on 
  any Charisma-based skill check. 
   
  POINT-BLANK SHOT 
  Prerequisite(s): Dexterity 13 or higher, Perception 
  proficiency 
   
  You are especially accurate when making ranged 
  attacks against close targets. 
   
  • You gain advantage on any ranged attack made 
  within 30’ against targets that do not have cover. 
  • Ranged attacks made against adjacent targets 
  have neither advantage nor disadvantage. 
  
   
  68 
   
  POWER ATTACK 
  Prerequisite(s): Strength 13 or higher 
   
  You can make exceptionally deadly melee attacks by 
  sacrificing accuracy for strength. 
  • When wielding any non-light melee weapon, you 
  can choose to suffer a – 5 penalty to attack rolls 
  to gain +10 points of damage. 
  • In addition, you may reroll 1s on damage. 
  rolls when using power attack. You must use the 
  new result. 
  • You treat object’s ACs as if they were 3 points 
  less. 
   
  PRESCIENCE 
  You have a sharp, quick mind. You gain the following 
  benefits.  
  • Your Intelligence score increases by 1 to a 
  maximum of 20.  
  • As a reaction, you can add your Intelligence 
  modifier to any one attack roll, saving throw, or 
  skill check that you are about to make. After using 
  this ability, you cannot use it again until you 
  complete a short or long rest.  
   
   
   
   
  PROTECTION 
  When a creature you can see attacks a target other 
  than you that is within 5 feet of you, you can use 
  your reaction to impose disadvantage on the attack roll. 
  You must be wielding a shield. 
   
  RAGING STRENGTH 
  Prerequisite(s): Strength 15 or higher, Rage class feature 
   
  While raging, your attacks do even more damage. 
  • Whenever you are raging, you deal +3 additional 
  points of damage with your melee attacks. 
  • While raging, you can reroll 1s on damage rolls. 
  You must keep the new result. 
   
  RAGING VITALITY 
  Prerequisite(s): Constitution 15 or higher, rage class 
  feature 
   
  While raging, you are full of vigor and health. 
  • Whenever you are raging, you gain a number 
  of temporary hit points equal to your level. 
  These temporary hit points do not stack 
  with temporary hit points from any other source. 
  These temporary hit points fade when you stop 
  raging. 
  • While raging, you have advantage on Constitution 
  checks and Constitution saves. 
  
   
  69 
   
  ROUSING PERFORMANCE 
  Prerequisite(s): Charisma 13 or higher, Performance 
  proficiency, Bardic Inspiration class feature 
   
  Your bardic inspiration can affect a number of 
  creatures equal to your Charisma modifier. Subjects must 
  be within 60 ft you and they have only 5 minutes to use 
  the inspiration die before it fades. The size of the bardic 
  inspiration die is 1d4 (increasing to 1d6 at 5th level, 1d8 
  at 10th level, and 1d10 at 15th level).   
   
  SAVAGE WARRIOR 
  Prerequisite(s): Strength 13 or higher, Intimidation 
  proficiency 
   
  Your blows strike with great fury, driving your 
  enemies before you. 
  • You can reroll damage dice results of 1 or 2. You 
  must use the new result, even if they are 1s or 2s. 
  • You gain expertise with the Intimidation skill. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  70 
   
  SCRYING ADEPT  
  Prerequisite(s): Intelligence 13 or higher, ability to cast 
  the spell scrying.  
   
  You are particularly skilled at using the scrying spell. You 
  gain the following advantages.  
   
  • Your Intelligence score increases by 1, to a 
  maximum of 20.  
  • Subjects of your scrying attempts have 
  disadvantage on their Wisdom saving throw to 
  avoid your spell.  
  • You automatically notice any scrying sensor 
  targeting you.  
   
