Blood Abilities

To determine the blood abilities entitled to a PC through their bloodline, first roll on the Bloodline Strength table, then the Blood Ability Acquisiton Table, and finally the abilities themselves are chosen from the list for each Bloodline. Rolls on the Blood Ability table are cumulative: i.e., a character with a bloodline strength of 24 rolls d100 for the 0-10 category, 11-19 category, and the 20-28 category. Blood Abilities are taken from the Birthright Campaign Setting Rulebook and The Book of Regency.

Bloodline Strength
d100 Strength Score
01-25 Tainted 4d4
26-65 Minor 5d6
66-95 Major 8d6
96-00 Great 8d8
Blood Ability Acquisition
Bloodline Strength d100 Roll Ability Gained
0-10 01-90 None
91-00 Minor
11-19 01-15 None
16-80 Minor
81-95 Enhanced to Major*
96-00 Major
20-28 01-10 None
11-35 Minor
36-45 Enhanced to Major*
46-98 Major
97-98 Enhanced to Great*
99-00 Great
29-35 0-50 None
51-80 Minor
81-90 Enhanced to Major*
91-00 Major
36-50 01-05 None
06-15 Minor
- 16-26 Enhanced to Major*
27-40 Major
41-50 Enhanced to Great*
51-00 Great
51-80 01-10 None
11-25 Enhanced to Major
26-40 Major
41-70 Enhanced to Great
71-00 Great
80+ 01-50 Enhanced to Great*
51-00 Great
  • This result improves an existing ability by one level. If a character’s result is enhanced to major, a minor ability becomes a major ability. If a character’s result is enhanced to great, a major ability becomes a great ability. If the character has no abilities that can be enhanced, he recieves an ability of the level noted.
Fae Abilities

Minor: Alertness, Animal Affinity, Detect Illusion, Detect Lie, Enhanced Sense, Forest Walk, Healing.

Major: Alter Appearance, Animal Affinity, Enhanced Sense, Forest Walk, Healing, Protection from Evil.

Great: Animal Affinity, Elemental Control, Forest Walk, Healing, Regeneration.

Gnome Abilities

Minor: Alertness, Courage, Direction Sense, Detect Illusion, Enhanced Sense, Healing, Iron Will, Poison Sense, Spell Sense, Unreadable Thoughts.

Major: Alter Appearance, Character Reading, Courage, Enhanced Sense, Fear, Healing, Spell Sense.

Great: Courage, Elemental Control, Healing, Home Harkening, Spell Sense1, Travel.

Halfling Abilities

Minor: Alertness, Animal Affinity, Bloodmark, Common Sense2, Direction Sense, Enhanced Sense, Healing, Iron Will, Posion Sense.

Major: Animal Affinity, Character Reading, Common Sense2, Enhanced Sense, Healing, Home Harkening, Persuasion, Protection from Evil.

Great: Animal Affinity, Common Sense2, Home Harkening, Regeneration, Shadow Form.

Human Abilities

Minor: Alertness, Animal Affinity, Blood History, Bloodmark, Courage, Detect Lie, Direction Sense, Enhanced Sense, Healing, Heightened Ability3, Iron Will.

Major: Battlewise, Character Reading, Courage, Divine Aura, Divine Wrath, Enhanced Sense, Healing, Home Harkening, Persuasion, Protection from Evil, Sea Song.

Great: Berserker’s Blood, Common Sense [2], Courage, Divine Aura, Home Harkening, Shadow Form, Spell Sense [1], Touch of Decay.

[1] As “Mebhaigl Sense” from “The Book of Regency”. [2] The ability to see things clearly also grants the ability to create light as ‘Light of Reason’ from “The Book of Regency”.[3] Heightened Ability is modified by Sub-type of Human bloodline: Illith (DEX or INT,) Hroth(STR or WIS), Jeltin (STR or CON), Rathar (WIS or CHA).

Blood Abilities

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