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Tales of the Valiant Erina Lineage Guide
tales of the valiant

Tales of the Valiant Erina Lineage Guide

5 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >Tales of the Valiant
  3. >Lineage Guides
  4. >Tales of the Valiant Erina Lineage Guide

Introduction

Erina (The Old Margeve) are small hedgehog-like humanoids with one of the best exploration packages in the expanded lineage set. Darkvision, a burrowing speed, poison resilience, Heightened Senses, and anti-grapple Spines make Erina excellent scouts and surprisingly unpleasant targets in close quarters.

On this page

  • Introduction
  • Lineage Traits
  • Rating Key
  • Darkvision ●
  • Digger ●
  • Erina Resilience ●
  • Heightened Senses ●
  • Spines ●
  • Best Classes for Erina
  • Rogue ●
  • Ranger ●
  • Druid ●
  • Monk ●
  • Fighter ●
  • Heritage Pairings
  • Player's Guide 2 Heritage Options
  • Hot Takes
  • Final Notes

The headline is Digger: a burrowing speed equal to your walking speed, limited by the inability to burrow through ice or rock. That limitation matters. Erina are strongest in forests, fields, soft-earth caves, burrow networks, collapsed ground, and natural terrain. They are less impressive in stone megadungeons.

Tales of the Valiant Erina

Lineage Traits

Rating Key

  • ● Red — Bad.
  • ● Orange — Situational.
  • ● Green — Good.
  • ● Blue — Fantastic.

Options from The Old Margeve are marked with (The Old Margeve).

Darkvision ●

Standard 60-foot darkvision is always useful for scouting, dungeon movement, and ambush play. It pairs especially well with burrowing and infiltration.

Digger ●

Burrowing speed equal to walking speed is encounter-defining when the terrain supports it. It creates alternate routes, ambush angles, escape paths, and hiding options that most lineages cannot access without magic.

Erina Resilience ●

Advantage on saves against being poisoned plus poison resistance. This is a strong passive defensive package, especially for scouts who trigger traps and frontliners who meet venomous creatures first.

Heightened Senses ●

Advantage on Perception checks relying on sight or hearing. Perception is too important to call this merely nice. It is one of the reasons Erina are better scouts than they first appear.

Spines ●

When you grapple or are grappled, the other creature takes piercing damage equal to PB at the start of your turn. This will not carry your damage output, but it punishes grapplers and gives small melee characters a little bite in close quarters.

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Best Classes for Erina

Rogue ●

The best fit. Darkvision, Small size, burrowing, Perception advantage, and poison resistance all support scouting, infiltration, and trap-forward play.

Ranger ●

Ranger uses every part of Erina well: exploration, tracking, scouting, burrowing, and poison defense. Works especially well in Old Margeve campaigns.

Druid ●

Druid does not need the poison defense as badly, but burrowing and senses give strong non-spell utility before Wild Shape enters the picture.

Monk ●

Small, mobile, hard to pin down, and unpleasant to grapple. Monk appreciates the scouting package and can use burrowing for positioning.

Fighter ●

Works for a light skirmisher or archer, but heavy weapon builds clash with Small size and do not use the full lineage package.

Heritage Pairings

Forest Bastion (The Old Margeve) ● Excellent for scouts who need social recovery, Nature or Animal Handling, and trapper's tools.

Salvager ● Thematically strong and mechanically reasonable if your campaign includes traps, devices, and object interaction. Better here than on most lineages.

Delver (The Old Margeve) ● Flavor-perfect but mechanically redundant because both Erina and Delver grant burrowing. Take it for the community identity, not optimization.

Grove ● Adds climb speed and natural stealth. Together with burrowing, this makes Erina unusually hard to contain.

Privileged (Book of Blades) ● Useful for an Erina spy, court informant, or guild operator. The flexible skill proficiency patches whatever the class missed, and contested social advantage gives the scout a social-infiltration lane.

Martial Law (Book of Blades) ● Good for disciplined skirmishers, but the armor and weapon proficiencies can overlap with martial classes. Bonus-action Help is the main draw.

Player's Guide 2 Heritage Options

Conflicted (Player's Guide 2) fits erina communities forced into defense, displacement, or rivalry.

Hivebound (Player's Guide 2) supports burrows, warrens, and close tactical communities.

Kithren (Player's Guide 2) works for family-centered erina scouts and protectors.

Hot Takes

Hot Take: Erina (The Old Margeve) is the best actual scout in the new lineage set. Alseid is faster and Piney is tougher, but Erina combines darkvision, Perception advantage, burrowing, Small size, and poison defense. That is the toolkit of the character who goes first into bad places and comes back alive.

Hot Take: Do not take Delver (The Old Margeve) on Erina unless you care about story more than mechanics. The overlap is too high. You already burrow. Spend your heritage on something that adds a new axis: Forest Bastion, Grove, Salvager, or Old Ways.

Final Notes

Erina (The Old Margeve) rewards players who think in terrain. If the ground matters, the lineage is excellent. If every adventure takes place in polished stone corridors, the power drops. Build Erina for scouting, infiltration, survival, and creative routing.

For the full comparison across every lineage, use the Tales of the Valiant Lineage Guide. Pair Erina with the Heritage Guide to finish your character's origin.

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