  SHIELD ASSAULT 
  Prerequisite(s): Strength 13 or higher, shield proficiency 
   
  • As a bonus action you can use your shield as a 
  weapon. When you use your shield this way, 
  you lose the AC bonus it provides until the 
  beginning of your next turn. Add your 
  proficiency bonus to the attack roll. Shields 
  inflict 1d4 bludgeoning damage unless they are 
  fitted with a spike or blade, in which case they 
  inflict 1d6 piercing or slashing damage, 
  respectively.  
  • You can throw your shield as a ranged weapon 
  with a range of 20/60.  
  SHIELD EXPERTISE 
  Prerequisite(s): Strength 13 or higher, Shield proficiency 
   
  Your skill with shields grants you improved protection 
  against area effects. 
  • While in combat, you can perform the shove 
  maneuver with your shield as a bonus action on 
  your turn.  
  • As long as you are aware of an attack and not 
  otherwise incapacitated, your shield’s AC bonus is 
  added to any Dexterity saving throw you make 
  against spell or attack effects that only affect you. 
  • When faced with a Dexterity save for half damage 
  while wielding a shield, you automatically take half 
  damage (even if you fail), 
  and if you succeed, you 
  suffer no 
  damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  71 
   
  SKILL FOCUS 
  Prerequisite(s): Proficiency in a chosen skill 
   
  You are particularly adept at a certain skill. 
  • Your proficiency bonus is doubled for any ability 
  check you make that uses the chosen skill.  
   
  SOCIAL PROFICIENCY  
  Prerequisites(s): Diaskuri or Orpheus bloodline 
   
  You are skilled at personal interaction and navigating 
  relationships. You gain the following benefits.  
   
  • Your Charisma score increases by 1 to a maximum 
  of 20.  
  • You gain proficiency in Deception, Intimidation, 
  and Persuasion.  
   
  SOUL POWER  
  Prerequisite(s): Constitution 13 or higher 
   
  With this feat, you can withstand the powers of 
  necromancy.   
   
  • You have resistance to all necrotic damage.  
  • You may also use this feat to gain advantage on 
  one saving throw against necrotic magic. After 
  using this advantage, you cannot use it again until 
  you complete a short or long rest.  
   
  SPELL ENDURANCE 
  Prerequisite(s):  Achaemenes, Aeneas, Perseus, Skjold, 
  Theseus, Yngvi, or Zal bloodline 
   
  You are especially resistant to magic. 
  • You may add your proficiency bonus as a bonus 
  on all saves against magic. 
  • Once per short rest you can gain advantage on 
  one saving throw against magic. You may not use 
  this ability again until you’ve completed a short 
  rest. 
   
   
   
   
   
  
   
  72 
   
  SPIRITED CHARGE 
  Prerequisite(s): Mounted Warrior 
   
  Your mounted charge attacks are capable of dealing a 
  tremendous amount of damage. 
  • When mounted and using the Dash action to 
  charge, your threat range increases by +1. 
  • You may choose to subtract -5 from 
  your attack rolls when using Spirited Charge to 
  deal an additional +10 damage. 
   
  STEALTHY 
  Prerequisite(s): Dexterity 13 or higher, Stealth 
  proficiency 
   
  You are highly skilled at stealth. 
  • You can make checks 
  to hide when you are 
  only lightly obscured 
  from sight. 
  • If you are hidden and 
  make a ranged 
  attack against an 
  unaware target, you 
  remain hidden if the 
  attack misses. 
  • You can see in dim light 
  without penalty. 
   
  STRENGTH SURGE  
  Prerequisite(s): Anteus or Hercules bloodline, Strength 13 
  or higher 
   
  You can summon up tremendous strength to 
  empower your attacks.  
   
  With this feat, the damage of your melee attacks 
  increases by 3 points. This increase to your damage lasts 
  for a number of rounds equal to your Strength modifier 
  (minimum 1 round). Once used, you cannot use this feat 
  again until you complete a short or long rest.  
   
  STRONG PERSONALITY 
  Prerequisite(s): Charisma 13 or higher 
   
  Your sense of self never wavers, and your ego is 
  rarely challenged. 
  • Increase your Charisma score by +1 to a 
  maximum of 20. 
  • You gain proficiency in Charisma saves. 
   
   
   
   
   
   
   
   
  
   
  73 
   
  SURVIVOR  
  You are well-versed in surviving in hostile 
  environments, even thriving where others are sure to 
  perish. You gain the following benefits: 
   
  • Increase your Constitution or Wisdom score by 1, 
  to a maximum of 20. 
  • You require only half of the food and water 
  normally required for a creature of your size. 
  • You can withstand extreme temperatures 
  indefinitely, and you automatically pass saving 
  throws made against extreme heat and cold for a 
  number of days equal to your Constitution or 
  Wisdom modifier, whichever is lower. After this 
  time, you must make saving throws as normal 
  until you spend 24 hours in a comfortable 
  temperature. 
   
  TACTICAL COMMANDER  
  Prerequisite(s): Intelligence 13 or higher 
   
  You can direct your allies to attack at opportune 
  moments.  
  On your turn, you can use your attack to shout 
  instructions to one ally that can see and hear you. That 
  ally can immediately use their reaction to make a weapon 
  attack, adding your Intelligence modifier to the attack 
  roll. 
  TAUNT 
  Prerequisite(s): Charisma 13 or higher, Intimidate 
  proficiency 
   
  Your vicious words infuriate others. 
  • Your Charisma score increases by +1 to a 
  maximum of 20. 
  • You gain expertise in the Intimidation skill. When 
  you use the Intimidation skill, you can force an 
  opponent to make a Wisdom save versus your 
  Intimidate check. If they fail, they must use their 
  next action to move closer and attack you. 
  • If you use the Intimidate skill to fluster a target, 
  they suffer disadvantage on all Persuasion checks 
  for a number of rounds equal to your proficiency 
  bonus. 
   
  THESPIAN 
  Prerequisite(s): Charisma 13 or higher 
   
  You are skilled at impersonation and drama. 
  • Your Charisma score increases by +1. 
  • When impersonating another person’s looks, 
  mannerisms or speech, you gain advantage on 
  Deception or Performance skill checks. 
   
   
   
   
  
   
  74 
   
  TOUGHNESS 
  Prerequisite(s): Constitution 13 or higher 
   
  You have enhanced physical stamina. 
  • You gain a number of hit points equal to twice 
  your level. 
  • When you gain new levels, you gain an 
  additional +2 hit points. 
  • You recover 1 additional hit point whenever 
  you roll a recovery die. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  TWO-WEAPON FIGHTER 
  Prerequisite(s): Dexterity 13 or higher 
   
  You are skilled at fighting with a weapon in each of 
  your hands. You gain the following benefits.  
  • You can use two-weapon fighting with one-
  handed melee weapons, even if they aren’t light 
  weapons. 
  • You can draw or put away both weapons as a 
  single action. 
  • You add your ability bonus to damage on offhand 
  attacks when wielding two weapons. 
   
  UNCANNY DODGE  
  Prerequisite(s): Dexterity 13 or higher 
   
  You can use your reaction to gain resistance against 
  one attack from a creature that you can see.  
   
   
   
   
   
   
   
   
   
   
  
   
  75 
   
  UNUSUAL ANATOMY  
  Prerequisite(s): Zal bloodline 
   
  Your internal organs are arranged differently than 
  normal, granting you resistance to certain types of bonus 
  damage.  
   
  • You have resistance to the rogue’s sneak attack 
  ability and only suffer half of the bonus damage 
  from such attacks.  
  • You have resistance to critical hits and suffer only 
  half of the bonus damage rolled from them.  
   
  WAR CHILD  
  Prerequisite(s): Hippolyta, Saeming, Skjold, or Volsung 
  bloodline 
   
  When engaged in combat you can use your bonus 
  action to become infused with the pure essence of war, 
  inherited though your divine ancestry. While this effect is 
  active, you gain the following benefits.  
   
  • You gain 2 temporary HP per level. 
  • You gain advantage on one attack per turn.  
  • Your speed increases 5 feet.  
  • You gain advantage on the next saving throw 
  you make, as long as it is made before this 
  effect ends.  
   
  The spirit of war infuses you for 1 minute. It ends 
  early if you are knocked unconscious. It may also be 
  ended with a dispel magic spell (DC 8 + your proficiency 
  bonus + your Charisma modifier). You can also end the 
  spiritual infusion on your turn as a bonus action.  Once 
  you’ve used this ability, you must complete a short or 
  long rest before you can use it again.  
   
   
  WARPED MIND  
  Prerequisites(s): Tantalus bloodline 
   
  Your distended thoughts and malformed intellect 
  protect you from psychic damage. You have advantage 
  on saving throws against psychic damage, and you have 
  resistance against psychic damage.  
   
   
  
   
  76 
   
  WIND MAGIC  
  Prerequisite(s): Boreads bloodline  
   
  Upon taking this feat you learn two cantrips, 
  druidcraft and resistance. However, the resistance 
  cantrip is only applicable against lightning damage.   
   
  You also learn one 1st level spell of your choice from 
  the following list: fog cloud, jump, or speak with animals 
  (birds only). Once made, this choice cannot be changed. 
  You cast this spell as a 1st level sorceress, using a 1st 
  level spell slot. Charisma is your spellcasting ability. After 
  casting this spell, you must complete a long rest before 
  you can cast it again.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WRATH OF ACHILLES  
  Prerequisite(s): Achilles bloodline 
   
  This inherited madness causes you to fly into an 
  uncontrolled fit of rage when distressed. The DM 
  determines when such stressful events occur, requiring 
  you to make a Wisdom saving throw (DC 15) or suffer 
  from a fit of short term madness, which lasts 1d10 
  minutes. During this time you must use your action to 
  attack the nearest creature. You can always voluntarily 
  fail the saving throw.  
   
  While you are in this state of wrath, you gain the 
  following benefits and limitations.  
  • Advantage on Strength checks and Strength 
  saving throws. 
  • When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage 
  roll that is equal to 2 + your level divided by 4, 
  rounded down.  
  • You have resistance to bludgeoning, piercing, and 
  slashing damage. 
  • If you are able to cast spells, you can’t cast them 
  or concentrate on them while wrathful. 
   
  You cannot voluntarily end this wrath and you will 
  continue to attack nearby creatures until the wrath 
  comes to an end after 1d10 minutes or you fall 
  unconscious. If you are ever cured of this madness, you 
  may select a new feat as a replacement.  
   
  
   
  77 
   
  OPEN GAME LICENSE VERSION 1.0A 
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All 
  Rights Reserved. 
   
  1. Definitions: (a)"Contributors" means the copyright and/or 
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  (b)"Derivative Material" means copyrighted material including 
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  prior art and any additional content clearly identified as Open Game 
  Content by the Contributor, and means any work covered by this 
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  licensee in terms of this agreement. 
   
  2. The License: This License applies to any Open Game Content 
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  3.Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 
   
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
   
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  contributing original material as Open Game Content, You represent 
  that Your Contributions are Your original creation and/or You have 
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  78 
   
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  13 Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses shall 
  survive the termination of this License. 
   
  14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc. 
   
  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson. 
   
  Deep Magic: Elemental Magic © 2017 Open Design; Author: Dan 
  Dillon 
   
  Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; 
  Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur 
  Petersen, Ian Starcher. 
   
  Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen 
  Author Anne Gregersen 
   
  Player’s Advantage: Barbarian; Copyright 2016; Samuari 
  Sheepdog; Author Kevin Glusing 
   
  Fifth Edition Feats. © 2016 Total Party Kill Games, Brian Berg. 
   
  Amazons Vs Valkyries: Bloodline Feats, © 2020, Bloodstone 
  Press; Author: L.J. Ogre 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Amazons vs Valkyries/Amazons vs Valkyries - Bloodline Feats.pdf